Halo Wars: Difference between revisions

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{{Main|Skirmish}}
{{Main|Skirmish}}
[[File:HW Screenshots 003.jpg|thumb|200px|right|[[Covenant]] forces engage humans on the level ''Chasms''.]]
[[File:HW Screenshots 003.jpg|thumb|200px|right|[[Covenant]] forces engage humans on the level ''Chasms''.]]
Just like other ''Halo'' games, ''Halo Wars'' has strong characteristics of online gaming. ''Halo Wars''' live gaming characteristics include Direct voice communication & Online leader boards. Teams are differentiated by the color of the units. There is no specific information regarding player ranking but players are able to achieve the ranks of Recruit, Lieutenant, Major, Commander, Colonel, Brigadier, and General. Multiplayer is up to 6 players at a time in a match. Two player online Co-op for the campaign story is available in the game.<ref name="xbox360fanboy.com"/>
Just like other ''Halo'' games, ''Halo Wars'' has strong characteristics of online gaming. ''Halo Wars''' live gaming characteristics include Direct voice communication & Online leader boards. Teams are differentiated by the color of the units. There is no specific information regarding player ranking but players are able to achieve the ranks of Recruit, Lieutenant, Major, Commander, Colonel, Brigadier, and General. Multiplayer is up to 6 players at a time in a match. Two player online Co-op for the campaign story is available in the game.{{Ref/Reuse|xbox360fanboy.com}}


;;Maps
;;Maps
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As of February 28, 2010 (or March 1, 2010), ''Halo Wars'' and [[Halowars.com]] support was transferred from Robot Entertainment to [[Halo Waypoint]]. It was stated that Waypoint would provide "exciting plans", but this has yet to come to fruition.<ref name="halowars.com">[http://www.halowars.com '''Official Halo Wars Community Site''']</ref>
As of February 28, 2010 (or March 1, 2010), ''Halo Wars'' and [[Halowars.com]] support was transferred from Robot Entertainment to [[Halo Waypoint]]. It was stated that Waypoint would provide "exciting plans", but this has yet to come to fruition.<ref name="halowars.com">[http://www.halowars.com '''Official Halo Wars Community Site''']</ref>


On November 5, 2010, The Halo Wars Leaderboards were reset by popular demand.<ref name="halowars.com"/>
On November 5, 2010, The Halo Wars Leaderboards were reset by popular demand.{{Ref/Reuse|halowars.com}}


On November 16, 2010, it was announced that Halo Wars Online Stat Tracking would no longer be supported. Along with the act, [[343 Industries]] and Halo Waypoint planned to release one final Title Update to fix a cutscene bug in Theater from Title Update 4, and to disconnect the game from the site, moving the forums to Halo Waypoint's. This change was to occur on December 15, 2010.<ref>[http://www.halowars.com/forums/permalink/953396/953396/ShowThread.aspx#953396 '''Official Halo Wars Community Site''': ''Halo Waypoint Transitions (Please Read)'']</ref> However, on December 8, 2010, 343 Industries and Halo Waypoint announced a reversal in their decision to cease Online Stat Tracking, citing they were "...always uncomfortable with the idea...", and "...decided that the current plan of action was not in line with how we have always intended to support Halo games and the Halo franchise in general."<ref>[http://www.halowars.com/forums/permalink/963172/963172/ShowThread.aspx#963172 '''Official Halo Wars Community Site''': ''Halo Wars Stat-Tracking To Continue'']</ref> The ''Halo Wars'' forums have been merged with Waypoint's forums and since then, Title Updates 5 and 6 have been released.<ref>[http://www.giantbomb.com/guides/halo-wars-title-updates/2055/ '''Giant Bomb''': ''Halo Wars Title Updates'']</ref>
On November 16, 2010, it was announced that Halo Wars Online Stat Tracking would no longer be supported. Along with the act, [[343 Industries]] and Halo Waypoint planned to release one final Title Update to fix a cutscene bug in Theater from Title Update 4, and to disconnect the game from the site, moving the forums to Halo Waypoint's. This change was to occur on December 15, 2010.<ref>[http://www.halowars.com/forums/permalink/953396/953396/ShowThread.aspx#953396 '''Official Halo Wars Community Site''': ''Halo Waypoint Transitions (Please Read)'']</ref> However, on December 8, 2010, 343 Industries and Halo Waypoint announced a reversal in their decision to cease Online Stat Tracking, citing they were "...always uncomfortable with the idea...", and "...decided that the current plan of action was not in line with how we have always intended to support Halo games and the Halo franchise in general."<ref>[http://www.halowars.com/forums/permalink/963172/963172/ShowThread.aspx#963172 '''Official Halo Wars Community Site''': ''Halo Wars Stat-Tracking To Continue'']</ref> The ''Halo Wars'' forums have been merged with Waypoint's forums and since then, Title Updates 5 and 6 have been released.<ref>[http://www.giantbomb.com/guides/halo-wars-title-updates/2055/ '''Giant Bomb''': ''Halo Wars Title Updates'']</ref>


