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Review: Halo Wars

The success of the Halo franchise is unquestionable. Bungie's trilogy of first-person shooters established a standard against which most similar games have been judged for the past eight years. Thus, when Ensemble Studios picked up the task of bringing the Halo universe to real-time strategy, they faced two separate mountains to climb: maintaining the high quality demanded by fans of the series and developing for a genre that traditionally translates poorly to console play. Fortunately, they had a head start on the latter, bringing in a wealth of experience from the Age of Empires series. Creating an intuitive and dependable control scheme was a top priority, and their success in doing so makes Halo Wars a worthy addition to the series. Read on for the rest of my thoughts.
  • Title: Halo Wars
  • Developer: Ensemble Studios
  • Publisher: Microsoft Game Studios
  • System: Xbox 360
  • Reviewer: Soulskill
  • Score: 7/10

A solid camera system is the foundation of a good control scheme, and here Ensemble gets off to a running start. The left stick pans around the map at a variable speed determined by how far you push the stick. You can scroll slowly or quickly, and you can also change the maximum speed in the options menu. It's very responsive and easy to get from one place to another. You can hold the left trigger for even more speed, going all the way across the map in about a second. The right stick controls the zoom function, which is largely irrelevant — you'll probably want to keep it zoomed out as far as it will go most of the time — and pushing the stick to the sides rotates your view. You won't need to use this very often, but it's convenient and useful if you want to see things from a different angle.

The other way you can move around the map is with the directional pad. Hitting left will cycle through your base positions, and pressing down will cycle through your unit positions. Occasionally you'll get an alert — for example, a few of your units will be under attack somewhere on the map — and pressing right will take you immediately to the position of your latest alert. Getting around the map is definitely not a problem in this game. It's about as close as you can get to the ease of use that comes with a mouse and keyboard.

The next big hurdle was unit selection, and again, Ensemble did a fine job, giving you all the options and speed you're used to in these types of games. The A-Button selects units individually, but if you hold it down, you get a good-sized circular area which you can then sweep over multiple units to select them at the same time. This takes the place of the typical click-and-drag rectangles on the PC. It's slightly slower, but not by much, and you get the added benefit of being able to grab everyone in a circle around a unit you want to stay put. On top of that, double tapping the A-button on a unit will select all of that type of unit nearby. The right shoulder will select everything on screen, and the left shoulder will grab all units period. The only notable missing function is the inability to save certain groups and switch back to them, and even then, if your groups are spread out, it's not an issue.

If you have multiple unit types selected, the trigger buttons will cycle through the different types, making it very easy to send all your marines in one direction and all your vehicles in another. Once you've had a few missions to get used to the myriad selection options, you won't even need to actively think about what buttons to press. It's a good system because it doesn't get in the way of the actual gameplay. Finally, the means of controlling your units and buildings are simple and intuitive as well. The X-button is your standard "go here," "attack this," "grab this" button, and the Y-button activates any special attacks your selected units have. One nice feature is that you can hold down the X-button for a few seconds and a unit will finish walking to where they were already headed before they go to the new location. This lets you set up paths to take the long way around if the short way isn't safe. Buildings have a radial context menu through which you activate upgrades or pump out new units. You can queue up multiples at a time, and you can cancel an order before it finishes. Essentially, all is as it should be, and you're left to focus on what's important.

Halo Wars starts you off about 20 years before the events of the first Halo game. They send you to Harvest, the first planet to be taken by the Covenant, to establish peaceful and cooperative relations with their leaders and diplomats after five long years of combat. Just kidding — they want you to kill stuff. You get to see cinematics after every mission, which are largely responsible for driving the plot of the game. Visually, they're quite impressive, though the first few are a bit slow. As the game goes on, the cinematics become progressively cooler and more exciting. The writing and the dialogue is less than stellar, but it's serviceable, and it provides some good context to the Halo universe. There are also minor plot points shown during the mission, rendered by the game engine. Those are usually what determine your specific objectives.

There are not many missions in the campaign — just 15 — but they're very diverse. No two are alike, and Ensemble does a decent job of creating interesting objectives and differing levels of resistance. In one, you have to defend civilians as they head for their evacuation shuttles, and you need to take care of the shuttles themselves. The mission is timed, waiting on a countdown to launch. Another mission has you faced with a large energy shield that needs to be taken down. Certain positions on the map are good attack points for a type of long-range tank, so you have to take each position one at a time and hold them all long enough to knock down the barrier. Later you fight a Covenant super-weapon (a Scarab), dodging its main attack while taking out its power supply. And, of course, you get a mission to just build a massive army and annihilate everything else on the map.

They give you a good mixture of offense and defense, though in some cases the amount of resistance you're likely to encounter is unclear. Decisions made early in the game in terms of build order and unit production can effectively eliminate your chances of winning if you guess wrong. This is important because of the way Halo Wars deals with building bases. The bases themselves can only be placed in particular spots. Once a base is built, a number of empty construction bays spring up around it, and you're only allowed to build additional structures where there are construction bays. This means that you're only allowed a maximum of seven structures per base. On top of that, resources aren't something you go out and farm; you build supply pads, which slowly get deliveries from your ship in orbit. So, you're given a tough decision early on whether you want to develop your army or your economy. If you throw down five supply pads, you'll get resources like crazy, but you won't have enough space left to build all of the other things you need to win.

On the easier difficulty levels, this works out decently well; a ton of early resources means that you can pump out enough basic marines to handle most threats until you get fully established and perhaps take a second base. On the harder modes, you're attacked earlier and with stronger forces. Another decision they give you is what type of enemies you want to defend against. Several units are particularly strong against one type of enemy — infantry, vehicle, or aircraft — and not as useful against others. When in doubt, diversify, but if you're playing at an appropriate difficulty level, you can expect to fail a few because you just don't know what to prepare for. The timed missions, in particular, force you into early decisions that simply may not work. Since there's only the UNSC campaign, it's worth going through and doing the side missions, and also trying for some of the difficulty-related achievements.

The AI in Halo Wars is solid; pretty standard for this type of game. Your forces are reasonably smart about picking a target to focus, but not too smart; they won't switch off a full-health tank to drop one that's already almost dead. The pathing is pretty good; you won't have to spend much time micromanaging where you want them to go, but the option is there if you need it. One complaint is that when defending, your troops like to chase attackers too far, spreading out your forces and making it easy for a smart enemy to score some easy kills. There are four difficulty levels — easy, normal, heroic, and legendary. If you're just looking for a quick play-through of the game, go with normal. If you'd like to work for it, go with heroic. If you're pretty good at other real-time strategy games and/or enjoy being punched in the face, legendary will fit the bill.

The selection of units is interesting. You often get a leader and a group of three Spartan soldiers. In addition to being quite powerful, these units are essentially unkillable in the single-player campaign. When they take lethal damage, they drop to the ground and slowly regenerate health. Once they've healed enough, you can revive them by bringing another unit close by. It can lead to some surprising shifts in power. Most of the units are upgradeable to a high degree, becoming significantly more powerful late in the game. For example, the standard UNSC marines begin as a squad of four men with machine guns and grenades. Successive upgrades will: add one man, trade the grenades for long-range rocket launchers, add a medic that will heal the squad after a battle, and finally upgrade all of the marines to Shock Troopers. Each side even has "uber units;" Scarabs shoot giant lasers that fry UNSC forces in seconds, and Vultures are airborne behemoths that can eradicate Covenant buildings almost as quickly.

It would have been great to get a campaign of Covenant missions, but you can still use them in multiplayer. Their buildings are similar to the UNSC selection, but with minor variations. They get shield generators of questionable utility, and their infantry are the ones specialized to fight against particular units, rather than the vehicles. The two factions are similar enough that they'll be well balanced. You can play multiplayer maps against the AI or online with other humans, and you can also play cooperatively with your friends. You select the faction you want to play and then the leader you want, each of whom brings a different unit, ability, or potential upgrade to the table. You can expect to see players using strategies that work in other RTS games. Rushes work well, but they can be dealt with. Selecting your opening strategy tends to be more important than out-managing your opponent in battles. You don't have to have a ridiculous number of actions per minute to do well.

Ensemble succeeded quite well at establishing a control system that is powerful yet doesn't fight for intellectual real estate with the actual playing of the game. It's not a ground-breaking new entry into the real-time strategy genre, but, in a manner similar to the first Halo shooter, it demonstrates how well this genre can work on consoles. And it does well by the Halo franchise in the process. It's too bad Ensemble themselves got split up after completing this game — DLC involving some Covenant missions or making the Flood a third playable race would make this game even better. Fortunately, a team of Ensemble members now going by the name Robot Entertainment will be providing "support." If they're proactive about tuning and balancing the game, Halo Wars multiplayer could become quite popular indeed, in part because there isn't much competition. While it's not likely to be suitable for the hardcore, competitive RTS players, Halo Wars is definitely the fun and easy-to-operate console RTS many players have been waiting for.

177 comments

  1. In other words... by Assmasher · · Score: 5, Insightful

    ...same exact formula as a million other RTS games, just branded with Halo; ergo, if you like Halo, this is probably an excellent game - otherwise it's like many others that came before it. If you've not played many RTS games, this one probably has polish, so pick it.

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    1. Re:In other words... by Onaga · · Score: 2, Interesting

      Umm.. how? I like Halo. I don't like RTS games. Will my love of a great FPS all of sudden make me love an RTS game just because ZOMG, I can create units that are based on the same units in the FPS? Dual wielding needlers and jumping into a fray is far removed from selecting a few units and telling them to explore north.

    2. Re:In other words... by Anonymous Coward · · Score: 0

      Will my love of a great FPS all of sudden make me love an RTS game just because ZOMG, I can create units that are based on the same units in the FPS?

      I do believe that is what Microsoft would be banking on with this game to help boost sales. Much like how Nintendo hopes adding Mario to the mix makes customers more interested in buying a racer or sports title.

    3. Re:In other words... by Assmasher · · Score: 2, Interesting

      Ummm... how - what?

      If you don't like cars or offroading and someone produced a perfect warthog replica, I would certainly think you wouldn't be interested.
      Of course you won't like an RTS based on Halo if you don't like RTS games... I would think that this is so obvious that I didn't need to make mention of it.

      The whole point of my post is that this RTS isn't doing anything new, it's simply rebranding the stardard RTS experience with 'Halo.'

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    4. Re:In other words... by Meneguzzi · · Score: 3, Interesting

      Well, that's usually the way it works in the market of overhyped games, you create a game that is about the same as all other successful games in the genre, being careful at not attempting anything creative in gameplay, pour a ton of money on marketing to get people to say that this new game will be a breakthrough (even if it's an average game), and people generally buy it. It's a proven formula for the majority of commercially successful console games. In the case of FPS and RTS games for consoles, you also need to dumb it down a bit, since there's no way you can control these games with a game controller with the same precision and speed that a mouse would afford in a computer.

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    5. Re:In other words... by Toonol · · Score: 2, Interesting

      I think it is doing something new, though. Not really on the RTS front; it's a bit simplified and small. But it's a genre that has never really succeeded on a console, and it sounds like they've really tweaked this a lot to be an introduction to RTS games in general. A playable RTS on a console would be a new thing.

      I just wish they would come out with some for the Wii; that console would be perfect for RTS games, but none have been made yet.

    6. Re:In other words... by Anonymous Coward · · Score: 0

      In other other words, it fits perfectly into the Halo series, which are mediocre FPSs that have achieved success among people who had never played FPSs before.

    7. Re:In other words... by ljw1004 · · Score: 1, Interesting

      "No way to control these games with a controller with the same precision and speed that a mouse would afford" ?

      Sure there is!

      Mouse and keyboard are horribly limiting interfaces for RTSs. All that stuff about dragging a selection rectangle, assigning keyboard shortcuts to groups, selecting units onscreen, ... It's a mess.

      Imagine a voice-controller interfaces. "All tanks, attack target". "Grenadiers on screen, retreat." "Large factory, build tanks then missiles."

      These games can make do with a tiny vocabulary -- and the technology for voice recognition with a tiny vocabulary is already there.

    8. Re:In other words... by Wooky_linuxer · · Score: 4, Insightful

      Attack where? Go where, following which path? What if you want tanks on the left to perform a certain task and the ones on the right to run away? You really think you can say that out loud quicker than you can point and type a few keystrokes?

      In fact your suggestion reminds me of some japanese live-action, where the good guys would cry out loud each and every action they were doing. The bad guys/monsters had to stay in the same place waiting for them to complete their speech. Ok, your idea is not completely wthout merit, but voice recognition is overrated. That's why it is not more widespread, since, as you noted it, we already have the tech.

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      Where is that guy who'd die defending what I had to say when I need him?
    9. Re:In other words... by mobby_6kl · · Score: 1

      All of the voice control examples you provide can be done in a few keystrokes/clicks in most modern games, so I don't see how they're an improvement over the current system unless you start with an already crippled controller. Still, what you're describing is already implemented in Tom Clancy's Endwar. It works, but at best it provides no advantage over m/k whatsoever. I mean besides freeing up a hand to masturbate with, of course.