====Gametypes====
====Gametypes====
''Halo Wars'' features a "[[Skirmish|Skirmish Mode]]", where the player can battle on multiplayer maps against an AI opponent in 1vs1, 2vs2 and 3vs3 match. There are 14 skirmish and [[multiplayer]] maps.<ref name="halowars.com"/> There are two modes in Skirmish, [[Standard]] and [[Deathmatch (Halo Wars)|Deathmatch]]. Three more modes are available if the player has the Strategic Options DLC (800 Microsoft Points): Keepaway, Tug of War, and Reinforcements.
''Halo Wars'' features a "[[Skirmish|Skirmish Mode]]", where the player can battle on multiplayer maps against an AI opponent in 1vs1, 2vs2 and 3vs3 match. There are 14 skirmish and [[multiplayer]] maps.{{Ref/Reuse|halowars.com}} There are two modes in Skirmish, [[Standard]] and [[Deathmatch (Halo Wars)|Deathmatch]]. Three more modes are available if the player has the Strategic Options DLC (800 Microsoft Points): Keepaway, Tug of War, and Reinforcements.


In '''Standard''' mode, players start off with a tech level of 0 and 800 resources. All units must be upgraded including turrets and leader abilities. The population limit starts at 30 for the UNSC and 40 for the Covenant. In '''Deathmatch''', players start with 15,000 resources and a tech level of 4 for the UNSC, and 3 for the Covenant (Building a Temple increases the tech level to six, but more importantly give the player the leader). All the player's units, buildings and leader abilities are already fully upgraded. The player's population starts at 15 and they gain 10 population for taking over a base, up to 99. When they lose a base, the population limit goes down by 10. In '''Keepaway''' mode, players capture the flag from their opponent and bring it back to their base. In '''Tug of War''' mode, the objective is who can field and maintain the strongest army who wins. In '''Reinforcements''' mode, the player needs to adapt their tactics as they are granted waves of troops, much like an endurance battle.
In '''Standard''' mode, players start off with a tech level of 0 and 800 resources. All units must be upgraded including turrets and leader abilities. The population limit starts at 30 for the UNSC and 40 for the Covenant. In '''Deathmatch''', players start with 15,000 resources and a tech level of 4 for the UNSC, and 3 for the Covenant (Building a Temple increases the tech level to six, but more importantly give the player the leader). All the player's units, buildings and leader abilities are already fully upgraded. The player's population starts at 15 and they gain 10 population for taking over a base, up to 99. When they lose a base, the population limit goes down by 10. In '''Keepaway''' mode, players capture the flag from their opponent and bring it back to their base. In '''Tug of War''' mode, the objective is who can field and maintain the strongest army who wins. In '''Reinforcements''' mode, the player needs to adapt their tactics as they are granted waves of troops, much like an endurance battle.
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*[[Jiralhanae|Brutes]]: In battle the Brutes wield Brute shots, which are devastating against infantry and effective against light vehicles. Due to their limited battlefield use prior to the events of ''[[Halo 2]]'', they are apparently leader-specific units belonging to the unknown [[Jiralhanae Army Commander|Chieftain]]. They can be upgraded to have [[Jump Pack Jiralhanae|Jump packs]] and install EMP grenades in their brute shots.<ref name="xbox.com">http://www.xbox.com/NR/rdonlyres/31804095-7B32-4CE2-A17E-3CB54A3692EF/0/HaloWars_MNL_EN.PDF</ref>
*[[Jiralhanae|Brutes]]: In battle the Brutes wield Brute shots, which are devastating against infantry and effective against light vehicles. Due to their limited battlefield use prior to the events of ''[[Halo 2]]'', they are apparently leader-specific units belonging to the unknown [[Jiralhanae Army Commander|Chieftain]]. They can be upgraded to have [[Jump Pack Jiralhanae|Jump packs]] and install EMP grenades in their brute shots.<ref name="xbox.com">http://www.xbox.com/NR/rdonlyres/31804095-7B32-4CE2-A17E-3CB54A3692EF/0/HaloWars_MNL_EN.PDF</ref>
**[[Jiralhanae Chieftain]]. The only usable Brute Chieftain is the same Chieftain that can be selected as a leader, making him a "hero" unit for the faction like the Arbiter.<ref name="xbox.com"/>
**[[Jiralhanae Chieftain]]. The only usable Brute Chieftain is the same Chieftain that can be selected as a leader, making him a "hero" unit for the faction like the Arbiter.{{Ref/Reuse|xbox.com}}