    10. Re:In other words... by Assmasher · · Score: 1

      I bet that the Wii would have a much better interface which could map quite easily to a mouse.

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    11. Re:In other words... by ljw1004 · · Score: 1

      Attack were? My command was "Attack my target", i.e. attack the thing under currently under the crosshairs. Abbreviate to just "Attack" since if you don't specify a target then it defaults to your crosshairs.

      Go where? You'd could scroll your crosshairs to their destination and say "Go". Or say "Go south / north / to base / out of range"

      Follow which path? -- that's something that mouse/keyboard isn't much fun at. The ctrl+clicking to spell out a path is tedious.

      Distinguish between left/right? "Tanks on left, attack. Tanks on right, run away." But really, with a mouse and keyboard, how would you select all the tanks on the left of the screen while not selecting the other unit-kinds?

      Voice has a lot more modes of composition. Here are some different things you could naturally and easily select: "All healthy tanks", "All damaged tanks", "All damaged units", "All damaged units on left of screen", "All airborne units", "All artillery", "All units", "All units in range of generator", "All fast units", "All idle units on left of screen", "All damaged idle airborne units on left of screen."

      Mouse and keyboard just have a very limited number of modes of composition: click, ctrl+click, shift+click, keyboard shortcut to select group, drag-rectangle, shift+drag, ctrl+drag. There aren't many, and they don't compose as flexibly.

      As to why it's not more common? I'm sure that PS2/xbox didn't have the power to do it. PS3/xbox360 might just be powerful enough. But I think it's been slow to take off because RTS is a genre of imitation rather than innovation.

    12. Re:In other words... by shutdown+-p+now · · Score: 1

      Imagine a voice-controller interfaces. "All tanks, attack target". "Grenadiers on screen, retreat." "Large factory, build tanks then missiles."

      I don't want to imagine stuff, I want to play the game. Do you have anything working to show?

      At the same time, there is still stuff for which point & click is more convenient. For example, when you want your units to follow a specific path. And I bet that voice + mouse is still faster than voice + console controller.

      Furthermore, while we're imagining - imagine an RTS where you have the ability to write command scripts in some Turing-complete language and bind them to arbitrary vi-style commands. This would probably have a pretty steep learning curve, but typing ":ta" is definitely going to be faster than speaking "All tanks attack target", especially with practice.

      If voice was that good, we'd be using it on the desktop throughout. But we don't, and it won't fly in an RTS for the same reason.

    13. Re:In other words... by Repossessed · · Score: 1

      Slightly different formula really, in that Halo Wars is actually playable on a console (a first for me).

      That said it has some serious issues, no campaign mode for the covenant, no play at all for flood, multiplay costs extra, and the base building mechanism just isn't as fun as building a huge sprawling mess like a more traditional RTS. A couple missions have in game instructions that just don't make any sense as well, and you need to look online to figure out what it is you're supposed to accomplish.

      All in all, its fun, but it makes me want to go back to playing Lord of the Rings or Tiberium Wars more than anything (And I probably will once I can afford real graphics and/or get them working in WINE).

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    14. Re:In other words... by arekusu_ou · · Score: 1

      Rebranding a RTS based on a "theme". Not a new tactic, and not without success. MS even did it with Star Wars. Never underestimate a rabid fan base. SW Battlefield was so horrible (I am not a rabid SW fan, it was free with purchase of something else)

      You may not be a "fan-atic" but there will be those who will buy the mediocre game just because it gives them another view into their "theme". You may also not be the same type to buy Halo dungaroos, T-shirt, duffle bag. Out of curiosity, what did you think about Blue vs Red?

    15. Re:In other words... by Acapulco · · Score: 1

      Without trying to bash you, either:

      1) You are not really good playing those games, or

      2) Have not seen the really really really good guys play before.

      The pro players can queue a *lot* of orders, buildings, units and still know where they should attack/defend, etc, in half the time it would take for you to say one order AND the computer to process it correctly 97% of the time (pro players rarely click where they are not supposed to, and if they do it's correctable very fast).

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    16. Re:In other words... by Gwala · · Score: 4, Informative

      Better auto-aim, slower game speeds, wider 'fudge-factors' etc. are pretty common when porting PC games to the Console - mainly to make it easier to play with a controller.

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    17. Re:In other words... by Tim+MacDonald · · Score: 1

      I'm sorry, Star Wars Battlefield is probably not the best example of a rebranded concept, even for strategy games. Empire at War (did space battles right, ground battles felt a little too slow), and Rebellion (did galaxy-wide conquest right, failed on the space battles. And don't even look for ground battles -- they just don't exist) are the two that really spring to mind.

    18. Re:In other words... by Draek · · Score: 1

      Tom Clancy's EndWar does just that, and many reviewers say that while it's a very cool way to play an RTS, it is also infinitely slower compared to good ol' mouse 'n keyboard.

      Besides, sooner or later you'll still end up assigning "hotkeys" (or codes or whatever) to groups of units, otherwise coordinating complex attacks would be hellish. You don't want to attack with *all* your units every time, y'know. And then there's coordinates, which are obviously much accurate and/or faster with a mouse than voice.

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    19. Re:In other words... by Xest · · Score: 1

      It has another advantage, it's on the 360- the 360 doesn't have a massive amount of RTS games. LotR, C&C3, Supreme Commander, RA3 and that's about it.

      So whilst it's like every other RTS, it's also worth buying if you're just a generic RTS fan and a 360 player because there isn't an awful lot of other RTS games out there on the 360 to get your fill of RTS fun with.

      I got it for that reason, I love RTS games, and I spend more time on my 360 now than other systems and have played through all the other so regardless of it being Halo, it was more RTS content for me!

    20. Re:In other words... by RogueyWon · · Score: 3, Interesting

      Halo Wars is to RTSes as Halo was to fpses. The comparison holds up remarkably well.

      - Neither was the first attempt at doing the genre on a console. However, both were the first really ambitious efforts at implementing the genre on a console from the ground up, rather than just pinching PC mechanics wholesale (or indeed being a direct port of a PC game).

      - Both games were reasonably pleasant to look at, though certainly nowhere near the cutting edge technically.

      - Both games were the first examples of their genre to actually feel natural on a console controller.

      - In terms of sophistication and variety, both games were years behind equivalent offerings on the PC.

      - Both games had a storyline that thought it was far more interesting than it really was.

      Now, the thing with Halo is that it really got the ball rolling for big budget fpses on consoles. It showed how, by careful attention to sensitivity on the controller, as well as a few key design decisions (such as not requiring constant 180 degree turns in the way that many PC fpses do), you could render the genre playable - and even enjoyable - on a console.

      While Halo was in no way a great game considered on its own merits, it did sow the seeds that resulted in some of the modern console fpses that can give their PC competition a run for its money (such as Resistance: Fall of Man). It will be interesting to see if the same can now be done for the RTS, given that Halo Wars proves that a control system can be made to work.

    21. Re:In other words... by Errtu76 · · Score: 1

      Or _any_ good game for Wii for that matter! The only ones i like are Rayman raving rabbits.

    22. Re:In other words... by e03179 · · Score: 1

      $10 says that you entered your comment in with a keyboard and mouse; not voice recognition software.

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    23. Re:In other words... by Anonymous Coward · · Score: 0

      [quote]What, exactly, was dumbed don about these games? [/quote]

      As per the poster below: 'Better auto-aim, slower game speeds, wider 'fudge-factors' etc. are pretty common when porting PC games to the Console - mainly to make it easier to play with a controller.'

      Many FPS games can be linked to the same multiplayer network on pc and console. I only know of _one_ that is (shadowrun).

      Why aren't the others? To get the PC and Console version to be roughly equal in game play without giving one an advantage they have to 'fudge' the system.
      Shadowrun does this: http://www.gaming-360.com/games/shadowrun.html
      'Console vs. PC Game
      Shadowrun will be the flagship title for the Live Anywhere service that allows Windows Vista PC users to be fully integrated into Xbox Live. In Shadowrun, you can play Xbox 360 versus PC seamlessly, with adjustments to balance gameplay between the two different controllers.'

      A review of the game goes into some of the details that make the game playable on both systems and some of the restrictions on the pc side due to the limitations of the console keyboard: http://www.computerandvideogames.com/article.php?id=167226&site=pcg

      So Gwala (another response poster to this parent) is correct. They do dumb down some effects and especially ease up aiming via autoaim. It's not just some myth.

    24. Re:In other words... by Wooky_linuxer · · Score: 1

      I'll concede you came with some very good ideas here, specially about selecting heterogeneous groups of units ("all tanks on the east of the mountain with health below 30%" for instance). But, as Acapulco pointed, it will never be as fast as using a keyboard (and I really suck at RTS, but just watch the APM of some reasonably proficient players). And you still need a mouse for pointing anyway. BTW, RTS are mainly a PC gaming phenomena, so if voice recognition should be developed as a viable interface, it would be in a PC. But you convinced me that voice recognition might be a good alternative interface in some kinds of situation, for complex selections and orders (like "heal all mountain giants which have a club and have health below 40%").

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      Where is that guy who'd die defending what I had to say when I need him?
    25. Re:In other words... by Phasma+Felis · · Score: 1

      I've been playing FPSes since Wolfenstein 3D, and the original Halo blew me away. The regenerating-shields mechanic cut down on "get stuck at 3% health and die a million times before the next medkit" frustrations. The weapon mechanic (two selectable guns, with melee and grenades on separate triggers) made for a lot of interesting tactical choices. None of those were entirely new ideas, but I hadn't seen them all stitched together in one game before. As a fan of written sci-fi, I appreciated the effort taken to put together a coherent universe and ask the occasional interesting question in between all the shooting, and it was nice to get an straight answer to the question "why is my space marine a million times more badass than all the other space marines?"

      So, yeah. It's annoying that Halo has become the go-to game for the fratboys-and-12-year-olds crowd, but it really does have its own merits.

    26. Re:In other words... by enderjsv · · Score: 1

      The only game I listed above that I know had additional auto-aim added to it on the console is unreal tournament. Even then, you have the option to turn it off. I am unable to find any information about auto-aim on the other four games.

      But slower game speeds? Wider fudge factors? I'm fairly certain every level of the above five games was ported authentically from its PC counterpart. If anyone has evidence to the contrary, I'd love to hear it. Hell, if you could point me to some evidence of these claims, I'd mod you up myself if I could. But modding parent up and me down because he claims "slower game speeds" and "wider fudge-factors" are "pretty common" without any examples or evidence absolutely demonstrates how modding here on slashdot has very little to do with making insightful remarks, and far more to do with making remarks the modders want to agree with. Hell, even his claim of "auto-aim", while potentially true, wasn't backed up with anything verifiable, and he certainly didn't address how adding some auto-aim to a game to compensate for the more difficult control scheme amounts to a "watered down" game. We at least could have had a somewhat decent conversation about that.

      But no. He simply states that console fps games ported from the pc have additional auto-aim (sometimes true, but not always, think Left 4 Dead), are slowed down (can't think of a single example) and have larger fudge-factors (what does that even mean), and then he gets modded up because the modders apparently want him to be right and me to be wrong. At least I provided examples to back up my point.

      Making a claim and calling it "pretty common" doesn't make it true and it certainly doesn't make it insightful. You modders should be ashamed. Hell, if you have to mod someone up, mod the other guy who replied to me. While his post about Shadowrun completely missed the point I was trying to make about PC ports, at least it was interesting.

    27. Re:In other words... by nesstopher · · Score: 1

      you sir are a nob. and i dont mean the ork variety.

    28. Re:In other words... by arekusu_ou · · Score: 1

      It was an example of a bad rebranded concept. It was pretty much MS' Age of Empire Engine, with SW graphics. It's an example of companies not caring how shitty a game is, only trying to bank on their "theme".

      Doesn't work on you, but they do it because it works on a demographics. I'll segue into ads on TV too, I think most are moronic, but hey, they work on enough people that they'd shell out millions for it.

    29. Re:In other words... by VariousVarieties · · Score: 1

      - the first really ambitious efforts at implementing the genre on a console from the ground up, rather than just pinching PC mechanics wholesale

      GoldenEye on the N64 was also built from the ground up for its host console, and was also quite ambitious, in terms of both its structure (different objectives on each difficulty setting; polished presentation incorporating a time attack mode and unlockable options) and its use of the system's capabilities (Rare's David Doak: "GoldenEye pretty much exhausted the performance of the machine. It was hard to push it further. Perfect Dark had some good ideas but was dog slow").

      - Both games were the first examples of their genre to actually feel natural on a console controller.

      Again, so did GoldenEye. (You might bring up its non-centred manual aiming reticule as an example of a control pad fudge that feels unnatural, and I admit it's less intuitive than a constantly-centred crosshair and would feel a bit odd to people playing it for the first time today. But personally, I've always preferred the feel of it in that particular game, depite the fact it's less practical than the alternative. I feel the same way about pads vs keyboard and mouse: I actually find the less precise control system more fun!)

      - In terms of sophistication and variety, both games were years behind equivalent offerings on the PC.

      I disagree with the common complaint that Halo lacks variety. I think that it employs a few very simple elements (grunts scatter in panic when Elites are killed; Elites dive away from grenades; vehicles are used to temporarily increase the pace and firepower of the combat; all guns remain useful throughout the game rather than being superseded by an ultimate "BFG" weapon) and combines them in a thousand different ways to produce a rich combat system that encourages you to experiment with how you play. The enemy AI strikes a good balance between exploitable predictability and randomised behaviour. The emphasis is always on moment-to-moment tactics rather than precision aiming - a balance most obvious on Legendary difficulty, which is where you really get the most out of the game.

      So I think its combat makes it a sophisticated game, but in a very different way to the likes of Deus Ex.

      More on repetition: the level environments are undeniably constructed in a very "building-block" way, but I don't mind that - between them, those building blocks cover a good variety of layouts of paths and cover, and when you add in the variation in enemy numbers and arrangements between encounters, you get a good range of situations over the course of the game. Not as big a range as if each enemy encounter was set in its own purpose-designed enviroment, of course, but IMO Halo 2 showed that that philosophy also has its drawbacks...

      Yes, Halo has are a couple of levels that are recycled wholesale, but again I care more about what the combat within them is like rather than the cosmetic similarities: "Two Betrayals" is just "Assault on the Control Room" backwards, but the addition of the Flood and pilotable Bansees make it play like a very different level.

      - Both games had a storyline that thought it was far more interesting than it really was.

      It does the job: "There are some aliens, figure out the best tactics to kill them!" And some of the names are quite evocative, like The Silent Cartographer and 343 Guilty Spark. The problems with the story came with Halo 2, where some twit at Bungie decided that a tale of political schisms within the Covenant should take precedence over the fact that Elites are so much more fun to fight than Brutes...

      It showed how (...) you could render the genre playable - and even enjoyable - on a console.

      I can't resist mentioning, once again, that... GoldenEye had already done that! :)

  2. Intuitive and dependable control scheme... by Anonymous Coward · · Score: 0

    So they've switched to a keyboard/mouse?

    1. Re:Intuitive and dependable control scheme... by Anonymous Coward · · Score: 0

      Nope, but if you can hammer a square peg into a square hole, you can easily come to grips with this game.

      Of course, the whole "square peg into square hole" thing pretty much rules out the entire Halo fanbase, but still! Halo - Combat Devolved!

  3. Re:HAHAHA yeah right by ChinggisK · · Score: 1, Insightful

    I'd have to lose 30 IQ points before I'd try an RTS on a console. The only people I know who think HALO is a good game are the ones that have never played Half-Life. Do yourself a favor; buy a PC, and try a real RTS.

    *sniff sniff*

    Do I smell an opposing fanboi?!

  4. I thought it sucked - horribly.... by Anonymous Coward · · Score: 0

    Traded it in a couple of days after release... It's just cheap-ass Halo branding on everything. It's got the typical Microsoft hype machine running it, and little else...

  5. A wonderful, original game by Anonymous Coward · · Score: 4, Funny

    This game takes a new, totally novel, 'Humans', 'aliens with advanced tech' and 'aliens with organic tech' approach to sides that I totally have never seen before in any space-based rts. It's good to see microsoft finally coming out with concepts that aren't direct copies of anything else.

    oh wait

  6. Re:HAHAHA yeah right by jack2000 · · Score: 0
    In this case he's actually right. Even with a mouse Halo is still questionable.

    Bungie's trilogy of first-person shooters established a standard against which most similar games have been judged for the past eight years.

    Yeah right. Actually the gave which most similar games have been judged is Half Life and before that Quake!

  7. Re:HAHAHA yeah right by Anonymous Coward · · Score: 0

    No, he's right. If you want a real RTS, go with Warcraft 3 or Starcraft. Halo Wars is just a fanboy franchise.

    The article above said Halo is a game that has been used to rate other FPS's for the last 8 years. What it FAILS to mention is the only FPS's that it's compared to are CONSOLE FPS's. HL1, 2, Doom, Quake, Wolfenstein, etc are all far superior FPS's. The 2 standout console FPS's, IMO, are Goldeneye (Perfect Dark, too.) and Halo.

  8. Re:HAHAHA yeah right by Chabo · · Score: 1

    Yahtzee: "Back when Wolfenstein could still call itself '3D' with a straight face!"

    --
    Convert FLACs to a portable format with FlacSquisher
  9. console RTS by OrangeTide · · Score: 2, Informative

    Redalert 3 was not a very enjoyable experience. And why should this one be any different?

    I'll just wait for SC2.

    --
    “Common sense is not so common.” — Voltaire
    1. Re:console RTS by Anonymous Coward · · Score: 0

      RA3 was built for the PC and then ported to the console, this was built for the console. They redesigned some of the camera controls so substitute for the lack of a convenient minimap, and they used a design similar to Battle for Middle Earth for the units and structures which works well with a console controller.

      This is the first RTS I know of that was built for a console, and judging it based on previous RTS games for consoles is ignoring that fact.

  10. Re:HAHAHA yeah right by el3mentary · · Score: 1

    and before even Quake was DOOM.

    --
    I reject your reality and substitute my own.
  11. Way to felaciate Bungie, reviewer. by Anonymous Coward · · Score: 0

    Bungie's trilogy of first-person shooters established a standard...

    Yes, they defined for us the exact bottom of the barrel.

  12. How can you trust this article? by Jailbrekr · · Score: 3, Insightful

    It starts out with: "Bungie's trilogy of first-person shooters established a standard against which most similar games have been judged for the past eight years."

    Uhm, no. Halo is a console game which was based on the rich and varied offerings from the PC world. To say that Halo is a standard really shows how little the reviewer knows about first pergames.

    --
    Feed the need: Digitaladdiction.net
    1. Re:How can you trust this article? by Anonymous Coward · · Score: 0

      see that word SIMILAR? A PC only FPS is not as much as people like to claim SIMILAR to a console FPS the control scheme is too disimilar to compare them even when transfered to the other as you run into problems translating that control scheme.

    2. Re:How can you trust this article? by manekineko2 · · Score: 2, Insightful

      Like it or not, Halo is the most popular FPS out there by numbers, despite being on a console, and as a result it is the most common standard people use to compare by.

      Note that I can say this without making any type of a judgment on gaming on PCs or consoles.

    3. Re:How can you trust this article? by SatanicPuppy · · Score: 4, Insightful

      It's not despite, it's because. The PC FPS market is widely fragmented across a wide number of games, and the console FPS market is...Halo.

      It's easy to be the biggest fish if you're the only fish.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    4. Re:How can you trust this article? by Anonymous Coward · · Score: 2, Insightful

      No, he's right. It's a standard. The question is what kind.

      If it's as good as Halo it's average. If it's better than Halo it's above average. If it's worse than Halo it's below average. See, that's a standard.

    5. Re:How can you trust this article? by Anonymous Coward · · Score: 0

      And when your handed out as the game that comes with the damn consoles the numbers are understandably inflated.

    6. Re:How can you trust this article? by Anonymous Coward · · Score: 0

      Um, to say that the first Halo game redefined expectations within the console market for FPS's would be an understatement.

      Of course its based on PC games, its a FPS so therefore it is based on the revolutions made by Wolfenstein 3D, Doom, and Goldeneye in that Genre.

      And yes, almost every first-person shooter released on a console for the past eight years has been judged against Halo, because it it widely regarded as one of the fine FPS of all time. Hence why it gets a 97 on metacritic.

      Do you not even read reviews?

    7. Re:How can you trust this article? by Anonymous Coward · · Score: 0

      ...because it it widely regarded as one of the fine FPS of all time.

      You're funny as hell. Do you do parties or corporate events?

    8. Re:How can you trust this article? by Anonymous Coward · · Score: 0

      We're talking about Halo, not Super Mario Brothers

    9. Re:How can you trust this article? by manekineko2 · · Score: 1

      Halo 1/2/3 didn't come with the consoles except in later special Halo edition variants as I recall. They know people will buy Halo, so they purposefully did not pack it in.

    10. Re:How can you trust this article? by LordKronos · · Score: 1

      Wow, so you mean Bungie were some huge visionaries that realized there was this huge untapped market on the console that nobody had ever thought to attempt to grab onto before? Everyone before them was completely oblivious to the opportunity that existed?

      No, the reason it is "despite" and not "because" is that implementing a FPS on a console control scheme is just outright difficult, and nobody had yet figured out the ideal way of handling it. Others had tried, but there were very few successes. Bungie stumbled on the correct combination of controls and gameplay mechanics that made it work well on a console.

      It also helped that Halo had a huge fan following because of some of the revolutionary graphics they had been teasing for years on the PC, and that followed them over when they switched to be console only (at least initially). However, that wouldn't have helped them had their implementation been as good as it was. A fan following + crap game = no fan following (just ask Romero).

      Now there are others, but Halo enjoys the benefit of being the first to get it as right as they did.

    11. Re:How can you trust this article? by relguj9 · · Score: 1

      see that word SIMILAR? A PC only FPS is not as much as people like to claim SIMILAR to a console FPS the control scheme is too disimilar to compare them even when transfered to the other as you run into problems translating that control scheme.

      I disagree. The only real difference is the control input. Game modes, perspective, weapons, etc... are all exactly the same as any basic console FPS. There really isn't any trouble using the same control scheme for a PC shooter, I've read reviews by HALO players going from mid 20 ranks to mid 40 ranks just by switching to a keyboard and mouse.

      Where they differ is the pace and maps have been designed specifically for a console.

      Gameplay wise, they are groundbreaking in a few very small and distinct areas, and in those areas ONLY groundbreaking in the arena of consoles.

      For an FPS, they ARE groundbreaking in their ladder ranking system, but they didn't actually invent anything. They just ripped off Blizzard's match making and Yahoo's ranking.

      So I agree they are groundbreaking in very distinct areas but the title is misleading. Not that it really matters at all lol.

    12. Re:How can you trust this article? by relguj9 · · Score: 1

      And uhh.. they definitely aren't a "standard" game play wise in the arena of PC FPS's, which are similar. Their ranking system should be used as a standard though IMHO. I'd love to see something like that for CS or the next big PC FPS.

    13. Re:How can you trust this article? by saider · · Score: 2, Insightful

      A standard does not have to be a high standard. Just a base for comparison.

      --


      Remember, You are unique...just like everyone else.
    14. Re:How can you trust this article? by relguj9 · · Score: 1

      You're using despite differently. I agree with your meaning, but I disagree with the original poster's.

      More specifically, it's really the only well implemented FPS game on a next gen console. They implemented it for the console from the ground up, whereas most other next gen consoles were just quick ports of PC games to make a quick buck.

      For the record, little to nothing about HALO gameplay is groundbreaking, the real groundbreaking designed from the ground up for a console FPS game was GoldenEye 007 for the N64. HALO just ripped it off for next gen consoles.

    15. Re:How can you trust this article? by MoriaOrc · · Score: 1

      This might have been true when the first Halo came out. There certainly was no competition on the same level at that time, and the Console FPS market was mostly badly done ports of PC titles. The current console market, almost 8 years later, has plenty of competition.

      Just to put out some recent examples, the newer Call of Duty games are popular cross platform shooters. They're available on PC, XBox, and PS3. They're popular on both consoles at least, I'm not sure about PCs. On the PS3, Resistance and Killzone both get a lot of noise when they come out. I haven't played them personally, but they're definitely marketed as competition to Halo. On the 360, the Gears of War series (although technically a third person shooter) is in fairly direct competition with Halo. Finally, some of the Tom Clancy games (Rainbow 6 and Ghost Recon spring to mind, though there might be some others) are another set of fairly popular cross platform console FPSes.

      These are just a few of the better examples from the current generation, almost all of which are newer then the most recent Halo. To say that Halo is still "the only fish in the water" for the Console FPS market is simply no longer true.

    16. Re:How can you trust this article? by Negatyfus · · Score: 1

      Hmmm... how can you say that unless you mean only games that first were released exclusively on consoles? Which would be stupid in this time of simultaneous multi-platform releases. Even then, there are and have been countless console shooters, even before Halo.

    17. Re:How can you trust this article? by Anonymous Coward · · Score: 0

      the console FPS market is...Halo.

      What?

      The Xbox 360 has almost nothing but first person shooters. Recently we've finally been seeing some other genres represented well on the 360.

      The PS3's recent big seller is Killzone 2.

      Even back in the day of the N64 there were plenty of (good) console first person shooters like Goldeneye, Perfect Dark, Turok et cetera.

  13. Re:Meh. by Anonymous Coward · · Score: 0

    With as much crap as I give Halo (and LOVE giving Halo fanboys), it's not a bad FPS, just generic. Fanbois make it out to be some revolutionary leap in gaming, which is laughable, but on its face it's an ok time killer.

  14. Re:HAHAHA yeah right by Deag · · Score: 5, Insightful

    He is only half right. Halo is actually quite good and I only really played PC FPS before I started playing it.

    I have only played the third one and it is easily one of the most polished games I have ever played. The mouse is a better controller for FPS, but the Halo is a lot slower than say quake so it doesn't make as much difference (I played Quake III one day after playing halo and it was like flying, the speed didn't feel as right as halo does).

    It is one of the few games of this type I have played where strangers actually communicated and planned properly in team based multiplayer. People actually talked!

    Also the theater mode was fantastic. It was very interesting to play through a flag capture from numerous angles (I once replayed one where I thought I had done all the work, where in the replay it showed a sniper and others keeping people of my back).

    So I would consider getting this if only for the polish, Halo doesn't break any new ground but from what I have seen what it does, it does well.

  15. Re:HAHAHA yeah right by Saige · · Score: 5, Interesting

    Having played both... Halo is the superior game. Yes, blasphemy, I know, but really, is there a story to Half-Life? No. I was amazed when playing HL2 that people make it out to be such a big deal. Most of it was listen to a couple minutes of conversation that suggests that there may be a story somewhere, OMG, something happened, you're separated from Alyx, now go through 2 hours of story-less FPS gaming to meet her somewhere else. Then it happens again. Oh, and occasionally there are massively long and boring vehicle sections.

    About 25% of HL2 was actually interesting and fun.

    Halo, on the other hand, has solid story throughout. Sure, there's nothing as cool as the gravity gun in the play, but the tank-driving sections are far more fun than anything in HL2.

    In fact, the section of Halo 3 where you destroy the scarab with the tank was more fun than the entirety of HL2.

    --
    "You know your god is man-made when he hates all the same people you do."
  16. Where's my music? by AioKits · · Score: 3, Informative

    I got this game a few days after it came out and while the game mechanics are pleasing and the controls easy enough to learn for an RTS using a gamepad, I must say one thing has me very disappointed. The soundtrack.

    Where the hell is my kickass soundtrack going on in the background? The game is visually pleasing, I especially like watching the warthogs drive around. I feel like the music was ignored, but this is just my opinion. That was one of the draws for playing Halo for me, the music that would swell up and seemed to tie in with the situations very well. I just don't have that in Halo Wars. Maybe I am knit-picking. Did anyone else feel let down by the musical score or lack there of?

    --
    "Quote me as saying I was mis-quoted." -Groucho Marx
  17. Ehh... by credd144az · · Score: 1

    OK review... Could have used more multi-player details.

    1. Re:Ehh... by Anonymous Coward · · Score: 0

      It left them out as, well, there really isn't much multiplayer to speak of. The MP aspects are almost universally panned as being flimsy, combined with the tiny maps which leave no room for anything remotely resembling strategy. On top of that, the dearth of options available (very few game modes, only two races to select). In short: the multiplayer is crap.

  18. Re:HAHAHA yeah right by drsquare · · Score: 3, Funny

    It's comments like this that prove how PC gaming is on a decline. Otherwise, it's proponents wouldn't be so sensitive and bitchy about anything that threatens the PCs homogeny over certain genres. These sorts of comments are like what we saw written about the original Halo. I'm sure the whining of 'you cant play fps/rts without a keyboard and mouse wtfbbq' are generally drowned out by the ringing of millions of tills.

    Btw the parent comment is a lot funnier when you read it in a comic book guy voice.

  19. Halo Wars isn't a bad game... by lattyware · · Score: 3, Insightful

    but it remains a console RTS. Yawn.
    I want my RTS to be complex, and far more open with more micro-management, I havn't seen an RTS I've liked since Empire Earth 2, since then, everything has been dumbed down again and again.
    I've got, played, and liked Halo Wars. I like the Halo franchise, it's got a good storyline, and the games have been well made. This, true to form, is not a bad game. It's just not revolutionary.
    That said, I am tired of people slagging off Halo continuously. Sure, I prefer the Half-Life PC games to Halo, but the Halo games remain excellent - and the game type and map customisation have yet to be beaten for a simplicity vs power balence.

    --
    -- Lattyware (www.lattyware.co.uk)
    1. Re:Halo Wars isn't a bad game... by Anonymous Coward · · Score: 0

      The Halo games are good FOR A CONSOLE, but compared to pretty much any PC game they are relatively average. My biggest complaint with Halo (and other console games) is the speed - it is absolutely GLACIAL. I can go to the kitchen and make myself a sandwich in the time it takes to turn Master Chief around 360 degrees. Consoles will never be able to match the control offered by a mouse. I have given up PC gaming for a number of reasons, but the thing I miss the most is the mouse.

    2. Re:Halo Wars isn't a bad game... by marc.andrysco · · Score: 1

      Who says it's all about the control you have? I play both PC and console FPS games. I consider the "hindrance" of a joystick to be an obstacle that makes the games that much more different. You can't turn around blazing fast, but nobody on a console can. This moves gameplay away from running into the middle of a crowd and picking off people at high speeds. Instead, things like sneaking up behind someone becomes very valuable. For me, I turn the sensitivity way up in order to get an advantage, putting it at 10 for the first Halo, but moving down to 8 for the Halo III (mostly due to lag from somewhere between the wireless controllers or the LCD TV I use now).

      So, you really like that control for a PC game that allows you to aim anywhere almost instantaneously? Great. I like it too. I also like console games where aim is more difficult, forcing you to keep your aimer pointed directly at where you expect the enemy. One isn't better than the other. They each have their perks. To each his own.

    3. Re:Halo Wars isn't a bad game... by relguj9 · · Score: 1

      You can't turn around blazing fast, but nobody on a console can.

      I'm not saying.. I'm just saying..

      http://www.ddrgame.com/xbox-360-accessory-keyboard-mouse-adapter.html

    4. Re:Halo Wars isn't a bad game... by tlhIngan · · Score: 1

      but it remains a console RTS. Yawn.
      I want my RTS to be complex, and far more open with more micro-management, I havn't seen an RTS I've liked since Empire Earth 2, since then, everything has been dumbed down again and again.
      I've got, played, and liked Halo Wars. I like the Halo franchise, it's got a good storyline, and the games have been well made. This, true to form, is not a bad game. It's just not revolutionary.
      That said, I am tired of people slagging off Halo continuously. Sure, I prefer the Half-Life PC games to Halo, but the Halo games remain excellent - and the game type and map customisation have yet to be beaten for a simplicity vs power balence.

      Actually, it's quite interesting.

      Personally, I hate micromanagement in RTS games - it's good during the first stages, but then I feel like I really want to delegate some task or another so I can concentrate on the big picture.

      I suppose it's also because Halo Wars is less "base management" and more "just get you to the combat, stat" style of RTS game. Effectively, it's a sorta mix between a first/third person shooter (attack the bad guys already!), and an RTS (OK, now what forces will help you attack the bad guys the easiest?).

      I would argue that nothing in the Halo series is revolutionary. The Halo series is popular because it's one of the first FPS games designed for the console, with controls designed for a console controller. Pretty much until Halo, console FPSes sucked, horribly, and many a PC gamer said to take their keyboards and mice over their dead bodies. Halo Wars is similar - trying to take a traditional keyboard/mouse game and adapt it to a controller. The games themselves aren't revolutionary (RTS and FPS games have been around for over a decade, nearly two, and been on consoles as well), just the ability to not require a keyboard and mouse to play.

      That said, I enjoy Halo, and turned into quite the Halo fan. (I enjoy the Half-Life series as well, on the PC). I certainly do like Halo Wars. I'm not a hardcore gamer, and I find "normal" quite difficult, but I still enjoy the games. And yes, I get pwned in about 5 seconds, but doesn't mean I can't enjoy the game.

      Now, what I really want is a good recording of the "Spartan is down" alert. I've got a few good uses for that sound.

    5. Re:Halo Wars isn't a bad game... by vikstar · · Score: 1

      I want RTS to be less complex, with less micro-management, and more strategy. By less complex I mean, easy to learn hard to master. Trying too add depth by injecting complexity is a cop-out. However, I can't think of a single RTS that is simple with a great depth of strategy. Usually this description is given to the best turn-based games such as chess and arimaa. I would like to see this type of approach applied to RTSes.

      --
      The question of whether a computer can think is no more interesting than the question of whether a submarine can swim.
    6. Re:Halo Wars isn't a bad game... by Anonymous Coward · · Score: 0

      Honestly if you're looking for an RTS that is relatively challenging/complex try Sins of a Solar Empire by Stardock Games. Also Galactic Civilizations 1 and 2 are no slouches either.

    7. Re:Halo Wars isn't a bad game... by mjwx · · Score: 1

      but it remains a console RTS. Yawn.

      The problem with console RTS's is that they have to be dumbed down too much. Consoles just don't have the input devices necessary to accept the amount of input you need to properly play an RTS. In order for a console RTS to be any good it has to play itself so we get games like C&C3 which realistically only require two buttons for input, 1. build tank and 2. send tank at enemy. C&C3 was a purely tank rushing game, if you took the time to do anything else you'd be crushed under the next tank rush and this is the sole reason that it was able to be played on a console. Supreme Commander on the other hand was a far better RTS then C&C3 as you were not forced to use the same strategy, there were different approaches and tactics often had multiple types of counters. Supreme Commander did very badly on consoles because the controls limited the player, C&C3 did well on the consoles but felt very limited on a PC when compared to other RTS's like Starcraft, Total Annihilation or even earlier C&C games.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    8. Re:Halo Wars isn't a bad game... by Draek · · Score: 1

      Well, I'd recommend the Total War series which is "not very hard to learn, you gotta be Alexander The Great incarnate to master". On multiplayer and quick battles you get a specific budget to purchase your units with before battle, besides that there's zero base building or resource management. Yet, the battles themselves are the most realistic ones I've ever played on a RTS, and the only one where actual, real-life tactics work and are a necessity to winning.

      Only problem with it is that the single player campaigns lay a Civilization-like meta-game on top of it, which is easily as complex as Civ itself and therefore fails your "easy to learn" criteria quite miserably.

      --
      No problem is insoluble in all conceivable circumstances.
    9. Re:Halo Wars isn't a bad game... by Anonymous Coward · · Score: 0

      The Halo series is popular because it's one of the first FPS games designed for the console, with controls designed for a console controller. Pretty much until Halo, console FPSes sucked, horribly

      Goldeneye was an FPS that was designed for the console, and at the time was a great game. Halo took advantage of a second joystick to remove auto-aim from the equation. Another aspect of this was the Xbox controller itself. The playstation 2 had tried a couple of First Person Shooters using the two joysticks, but the joysticks were not spaced in a way that made it easy to use.

  20. Boxer doesn't care by Marquis2 · · Score: 1, Insightful

    It is clear Microsoft is not aiming for the regular, competitive RTS demographic. No Serious RTS fan is going to pick this up for the reviewers praise of the low APM(Actions Per Minute). I'll stick with C&C3 and Starcraft for now, until Starcraft II is released. :)

  21. Re:HAHAHA yeah right by Anonymous Coward · · Score: 0

    There's a reason Korea's economy is based around Starcraft. It is that good. Saying a game is amazing for it's genre isn't being a fanboy, ya know.

    Starcraft/Warcraft made the RTS genre (fighting style, not Sim2000 style). Respect your elders.

  22. Tried the demo, felt like I had a frontal lobotomy by TibbonZero · · Score: 5, Insightful

    I tried the demo on Xbox 360 when it came out. I realize that not all demos are indicative of the quality of the overall game. I have not played the full version.

    From my experience, the game is like playing Starcraft, while drunk, with your toes, after a frontal lobotomy. The controls are dumbed down, as is the general gameplay overall. The "pretty graphics and sound" didn't really add that much compelling to the gameplay. Any Command and Conquer game, Warcraft 1-3 or Starcraft had much deeper gameplay. For the $60 you could spend on this game, you could probably find ALL of these other games in bargain bins, or on eBay.

    I fail to see why in the world consoles have the inability to use keyboard and mouse at least as an option. The 360 has USB ports, the PS3 has Bluetooth and USB. Why can't I just take my keyboard and mouse combo and use it for these systems as an option?

    Some people have given me the excuse that MSFT/Sony/Nintendo want 'consistent gameplay' with the controllers that people will already have. If that's the case though, why do we have things like weird huge joysticks for mech games (360), Rockband kits, the Wii-Fit board, or the Duck Hunt stype zapper for the Wii??? These aren't your standard controllers, but are more than fine. I'm guessing that 'most' households with a game system have a USB keyboard and mouse laying around somewhere.

    For me, this would make the consoles perfectly equal gaming systems for me that I'd be totally happy with for RTS and FPS genres.

    --
    Tibbon
    tibbon.com
  23. Re:HAHAHA yeah right by stinkyj · · Score: 5, Insightful

    Having played both, you are a fanboy. Fun != Story. I had a heck of a time figuring out what the heck was going on in Halo. Halo 2 was even worse. The only thing i figured out was everyone was a wuss but Master Chief, and he had to backtrack so many times I almost fell asleep. My challenge to any halo player is to explain the flood, halo, and all that religious gibberish to anyone that's never played and ask them if it makes sense afterwards.

    HL2 story wasn't the best either, definitely overrated, but at least I could kinda understand what was going on.

  24. Re:HAHAHA yeah right by interkin3tic · · Score: 1

    Btw the parent comment is a lot funnier when you read it in a comic book guy voice.

    In fairness, that goes for pretty much everything. Every post here, Lincoln's second inagural adress, love letters you wrote back in high school...

    I'm sure the whining of 'you cant play fps/rts without a keyboard and mouse wtfbbq' are generally drowned out by the ringing of millions of tills.

    I've wondered this too before. People who crow about the mouse and keyboard being far superior often seem to hate console gamers, even if we are playing it with an inferior control scheme, why do they care so much that we get the best? I don't come into their houses and yell at them for eating cheetos and taco bell rather than steak.

  25. Re:HAHAHA yeah right by Anonymous Coward · · Score: 0

    Trolling consolers was fun for the last decade but they are so pathetic nowadays it is not fun anymore.

  26. The reason why is by manekineko2 · · Score: 5, Insightful

    I fail to see why in the world consoles have the inability to use keyboard and mouse at least as an option. The 360 has USB ports, the PS3 has Bluetooth and USB. Why can't I just take my keyboard and mouse combo and use it for these systems as an option?

    Some people have given me the excuse that MSFT/Sony/Nintendo want 'consistent gameplay' with the controllers that people will already have. If that's the case though, why do we have things like weird huge joysticks for mech games (360), Rockband kits, the Wii-Fit board, or the Duck Hunt stype zapper for the Wii??? These aren't your standard controllers, but are more than fine. I'm guessing that 'most' households with a game system have a USB keyboard and mouse laying around somewhere.

    It has nothing to do with limiting the number of controllers people have. I bet it's actually that most people don't want to have to play against people with an advantage over them. No one reasonable, generally including even die-hard console fans, disputes that the mouse and keyboard is more precise. A lot of people do dispute, however, whether it's more fun to have a mouse and keyboard on your couch in the living room.

    I know that as a console game player, I just wouldn't play any game online where a sizable percentage of the population is using a mouse and keyboard. They have an advantage over me, as surely as baseball players that use steroids have advantages over their clean brethren, and I don't want to adopt their tactics simply to remain competitive. I just wouldn't play, and the number of players like me is a lot larger than the number of players who want to use the mouse and keyboard, so it doesn't make sense to include the option.

    Furthermore, and I'm not sure how widely held this view is, but at least for FPS, I actually prefer the lower accuracy of the game controller. The mouse makes it too easy to be unrealistically good, bunny jumping down the hallway while sniping people in the head with a high calibre rifle in mid jump. The fact that it's harder to do that on a console is a good thing to me. There's a reason we don't train our soldiers to jump all around while trying to snipe in real life.

    1. Re:The reason why is by ryanvm · · Score: 1

      Argh - where are mod points when you need them? Well said.

    2. Re:The reason why is by Frigga's+Ring · · Score: 1

      I understand and agree with your concerns but I put the responsibility on the game developer to take care of those issues that can make someone "unreasonably good". Greatly diminishing the accuracy of a player running or jumping is good place to start. The reason why I don't prefer the lower accuracy of a game controller is that it often gives an edge on spraying an area with bullets rather than aiming.

      Clearly, it will vary by game. My game of choice has always been the Battlefield series and, in that series, it's often a lot better to stop, crouch and aim than it is to just spray someone with bullets. Also, although I can't speak for the Halo series, it seems a lot of console FPSes make up for the lower accuracy by auto-aiming. Warhawk for the PS3 is such an example. There's a circle around your crosshairs that represents your accuracy. If your target is within that circle, you will auto-aim at them. In the games I've played, fights come down to who has the bigger weapon with very little depending on skill. Not exactly my cup of tea.

    3. Re:The reason why is by redJag · · Score: 1

      I completely see your point. I wonder how well it would work out if they simply labeled people based on the control scheme they were using. Then when you create a game, you can set up a filter to only allow controller-using players in your game, perhaps. Maybe it just isn't worth the hassle. Due to some physical limitations, I really have no chance when playing an FPS with a controller but can do alright with a keyboard and mouse. Thus far that has meant no console FPS games for me, which is fine, but if they could figure out a way to make it an option that would be great.

    4. Re:The reason why is by crumbz · · Score: 2, Insightful

      The console manufacturers want to sell you high margin accessories.

    5. Re:The reason why is by enderjsv · · Score: 2, Interesting

      "The reason why I don't prefer the lower accuracy of a game controller is that it often gives an edge on spraying an area with bullets rather than aiming."

      I vehemently disagree. And I think the error lies in the wording. On a console, it's not that all players will have low accuracy. It's that being accurate will be harder. Let's face it. Everyone's an expert at aiming on the PC. Headshots are easy. But on a console, the range of skill is even greater than it is on a PC. I've can show you clips of people that are so ridiculously accurate with a controller, they rival most PC gamers with their accuracy. But of course, these people are the cream-of-the-crop rather than the standard. After playing for only a short while against people like this, it becomes clear to any console player that the pay-and-spray method isn't going to work if one seeks to become good.

    6. Re:The reason why is by shutdown+-p+now · · Score: 1

      The mouse makes it too easy to be unrealistically good, bunny jumping down the hallway while sniping people in the head with a high calibre rifle in mid jump.

      Bunny-hopping hasn't been a viable tactic in any FPS I've played since Quake II against a reasonably experienced opponent. The reason being that it's much harder to change your trajectory once you're in a jump, so it's easy to predict it and do a well-aimed shot, compared to doing that against player who's circle-strafing instead; especially with projectile weapons, which are usually harder to aim, but more damaging. For games with rocket launcher, it's also extremely easy to shoot a rocket just under the feet of the guy as he's landing, with him having no way to dodge it.

      Virtually every time I see someone hopping around, you can bet it's a new player, and he always gets owned while doing it.

      What mouse really buys you is the ability to turn very rapidly, and aim accurately in a very short time (especially those heavy but highly accurate gamer models with sensitivity tuned up to insane levels).

    7. Re:The reason why is by chammy · · Score: 1, Insightful

      Furthermore, and I'm not sure how widely held this view is, but at least for FPS, I actually prefer the lower accuracy of the game controller. The mouse makes it too easy to be unrealistically good, bunny jumping down the hallway while sniping people in the head with a high calibre rifle in mid jump. The fact that it's harder to do that on a console is a good thing to me. There's a reason we don't train our soldiers to jump all around while trying to snipe in real life.

      First of all, I play games because they arent real life. Period. Nobody wants to play a game where you get tired after you run/jump for too long and have to sit and catch your breath. People play games to escape reality. Besides that, if you jump in a "realistic" game your accurracy goes to crap anyway, mouse/kb or not.

      The way you're saying it, it sounds like it's a bad thing to have good controls! Why don't we just get some analog sticks that randomly jitter and wiggle your aim? I don't get this whole "unfair advantage" argument. It's like arguing that sticking a piece of tape to your monitor so you can no-scope in counterstrike is unfair and you should be barred from online play.

      From my perspective, catering only to people like you is a huge disadvantage for console manufacturers. Alternatives, especially for controls, are never a bad thing! I for one would buy a lot more console FPS games if I knew I could use something more precise than a pair of analog sticks.

    8. Re:The reason why is by Anonymous Coward · · Score: 0

      So does the 360 also throw a bandwidth limiter on you? Does it throttle you? Cause, you know, if somebody has less lag, that's a helluva lot more of an advantage. Wouldn't want those dial-up people to feel shortchanged...

    9. Re:The reason why is by Anonymous Coward · · Score: 0

      Simple enough, create an option to play with players who use the same controller as you. Problem solved.

    10. Re:The reason why is by mjwx · · Score: 1

      They have an advantage over me, as surely as baseball players that use steroids have advantages over their clean brethren, and I don't want to adopt their tactics simply to remain competitive.

      This is a terrible analogy, its like saying that using a wooden bat should be illegal because it performs better then a concrete bat. It make no sense, the mouse and keyboard combination does not turn a bad player into a good player, we PC gamers have bad players as well. Yes we have a huge advantage over console players in most games (FPS, RTS, TBS) but the mouse and KB have a disadvantage in some games over the default console controller (racing, flight sim, platformer) for these games PC players need to by special peripherals which is why most racing games are on Console. Conversantly most strategy games are on PC because the default controller is far better the that of a console.

      All FPS's I've played on consoles have required some kind of auto-aim because the controller is not capable of firing accurately whilst not becoming frustrating for the player. With RTS titles the controller is too slow, the player is not capable of issuing the commands required, also hot-grouping is nigh on impossible and for any experienced RTS player hot-grouping is necessary.

      The mouse makes it too easy to be unrealistically good

      Ummm, how. Using a mouse and keyboard will not instantaneously turn a bad player into a good player, it's entirely dependent on skill. Due to the fact that PC FPS's don't utilise Auto-Aim there is a great deal of difference between a bad player and a good player, this reflects the players skill and which is not dependent on a virtual dice roll to determine a hit or a miss. How does a controller that reflects how good or bad your hand-eye co-ordination make it "too easy to be unrealistically good"?

      Auto-Aim makes it easy to cover up if you are bad at a game.

      bunny jumping down the hallway while sniping people in the head with a high calibre rifle in mid jump.

      OK, you haven't played a PC FPS have you? Battlefield, which is the mainstay of the PC multiplayer FPS punishes this kind of behaviour, as another poster pointed out, it is better to stop and aim carefully in battlefield, especially with single shot weapons. Add to this the long history of tactical shooters on the PC, Rainbow 6 first appeared back in 97 around the same time as Half Life and tactical shooters definitely do not allow that kind of behaviour from the player. Try playing something like S.T.A.L.K.E.R. or Operation Flashpoint, jumping around is a good way to get shot by the enemy 200 meter's away that you never even noticed because you were too busy jumping around.

      The fact that it's harder to do that on a console is a good thing to me.

      That's a terrible thing for me, I'd like a game to reflect my true skill, not have a computer play the game for me. I am by no means the best player but I'm good enough and glad that I don't need an aim-bot.

      There's a reason we don't train our soldiers to jump all around while trying to snipe in real life.

      What part of you thinks that games are in any way representation of real life. The closest thing you'll get is America's Army and even that is terribly unrealistic as if you get shot in ankle your character doesn't have to go through the aid station, hospital, physical therapy, not being able to walk properly for the rest of their life and finally being divorced because you hit your wife in a fit of PTSD induced rage. Hyperbole yes but games are not real life, most of us use it as a distraction from real life. If you prefer your console fine, just stop complaining about PC's having superior controls to consoles and trying to back it up with uninformed and outdated hyperbole. I'm a PC gamer who owned several consoles before, I don't own a Playstation or Xbox due to the fact that they were trying to be too much like PC's and I like playing PC games on my PC better but if you want to play FPS and RTS's on your Xbox then do so, just stop trying to pretend it makes you superior.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    11. Re:The reason why is by Anonymous Coward · · Score: 0

      so artificially dumbing down the conrols to simulate (badly) realism is now suddenly a good thing??

      what has gaming come to?

    12. Re:The reason why is by Draek · · Score: 1

      There's a reason we don't train our soldiers to jump all around while trying to snipe in real life.

      Probably the fact that most real-life encounters aren't in the 2-10m range, unlike videogames. I remember someone commenting a long time ago, that at the distances most people use sniper rifles on videogames, a regular soldier would use a normal rifle, and at the distances people use assault rifles online, a real soldier would use an SMG or a gun. That, and not mouse control, is likely what accounts for most of the difference in accuracy between computer games and real-life, along with lacking the fear of death of course.

      Now, if you believe a normal gamer with a mouse could score three headshots in a row against moving targets at the game-equivalent of 800m of distance while jumping sideways...

      --
      No problem is insoluble in all conceivable circumstances.
    13. Re:The reason why is by VariousVarieties · · Score: 1

      Furthermore, and I'm not sure how widely held this view is, but at least for FPS, I actually prefer the lower accuracy of the game controller. The mouse makes it too easy to be unrealistically good, bunny jumping down the hallway while sniping people in the head with a high calibre rifle in mid jump. The fact that it's harder to do that on a console is a good thing to me.

      I too prefer a pad to keyboard and mouse, but for different reasons. I just find it the more fun control system to use. That's partly because I really appreciate rumble and the fact that a pad's shoulder triggers resemble those of a real gun slightly more than mouse buttons do. But mainly it's 'cause one of the first FPSs I ever played (and still my favourite) was GoldenEye, whose pad-based control scheme was a fundamental part of its appeal to me, and with every FPS I hope in vain to recapture the same thrill I had the first time I played that game. (There, now I have told the world my terrible secret!)

      OK, I'll qualify my statement a bit more: ideally I prefer a pad, but only if the game was designed from early on to be played on one. For some of the lazier PC to console conversions, like XIII and No-One Lives Forever on the PS2, a control pad fails spectacularly.

      No one reasonable, generally including even die-hard console fans, disputes that the mouse and keyboard is more precise.

      Actually, I would dispute that... at least based on my performance in online Counter-Strike, in which I can't seem to hit the broad side of a barn!

  27. Re:Meh. by fotbr · · Score: 1

    Disclaimer: I don't care for FPSs in general, and absolutely hate FPSs on consoles. If you're going to play FPSs, keyboard + mouse is the proper control scheme. Period. But with that said, the original HALO was leaps and bounds ahead of any other FPS available for consoles at the time. That was what created the HALO fanboy club. /Didn't really care for HALO, played only because a friend was such a damn fanboy I had to see if it was really all-that-and-a-bag-of-chips //Didn't care enough to give -2 or -3 a try

  28. Re:HAHAHA yeah right by chadplusplus · · Score: 4, Interesting

    I was going to mod this up, but thought I would add some additional thoughts instead.

    I've been playing computer based FPS since Doom II. I didn't play a console based FPS until SOCOM 2 (or was it 3?) and then Halo 3.

    The campaign of Halo 3 was good enough to captivate me through completion, but the campaign for HL2 was better; however...

    Halo shines with respect to multiplayer. Not because of its controls. Not because of the multitude of 12 year old mic hogs. But because of its matchmaking.

    I tried playing Team Fortress II, but felt like an idiot screwing over my teammates because I had no clue what I was doing. I tried playing L4D, but only rarely got a good evenly matched team together. The ranking system in Halo matchmaking, which is loosely based upon chess ranking system (IIRC), works fairly well. Pretty much every game I play in is competitive.

    That's what keeps it interesting for me. No particular match is too easy and only the occasional match is completely overwhelming. And then there's grifball...

  29. Re:HAHAHA yeah right by Hubbell · · Score: 1

    Halo 1 & 2 were infinitely better games than Half Life when it came to gameplay (multiplayer mostly) Half Life does win when it comes to story as they never really fleshed out Halo's storyline as much as they should have though

  30. Re:HAHAHA yeah right by jack2000 · · Score: 1

    In TF2 it happens that in my clan when we play together somehow I become sort of a Lieutenant for all the offensive classes since I'm a doctor I end up commandeering them around. It happens naturally without we planning it. Though i see how you can feel like you're screwing your team when you've just started playing TF2.

  31. Re:HAHAHA yeah right by Gulthek · · Score: 1

    You couldn't understand the story in Halo? Seriously?

  32. Re:HAHAHA yeah right by Gulthek · · Score: 1

    Agreed. The gravitas of the Halo story (and music!) really put it a cut above.

  33. Re:HAHAHA yeah right by NFN_NLN · · Score: 0, Flamebait

    Most of it was listen to a couple minutes of conversation that suggests that there may be a story somewhere

    WTF... if you want a story go to the library and check out a book. You can look at the cool illustrations while your mommy reads it to you.

    The only reason companies pander to you low-lifes is so they can sling replica Halo helmets and overpriced collector's editions, hahaha. Enjoy your stories and glossy inserts losers.

    Games are about game play first and story second. Give me a polished shooter and I'll make my own stories... COD4, nuff said.

    The stories I have from hunting people in COD4 are better than any boring pre-rendered crap with cheesy dialog.

    BTW HL2 kicked ass. Let me guess, you couldn't appreciate Portal either?

  34. Re:HAHAHA yeah right by jgtg32a · · Score: 0, Redundant

    If you didn't think there was story in those two hours you weren't looking around you

  35. HAHAHA Halo had a good story - yeah right by Bryan+Ischo · · Score: 2, Interesting

    Halo/Halo 2 had some of the DUMBEST, most boring, and most repetitive cutscenes in any game I've ever played. I can't even begin to describe how simplistic and boring the story in these games was. Actually, I never really figured out too much of what was going on aside from various retarded looking aliens hissing at each other and posturing to show off how tough they are.

    Halo/Halo 2 are some of the most overrated games ever in my opinion. They have fun moments but are so ridiculously repetitive. In each game you go through the same exact levels multiple times, just in different directions each time (and sometimes not even that, sometimes it's just 'do the exact same thing you did an hour ago over again'). That's how they filled out the content of those pieces of crap. My friend and I never actually finished Halo 2 because we got so bored playing it.

    1. Re:HAHAHA Halo had a good story - yeah right by Agent+ME · · Score: 1

      I can't even begin to describe how simplistic and boring the story in these games was. Actually, I never really figured out too much of what was going on aside from various retarded looking aliens hissing at each other and posturing to show off how tough they are.

      Not exactly helping your position that the story sucks when you admit you never bothered to pay attention to it.

    2. Re:HAHAHA Halo had a good story - yeah right by Alamais · · Score: 1

      > ...how simplistic and boring the story in these games was...

      > ...I never really figured out too much of what was going on...

      *fzzt*

      I'm not sure whether I should offer you high literature or sock puppets as alternatives.

    3. Re:HAHAHA Halo had a good story - yeah right by Bryan+Ischo · · Score: 1

      I paid attention for most of Halo's cutscene story build-up, and I did understand it, although I've forgotten it completely because it was so forgettable.

      When I played Halo 2, I paid attention a little bit, but when I realized that it was the same garbage as in Halo, I stopped paying attention. After that, whenever I did bother to watch, I didn't figure too much more out about what was happening, and I didn't really care either. Cutscenes became bathroom breaks.

  36. Re:HAHAHA yeah right by kannibal_klown · · Score: 2, Interesting

    I'm not a fan of Halo... I HATED that whole Flood part, it's one of my most hated game scenarios. You go from fighting one kind of enemy, which look alright, to a grotesque ogranic thing with either worse AI.

    All-in-all, it is over-hyped.

    That being said, the storyline isn't that much gibberish.

    - Aliens are attacking Earth's colonies, fortunately they don't know the location of Earth.
    - Aliens are VERY religious, to the point of being zealous. They believe in ancient gods that left on a great journey, that they are chosen, etc.
    - While escaping, MC and company come across a large ring-like world with its own ecosystem.
    - We come to learn the Ring is actually a weapon. Several are spread across the galaxy and when activated release an energy way that destroys all biological matter.
    - It was activated once before, when the rings' creators couldn't stop a parasitic organism called "The Flood" from absorbing all life in the galaxy.
    - For SOME reason, samples of the flood survived on at least one of the rings and are unleashed by the humans/aliens when they explore the ring.
    - Now humanity is fighting aliens that hate them, and aliens that just want to absorb them.

  37. Re:HAHAHA yeah right by Zerth · · Score: 1

    I have only played the third one and it is easily one of the most polished games I have ever played.

    .

    Of course you'd feel that way, it is their third try. I hope after the first two they would have gotten better.

  38. Re:HAHAHA yeah right by Anonymous Coward · · Score: 0

    If Fun != Story then all those people who read books must be crazy!

  39. Actually.. by relguj9 · · Score: 1

    Throwing a guy off of a balcony with the gravity gun is more fun than the entirety of single player HALO 1-3.

    The only draw for HALO is the multiplayer with friends in the same room and that it's an FPS that sort of works for a console. CS and TF2 are and always will be infinitely greater multiplayer FPS games than any flavor of HALO.

    Being able to shoot people accurately and not feeling like I'm playing the game while stuck in a pool of mud makes the HL series infinitely better than HALO.

    I didn't state "IMHO" or "IMO" to counter your statement of opinion as fact because well... you stated your opinion as fact.

  40. Re:HAHAHA yeah right by bevoblake · · Score: 1
    Well thought out position, but I'd have to give them a more even ranking on most merits.

    HL2 Highlights:
    • Modified Gravity Gun during the end-game
    • Entry into Ravenhome - I'm a sucker for pseudo-horror
    • Alyx Vance - better companion than Cortana

    Halo Highlights (from 1 and 2, unfortunately don't have a 360):

    • Introduction of the Flood in the first game (good foreshadowing)
    • Arbiter invisibility - this created some fantastic stealth opportunities
    • Covenant sword
    • Creative level design - the outdoor environments were very cool

    I would tend to give Halo the edge due to multiplayer being so fantastic, but I haven't given the HL2 partner games a fair shake - CS or TF2.

  41. Re:HAHAHA yeah right by EvanED · · Score: 1

    Totally agreed on this comment.

    It may be because I didn't play Halo 1 (though I didn't play HL1 before HL2 either), but when I went through Halo 2 I didn't think the story was that good. IMO, HL2's story is way better.

  42. Re:HAHAHA yeah right by LordKronos · · Score: 3, Informative

    Wow, I can't believe someone found the Halo story hard to follow. I haven't played the original Halo in almost 3 years, but I'll give your challenge a shot from memory:

    1) Humans are at war with covenant (bad guys)

    2) Story starts with Pillar of Autumn (a big colony ship) being pursued by covenant. The ship comes out of hyperspace in an unknown location, and covenant are still in pursuit. There is a large ring shaped artificial planet nearby.

    3) Covenant manage to board the ship, and you (Master Chief) are asked to take Cortana (the ship's AI) to protect it from capture. You are to flee from to ring planet.

    4) Once on the planet, you regroup with everyone else that escaped.

    5) You learn your captain was captured by the covanant, so you rescue him and several other shipmates.

    6) While captive, the captain learned that the covenant believe Halo is not just a planet, but a super weapon. He also learned the covenant are attempting to gain control of Halo so they can use it.

    7) You try to find out where the control room is

    8) You head for the control room so that YOU can get control of the weapon first.

    9) On the way there, you run into the flood, which is a sort of parasitic creatures race. They were apparently in containment on Halo and accidentally released by the covenant in their attempt to get control of Halo.

    10) You run into Guilty Spark, who is a service bot responsible for caring for the installation (ie: Halo). When he learns you are there to activate Halo, and he wants to help you because he needs to stop the flood, and activating Halo will do that (he can't activate it on his own because of security protocol).

    11) He leads you to recover the activation index...the key you will need to activate Halo.

    12) You then proceed to the control room to activate it. However, as you activate it, Cortana discovers that Halo is not a weapon, but a device to purge the galaxy (or maybe just some large portion of it) of life.

    13) You try to abort, but Guilty Spark tries to stop you by sending Halos defensive system against you. You succeed anyway.

    14) You now decide that leaving the Halo intact is too dangerous (in case someone else activates it) so you are going to destroy it. You head back to the crashed Pillar of Autumn to have it self destruct (taking Halo with it).

    15) You then escape in a small ship before Halo explodes.

    That's just from memory. Might have missed a few points, but that covers the basics. Nothing very complex or confusing there. If you want to argue that the story is lame or otherwise not compelling, that's fine (your choice). But to say it's difficult to figure out what's going on....well, if that's the case, I suggest "Hello Kitty Island Adventure" is probably a better match for your intellect.

  43. Re:Tried the demo, felt like I had a frontal lobot by Hellswaters · · Score: 3, Insightful

    Its to control the market. They control what controllers the system can use, and because of that they control who makes the controllers. Once you start allowing mouse and keyboards, your opening the door to more third parties making things for your console which means lower profits. Since they can only use the one (or very few) the makers and thus flow of money can be controlled.

  44. Re:Tried the demo, felt like I had a frontal lobot by kuzb · · Score: 1

    I fail to see why in the world consoles have the inability to use keyboard and mouse at least as an option. The 360 has USB ports, the PS3 has Bluetooth and USB. Why can't I just take my keyboard and mouse combo and use it for these systems as an option?

    The PS3 has keyboard and mouse support out of the box. However, in order to use it in games the games have to be written to use them. A few games do this already - notably you can get Unreal Tournament 3 for the PS3 with out of the box mouse and keyboard support.

    The 360 should follow this fine example. They could crush the gaming market if they did this and found a way to make it so you could use the keyboard and mouse for any game regardless of it's implementation. There is a lot of speculation as to why they have not done it. Most people say that the xbox team does not want to hurt microsoft games lab's PC division. Others would say that it has to do with the fact that it would create a gameplay rift - since a keyboard and mouse for many genres is far superior to a gamepad. More still would say that it breaks "ease of play" and "comfort" since having a mouse on a couch is generally not ideal.

    I can't say for sure why they didn't do it. What I can say for sure is it does make certain genres of games less fun and more tedious.

    --
    BeauHD. Worst editor since kdawson.
  45. Ripped from StarCraft by Maarek+Stele · · Score: 1

    Looks exactly like Starcraft 2. I'm not supprised if it's the same engine that Microsoft somehow got their hands on.

    --
    "Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind." -Dr. Seuss
  46. Re:HAHAHA yeah right by LordKronos · · Score: 1

    It is perfectly natural to want a story to be there. Why are books the sacred realm of stories? What is so special about a book that they should have a story, but not a video game? Some people don't enjoy reading (I generally don't), so we'd like to experience stories differently (interactively). It's not a necessity for every game, but it helps.

    PS. I'm not the person you replied to but: I didn't like HL much but I loved Portal.

  47. Re:HAHAHA yeah right by Saige · · Score: 1

    Oh, Portal was absolutely incredible. One of the best games I've played in a long time.

    --
    "You know your god is man-made when he hates all the same people you do."
  48. Re:HAHAHA yeah right by Minozake · · Score: 1

    I personally didn't like matchmaking. I personally liked going into pubs ala PC FPSes. Trying to find a match at midnight (CST) was usually hell because nobody could be matched with me. It was slow when I was already falling asleep.

    Not to say that matchmaking doesn't have its pros, but I want to play a quick big team battle game on a specific map with a specific setting or goto a custom setup quickly, but not necessarily need to have any pals on XBL. One plus, though, is that if I climbed the ladder up, there would be natural communication between mates, and I'd say in some instances it does outweigh the cons.

    --
    http://sourcemage.org/ - Have fun :)
  49. Myth II by Anonymous Coward · · Score: 0

    I really want to like RTS games, but was ruined by playing Myth II. Managing resources always feels like doing chores rather than engaging game play - the tactics side.

    Now, if someone would come out with a Myth II mod for Halo, that would be perfect.

  50. Re:HAHAHA yeah right by Toonol · · Score: 1

    I think you're exactly wrong. Halo Wars is specifically NOT made for fanboys, but for the general audience, while Warcraft 3 is specifically for a niche audience. So is Starcraft, but it had a weird breakout.

    All three are 'real' RTS's. Just different types.

  51. Re:HAHAHA yeah right by Minozake · · Score: 1

    Not very many highlights for Halo 3, unfortunately. It's also home to the worst level design ever (Mission 8, AFAICT). Shallow story, but it wraps it up in the least. Well, there's also killing more Scarabs, which is awesome.

    Both the Halo series and the HL series have their merits, but it's hard to compare them, imo.

    --
    http://sourcemage.org/ - Have fun :)
  52. Re:PS3 Warhawk is better than Halo. by relguj9 · · Score: 1

    Warkhawk for Sony Playstation 3 is a better game than Halo.

    haha, I used to love Warhawk for the original Playstation, amazing game. That and Wipeout.

    "Final Fantasy Tactics" and "Final Fantasy Tactics: War of the Lions" are also better than HALO, wtfamazing games.

    I will say, HALO is the best single and multiplayer FPS I've ever played for a console, by a long shot. Whatever that means.

  53. Re:HAHAHA yeah right by kuzb · · Score: 0

    So ... They accidently come out of hyperspace near a massive doomsday weapon? Why are the two factions at war? When does the story actually have any kind of substance?

    The problem with the storyline is they give you a tiny piece of something that seems much larger and fails to elaborate on anything. Now, in Halo's defense, HL2 is just as bad. Trying to grade either of these games based on plot is ridiculous.

    --
    BeauHD. Worst editor since kdawson.
  54. Re:HAHAHA yeah right by Anonymous Coward · · Score: 1, Insightful

    Having played both, you are a fanboy.

    "You are a fanboy" has never, ever meant anything other than, "Your tastes do not match up with mine completely, therefore my vast array of crippling mental deficiencies demand that I apply a childish label to you in the vain hope that it will distract me from my lack of confidence in my own tastes".

    This time was no exception.

  55. Re:HAHAHA yeah right by Ifandbut · · Score: 1

    Thank you OP!

    While I enjoy HL2 and the Episodes that follow, Halo 1-3 still win in my book.

    I guess it could be because the one thing I CAN NOT STAND in a game that is supposed to have a story is a mute protagonist. On top of that you are forced to watch all the events from the same first person perspective.

    Gorden Freeman just felt so empty. I would not even know what he looks like if it were not for the box art.

    Both Halo and HL's story is fairly typical. Aliens invade earth. Some aliens are good, some are evil. However the way it is presented in Halo is much better. I actually disappointed with Halo 3 and not being able to see things from the Arbiter's point of view. It really added some perspective to the series in Halo 2.

    I had to force myself to get through the water boat parts in HL2. It just felt extremely pointless. At least in the backtracking parts of Halo Cortana would sometimes reveal some more story (intercepting a transmission or what ever).

    Personally, HL2:Episode 1 and 2 were much more fun then HL2 and I'm looking toward Episode 3 but not nearly as much as I was looking forward to Halo 3.

  56. Re:HAHAHA yeah right by Anonymous Coward · · Score: 0

    It is one of the few games of this type I have played where strangers actually communicated and planned properly in team based multiplayer. People actually talked!

    Also the theater mode was fantastic. It was very interesting to play through a flag capture from numerous angles (I once replayed one where I thought I had done all the work, where in the replay it showed a sniper and others keeping people of my back).

    Yeah, Tribes 2 was awesome. You could jump into a game, see what was needed, and pick up that role. Spotting a wingman behind you when you were going for the flag was awesome. And the replays really helped when we played competitively.

    But why are you calling Tribes 2 "the third one"? Oh, you were talking about Halo? They copied that too? Well that's cool, I guess.

  57. Re:HAHAHA yeah right by Anonymous Coward · · Score: 0

    HL is just as bad about the whole mystery thing, but it's still a hell of a lot more interesting. Something about "Oh shit, the world just exploded around me at work leaving aliens all over the damn place and all I have is this crowbar" is a bit more compelling than "Me and this army have to fight those aliens."

  58. Re:HAHAHA yeah right by khellendros1984 · · Score: 1

    Well, the kb+m combo *is* far superior for FPS games, but that doesn't stop me from playing them on s 360 anyhow. Playing on a PC was good...but the first FPS I spent a lot of multiplayer time in was Goldeneye, and the controls in that are crap by today's standards. People get used to whatever's available. If it isn't the fastest, but it's comfortable, then what does it matter? Everyone else is fettered in the same way anyhow.

    --
    It is pitch black. You are likely to be eaten by a grue.
  59. Re:HAHAHA yeah right by khellendros1984 · · Score: 1

    I would have to disagree on both counts. I greatly enjoyed Halo 2's multiplayer (never played all that much of Halo 1's, so I'll reserve judgment on that), but TFC and CS were both *amazing* Half-Life multiplayer modes. And I've always thought Halo's storyline was clearer than Half-Life's *ever* was...although I still maintain that Half-Life had better gameplay, especially for when it came out.

    Halo was a competent series, but Half-Life was revolutionary.

    --
    It is pitch black. You are likely to be eaten by a grue.
  60. Re:HAHAHA yeah right by SBacks · · Score: 3, Funny

    and before even Quake was DOOM.

    And before DOOM was the hunting sequence in Oregon Trail.

  61. Re:HAHAHA yeah right by ion.simon.c · · Score: 1

    Maaaaaaaan. I *really* wish that Sierra/Vivendi would have released one last rev of T2 that didn't attempt to contact the update servers upon startup.

    *doesn't wanna be bound to LAN matches for the rest of his life*

  62. Re:HAHAHA yeah right by vikstar · · Score: 1

    Being a slow game doesn't mean that a mouse isn't needed. Even a slow game like Counter Strike requires a mouse for one to be competative. The reason halo works with a controller is because the enemies aren't nearly as skillful as they would need to be to make an equivalent mouse controlled game similarly challenging.

    --
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  63. Re:HAHAHA yeah right by __aawkdb2598 · · Score: 1

    ...anything that threatens the PCs homogeny over certain genres...

    Hegemony?

  64. Re:HAHAHA yeah right by Kalriath · · Score: 1

    Unfortunately large chunks of the story are only explained if you read the books for it. If you read the book "Contact Harvest" for example, you learn that the aliens are annihilating humanity because their leaders find out that humans ARE the "gods" of their religion. And finding out that your so called gods didn't actually ascend to another plane of existence sort of ruins a good religion don't you think?

    To answer one of your other points... accident? Coming out beside the ring was intentional (the AI did it).

    Also, the GP was wrong on several points. One, the enemy is not aware the rings are weapons, they think they're religious artefacts which will launch them on a "journey to another plane of existence".

    Second, you don't rescue your captain, he gets absorbed by the nasty Flood, so you kill him.

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  65. Re:HAHAHA yeah right by Anonymous Coward · · Score: 0

    Calling COD4 a polished shooter is a joke, only when fixed by mods is it playable... Sway bug, nuff said. Still its more fun than halo any day of the week.

  66. Too obvious by PopeRatzo · · Score: 2, Insightful

    From the article: ..."It's about as close as you can get to the ease of use that comes with a mouse and keyboard."

    So why not just use a mouse and keyboard? I notice that this game is for the XBox. Why not make a PC version? Doesn't Microsoft have some stake in PCs as well as XBoxes?

    --
    You are welcome on my lawn.
  67. Re:HAHAHA yeah right by kkwst2 · · Score: 1

    That's interesting. I find the Half-life story more compelling, but I liked both.

    Both seemed pretty clear to me.

    I've been playing FPS since the original Doom and Pathways Into Darkness. The first FPS games had barely any story.

    To me, the FPS with the best story was the Marathon series, also by Bungie. The story was largely told by scripts in various computer consoles you looked at. But the story was amazing.

    To me else has come close. Part of the problem I think is that nobody would tolerate reading the amount you had to for Marathon. The story now is generally played out through short cutscenes and you can't relay as much story that way without it being intrusive into gameplay.

    But I still very much enjoyed Half-life series and feel it's a distant second in terms of story, followed by the Halo.

  68. Re:HAHAHA yeah right by BaronHethorSamedi · · Score: 1

    The problem with the storyline is they give you a tiny piece of something that seems much larger and fails to elaborate on anything.

    A lot of good science fiction does this. Authors are entitled to expect the reader (or player) to do some imaginative legwork.

    In fact, I think one of the cardinal sins these days in entertainment (all media) is OVERTELLING the story. Given the choice, I prefer developers err on the side of not spoon-feeding absolutely everything to the consumer.

    Disclaimer: I've never played the original Halo. Trying to grade it on plot may well be ridiculous, but complaining that a story is a discrete part of a larger series of events seems like a strange accusation to level at a fictional work.

  69. Re:HAHAHA yeah right by brkello · · Score: 2, Insightful

    If posts on the web being sensitive and bitchy about anything that threatens X proves that something is on the decline, then I think everything is on the decline.

    Really, one person's ramblings means that PC gaming is on the decline? I think all it proves is that you are one of those weird people who have a bias against PC gaming.

    --
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  70. Re:Tried the demo, felt like I had a frontal lobot by fjo3 · · Score: 1

    why do we have things like weird huge joysticks for mech games (360), Rockband kits, the Wii-Fit board, or the Duck Hunt stype zapper for the Wii??? These aren't your standard controllers

    Even as a Wii fanboy I must admit that the "zapper" and other gun devices for the Wii are not controllers except by a dishonest stretch of the imagination. These plastic pieces of junk hold the controllers in uncomfortable positions and do nothing else.

  71. Re:HAHAHA yeah right by Agent+ME · · Score: 1

    To answer one of your other points... accident? Coming out beside the ring was intentional (the AI did it).

    In the game, it's made out to seem that it was accidental. The book seems to imply that Cortana kept it secret that she used the discovered coordinates for the jump.

  72. Red Alert 3 Control Scheme is faster by Stone316 · · Score: 1

    I was looking forward to playing Halo Wars, especially since I started playing Red Alert 3 at Xmas. The game is fun to play and the control scheme in some ways is better than RA3 but in others its worse. The best part about RA3 is that you have access to everything from anywhere on the map. With HW you have to go back to your base, which is easy to do with the dial pad but then you lose your place.

    I'm sure there are little tricks that could make the game move faster but thats just my personal experience.

    --
    "Thanks to the remote control I have the attention span of a gerbil."
  73. Re:Meh. by stonedcat · · Score: 1

    Wonderful to see that my personal opinion and the fact that I've never played Halo is considered "trolling".

    --
    You can't take the sky from me.
  74. Re:HAHAHA yeah right by LordKronos · · Score: 1

    1) My memory of Halo 2 is much fuzzier than my memory of Halo 1, but I thought the Halo 2 story line touched on that somewhat, about why the covenant brought the battle to earth. Maybe not.

    2) I thought the covenant did believe it was a weapon. I thought it was in Halo 2, with the prophets being the one leading the covenant to believe they are embarking on a journey. But again, my memory is fuzzy on that. It's been about 3 years since I played Halo 1, and even longer since Halo 2.

    3) Actually, I believe you do succeed in rescuing the captain. It's later in the story that he gets absorbed by the flood and you kill him

  75. Re:Meh. by Anonymous Coward · · Score: 0

    I was still teaching when HALO got big. A bunch of my students played it and knowing that I was a FPS fan, they wanted me to check it out, so towards the end of school, one of them brought in his xbox (this was May 04) and we hooked it up to the overhead.

    Being a Quake, UT, UT2004, JK, JKII, etc. kind of guy, I was really curious to see what all the buzz was about.

    Truthfully, I didn't see anything special, but after hearing the kids talking about it, I thought it was really odd that they sounded exactly like me back around the time the QuakeWorld mod/ patch came out, and that's when it hit me-

    HALO wasn't great because it was particularly innovative in it's design or it's setup for controllers- it was the first console FPS that got multiplayer over the net right.

    UT2004 was superior in every way to this game, but that was the key- the multiplayer. All they needed was their xbox, a copy of the game, and their DSL or cable connection. There wasn't the normal pain associated with PC multiplayer- are you patched to the same version as your opponent? Can you run RogerWilco (or Skype, or YIM, or whatever) while you're running the game or does it bog down too much? Do you have your firewall/ anti-virus/ spyware programs off? Hmmm. Well, do you have your video card patched? etc. etc.

    HALO was the first multiplayer over the net experience for a lot of people. That's why so many think it's such a great game.

  76. Re:Tried the demo, felt like I had a frontal lobot by apostrophesemicolon · · Score: 1

    manekineko2 was right. But also why MS,Sony don't want to put keyb/mouse support for RTS games or any other games is that when the general pop gets to try keyb/mouse control, they become used to/familiar with it.

    When people are used to the keyb/mouse config, then they won't be discouraged when an exciting new game comes out for PC. This means potential future loss for console makers.

    Put simply, if gamers in general, including new gamers, have experienced playing with PC games such as HL/CS, AOE/Warcraft/Starcraft, Halo wouldn't be as successful as it is today. Halo stole the new generation gamers, MS just can't afford to let them go just by providing keyb/mouse support. It's a huge risk.

  77. Re:HAHAHA yeah right by Anonymous Coward · · Score: 0

    My grandmother could understand the halo plot:

    1) Crazy high tech aliens are trying to eradicate humanity

    2) A human ship running from the aliens crashes on a giant space station thing. Only a handful of soldiers survive, along with a big strong bio-engineered soldier who is good at killing aliens.

    3) There are endless waves of zombies on this giant space station thing. There is also a super-awesome big laser on the space station that can wipe out all life in the galaxy.

    4) The evil aliens want to use the laser to kill all the humans and fulfill some fire-and-brimstone prophecy of theirs.

    5) The humans stop the aliens, mostly because of the big strong super soldier and his hott AI friend.

    6) But no! The zombies have infected an alien ship, and could escape into the universe, turning all of us into zombies

    7) The super soldier uses the reactor on his crashed ship to destroy the space station, all the zombies and the remaining aliens, and the big bad laser for good. Him and his hott AI friend escape in a shuttle.

    THE END

  78. Re:HAHAHA yeah right by mjwx · · Score: 1

    He is only half right. Halo is actually quite good and I only really played PC FPS before I started playing it.

    I agree here, Halo is a good FPS, not really up to the HL level of game play (graphics not withstanding, HL 1997, Halo 2001). Halo had very simplified gameplay (console I know) but thats not inherently a bad thing, but Halo was really at Doom/Quake level of game play sophistication with 2000 era graphics. That being said halo was a good game, it didn't have a particually good story (see System Shock/Deus Ex for good stories) state of the art PC graphics or great gameplay but it scored above average in all, whilst this alone does not make it into a good game the fact that all of these elements were tied together so very well is what turned Halo from a mediocre game into a good game.

    It's a real shame MS killed the rest of the series, making Halo 2 Vista only was a huge mistake, I played Halo 2 on a friends Xbox and didn't finish it as it became too repetitive, they lengthen the game and didn't add any new gameplay depth from Halo 1. Spending hours doing the same thing was not enough to hold my attention, by the time I'd gotten halfway through the covenant homeworld level I simply gave up as I was too frustrated by the console control and the repetition made me think my time was better spent playing Halo 1 again on my PC. Add the fact that MS was trying to kill me with bloom and there was no real brightness or bloom control I pretty much gave up on the series then and there.

    The mouse is a better controller for FPS, but the Halo is a lot slower than say quake so it doesn't make as much difference

    Halo is a lot faster then most of the Tactical Shooters I play, but its a hell of a lot more forgiving. Personally I don't like the Halo health system but then again I mostly play Tactical FPS, Half Life is the biggest exception here.

    It is one of the few games of this type I have played where strangers actually communicated and planned properly in team based multiplayer. People actually talked!

    Voice communication has actually been around on the PC for a while, as I understand it WOW players use it a lot but PC players are still reluctant. Most of us have just gotten our nations broadband to the point where we can play on a 32 or 64 player map with no lag, with Halo the limit is 16 Players.

    All that being said I would not play a strategy game on a console, after playing C&C3 on the PC which I am told is very close to the console version I can say that I don't want to play a strategy game that limits what the player can do that badly. C&C3 required you to tank rush, its interface could be built with two buttons, 1. Build tank 2. Send all tanks at enemy base and doing anything else would see your base being crushed in the next tank rush. There was no real strategy involved anywhere with that game especially compared to Supreme commander where you would spend minutes arraying forces and planning assault routes (this is what I call strategy), you could rush but unless you were playing on a small map but on a large map the distances made this prohibitive or easy to defend against. Supreme Commander also came out on Xbox but was universally hated due to the poor control scheme, GPG tried to put all the functionality of a PC RTS into a console RTS.

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    Calling someone a "hater" only means you can not rationally rebut their argument.
  79. Re:HAHAHA yeah right by mjwx · · Score: 1

    but really, is there a story to Half-Life?

    Here's the brilliant thing about HL's story, it isn't spoon-fed to you, you have to look at the environment to see it, stand around and listen to scientists talk, remember what is said and put the clues together? HL1 had a good story, It took me 3 replays before I got the whole thing (14 at the time, cmon) HL2 was even better, half the story was spoon-fed to you but the amount of back story that could be found in Vance's or Kliner's labs was astounding (didn't get this until the replay, due to the low resolution I had to play on the first run through)

    --
    Calling someone a "hater" only means you can not rationally rebut their argument.
  80. Re:PS3 Warhawk is better than Halo. by mjwx · · Score: 1

    I will say, HALO is the best single and multiplayer FPS I've ever played for a console, by a long shot. Whatever that means.

    That's like winning the award for effort, rather then for achievement

    --
    Calling someone a "hater" only means you can not rationally rebut their argument.
  81. Re:HAHAHA yeah right by Zalbik · · Score: 1

    You couldn't understand the halo storyline?

    Tell me, do you also have troubles with the instructions on shampoo bottles?

    The fact that this comment got a +30% "Insightful" scares me. A lot.

    Slashdot's going to have to change their slogan to "News for idiots. Stuff that's simple." if this trend keeps up.

  82. Re:HAHAHA yeah right by Anonymous Coward · · Score: 0

    balance is not the only thing that makes a game fun. artificially limiting the controls puts a cap on the upper end of any skill curve present. Imagine playing quake 3 cpm with a one button controller from a 2600. right.

  83. First playable RTS? by Anonymous Coward · · Score: 0

    huh Pikmin?

  84. Re:HAHAHA yeah right by Draek · · Score: 1

    Having played both, Halo is superior to HL1 but inferior to HL2. Is there a story to Half-Life? of course there is, it's just easy to miss it because it's told much more 'realistically' than in other games where the entire world revolves around your character, such as Halo or HL2. The problem was that half the puzzles were too simplistic and the jumping sections made me wish for bloody murder upon Valve developers.

    Halo, however, is inferior to HL2 simply because it has no atmosphere at all. It feels like a series of interconnected levels rather than an actual, living world while HL2, even with the more 'cinematic' story and all those f'in physics puzzles, managed to preserve a very convincing atmosphere during the entirety of it and that made for a much richer game, in my opinion.

    --
    No problem is insoluble in all conceivable circumstances.
  85. Re:Tried the demo, felt like I had a frontal lobot by grumbel · · Score: 1

    I'm guessing that 'most' households with a game system have a USB keyboard and mouse laying around somewhere.

    But most don't have a table around that they can put those on to play comfortably. There is also the issue that implementing a mouse/keyboard interface costs time and money, since now you have two interfaces to worry about. In the end its however simply the issue of "because Microsoft said so", thats what you get with a closed game platform, what you gain in standardization and ease of use, you lose in flexibility. Sony on the PS3 allows keyboard and mouse, but still, very few games make use of it (Unreal3 is the only one I can think of).

    The real problem however starts long before keyboard and mouse. Why do an RTS game in the first place? Why clone something that was developed for different hardware and different input devices and that hasn't changed in 15 years, why not do something original instead that fits the hardware you have at hand. Full Spectrum Warrior for example was a great real-time tactics game that played great with a controller, merge that with some of the depths of XCom:UFO, throw in a bunch of new ideas and you could have a kick ass game that would be quite different from almost anything out there today.

    Game developers have sadly started to think way to much in genres, instead of thinking about what would be the best gameplay to fit the story and settings, they take a predefined and done to death genre and paint it with a new theme.

  86. Re:HAHAHA yeah right by grumbel · · Score: 3, Insightful

    A lot of good science fiction does this. Authors are entitled to expect the reader (or player) to do some imaginative legwork.

    The problem I had with Halo is that I could never shake the feeling that there was much more interesting stuff going on somewhere else then the stuff I was forced to play. The story around Master Chief did never really do anything that was very interesting and the whole flood thing was just annoying and out of place, I guess thats what you get when you player as the indestructible hero instead of a human being. Now at least with Halo you later got comics and books and stuff, so there actually is more going on, to bad that none of that ever made it into the games.

    Half Life on the other side has the G-Men, which sadly just feels like a walking deus ex machina with legs. You never get a satisfying conclusion or backstory or anything. You play a clueless character who saves the earth by accident and nothing ever feels like an accomplishment, because you just stumble around in the world shooting dudes. Half the story of Half Life 2 is just transporter malfunction and then having to manually walk the way by foot, not exactly great storytelling.

    That said, when it comes to video games I don't think overtelling a story is a problem, I think quite the opposite is true, most games these days try to avoid explain anything. Thanks to the first person view you are quite often limited to exactly that which you see through the main characters eyes, which sadly just isn't much. So instead of story, you simply get a few sad piece and pretty graphics thrown at you, maybe with a little dialog thrown in to connect things. Its kind of ridiculous when one looks back, the first 10 minutes of story and dialog in Monkey Island have more variety and interesting stuff going on then most todays games manage to cram into 10 hours.

  87. Re:HAHAHA yeah right by andrewd18 · · Score: 1

    I tried playing Team Fortress II, but felt like an idiot screwing over my teammates because I had no clue what I was doing.

    You don't need to know what you're doing to have fun. I've lost repeatedly on certain TF2 servers and still enjoyed myself. It's all about what your mindset is coming into the game.

    Find things to do on the map that make you happy. My personal favorites:

    • As a pyro, make runs for the enemy battlements and light unsuspecting snipers on fire. Continue this no matter how many times you die... eventually they get pissed off and ragequit. Commence chat lulz.
    • As a scout, run around like an idiot beating people in the head with a baseball bat. Extremely annoying to the enemy and you can't beat the sound effect.
    • As a medic, Ubercharge that scout with the baseball bat for the lulz. Nothing's more humiliating than being beaten down by a scout you couldn't kill.
    • As a demoman, hone your "twitch" skill with stickybombs. Grisly, educational, and extremely effective in defensive situations.

    Or if you're still hung up on the whole "I need to be effective to have fun" thing, Engineer is a great class for less skilled players. Set up a turret, set up a dispenser, and learn the map as you find effective places to set up your teleporter. Yeah, you'll have to deal with skilled players sapping you, but it's a significantly less "twitchy" class.

  88. Re:HAHAHA yeah right by relguj9 · · Score: 1

    and before even Quake was DOOM.

    And before DOOM was the hunting sequence in Oregon Trail.

    I was a bad ass at Oregon Trail hunting. The girls would always get me to come and do it for them, 3rd grade playaaa!

  89. Re:HAHAHA yeah right by Phasma+Felis · · Score: 1

    Yeah right. Actually the gave which most similar games have been judged is Half Life and before that Quake!

    Funny you should say that, because in a lot of ways Quake 1 was relentlessly bland. Monochromatic palette; flat and lifeless weapons compared to Doom's big, loud, animated guns; less plot even than Doom. Its engine was amazing in every way, and set the bar for years afterward, but the game they built on that engine was bog-standard.

    I still loved it, because the audio and video immersion really sucked you in, but even at the time I was disappointed to come over from Doom and see the almighty BOOM-click-click of the shotgun and the howl of the plasma rifle replaced by a barely-animated popgun and a crackly little lightning thing.

  90. My declining relationship with the Halo Franchise. by ligt · · Score: 1

    Halo 1 = a year of straight enjoyment. Halo 2 = a few months of good straight enjoyment. Halo 3 = played for maybe a month then started anticipation for Gears of War 2. I like the franchise but I find the game that started shooters fresh really hasn't changed much of their formula. I understand why they don't but I wish they did. AND SO Halo Wars has come out. Overall a fun RTS but like others on this thread have pointed out, its tame. They really haven't tried anything new. It is almost an overlay of they tons of other RTS games I've already played...but in the Halo world. I bought it, I've played it and had fun with it. But like the rest of my continuing relationship with the franchise I've stopped playing it after a few weeks.

  91. Re:HAHAHA yeah right by seventhevening · · Score: 1

    IMHO when "large chunks of the story are only explained if you read the books for it" then someone failed miserably in the story telling department. Having a book that expands the story from a game with a complete story works fine, but a player of the game shouldn't be expected to have to read extra novels just to get the whole picture. Especially for an FPS. Although, I don't like Halo due to how ridiculously slow it is for an FPS (I'm more of an Unreal kind of person), I do give them credit for trying with a story. FPS games as a whole have always had weak plots so Halo managing to get something that was passable is fine. Half-life isn't exactly a work of art in the story department, but it's interesting and very successful as far as FPSs go.

  92. Re:HAHAHA yeah right by Kalriath · · Score: 1

    I believe you speak truth on the third one there - my memory is also a bit fuzzy on the details of Halo 1 / Book 2.

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