*[[San'Shyuum|Prophet]]: A Prophet fight from his [gravity throne]]s, and can attack enemy infantry with his destructive plasma weapons. The only usable in-game Prophet is the [[Prophet of Regret]], who can only be used if he is chosen as a "leader" before the start of the game.<ref name="xbox.com"/> The Prophet's plasma cannons can be upgraded to fuel rod cannons for increased damage. His second upgrade adds a pair of Offensive Protectors to protect him and his final upgrade gives him full flight capabilities. His leader power is called "Cleansing", where an energy projector's beam is called down from an orbiting warship to quickly incinerate anything beneath it. The glassing beam can be upgraded to deal more damage.
*[[San'Shyuum|Prophet]]: A Prophet fight from his [gravity throne]]s, and can attack enemy infantry with his destructive plasma weapons. The only usable in-game Prophet is the [[Prophet of Regret]], who can only be used if he is chosen as a "leader" before the start of the game.{{Ref/Reuse|xbox.com}} The Prophet's plasma cannons can be upgraded to fuel rod cannons for increased damage. His second upgrade adds a pair of Offensive Protectors to protect him and his final upgrade gives him full flight capabilities. His leader power is called "Cleansing", where an energy projector's beam is called down from an orbiting warship to quickly incinerate anything beneath it. The glassing beam can be upgraded to deal more damage.
**[[Protector Sentinel|Protectors]] - A pair of Sentinel-like Protectors guard the Prophet of Regret after the player researches "Ancestral Perversion".
**[[Protector Sentinel|Protectors]] - A pair of Sentinel-like Protectors guard the Prophet of Regret after the player researches "Ancestral Perversion".


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<div class="tabbox">
<div class="tabbox">
<div class="tab">Vehicles</div>
<div class="tab">Vehicles</div>
*[[Type-47 Scarab]]: The Scarab is a super-unit that can destroy infantry, ground vehicles and aircraft with ease. The Scarab is extremely resilient to most weapons fire. Earlier versions of the Scarab have been encountered in ''[[Halo 2]]'' and ''[[Halo 3]]''. [[Spartans]] are unable to hijack Scarabs, with the exception of one campaign level in which the Covenant abandons a Scarab, allowing the player to take control of it. The Scarab is unique in its ability to traverse what is considered 'rough terrain'. In other words, Scarabs can climb over cliffs, mountains and some structures. This makes it the only playable ground unit in the game able to do so.<ref name="gametrailers.com"/>
*[[Type-47 Scarab]]: The Scarab is a super-unit that can destroy infantry, ground vehicles and aircraft with ease. The Scarab is extremely resilient to most weapons fire. Earlier versions of the Scarab have been encountered in ''[[Halo 2]]'' and ''[[Halo 3]]''. [[Spartans]] are unable to hijack Scarabs, with the exception of one campaign level in which the Covenant abandons a Scarab, allowing the player to take control of it. The Scarab is unique in its ability to traverse what is considered 'rough terrain'. In other words, Scarabs can climb over cliffs, mountains and some structures. This makes it the only playable ground unit in the game able to do so.{{Ref/Reuse|gametrailers.com}}


*[[Type-47 Scarab#Super_Scarab|Super Scarab]]: Seen in the 7th campaign level is a larger and more powerful version of the Scarab. It does not move around the map as its legs are not built yet. However, it relies on power generators scattered throughout the map for energy to turn its head. Despite the vulnerability of its power sources, the Super Scarab is still a very dangerous threat capable of incinerating anything in moments.
*[[Type-47 Scarab#Super_Scarab|Super Scarab]]: Seen in the 7th campaign level is a larger and more powerful version of the Scarab. It does not move around the map as its legs are not built yet. However, it relies on power generators scattered throughout the map for energy to turn its head. Despite the vulnerability of its power sources, the Super Scarab is still a very dangerous threat capable of incinerating anything in moments.
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*[[Flood den|Flood Barracks]]: Organic structures that ceaselessly churn out a variety of attackers. They can't be destroyed by "conventional" weaponry, but players can damage them enough to force them into a withered, dormant state. The effect is only temporary, and given enough time, the Barracks will recover and begin producing more Flood forms.
*[[Flood den|Flood Barracks]]: Organic structures that ceaselessly churn out a variety of attackers. They can't be destroyed by "conventional" weaponry, but players can damage them enough to force them into a withered, dormant state. The effect is only temporary, and given enough time, the Barracks will recover and begin producing more Flood forms.
*[[Flood root|Flood Root]]: This form appears to be a defensive unit that "whips" or grabs units that get close to it.<ref name="gamespot.com">http://www.gamespot.com/xbox360/strategy/halowars/video/6204958/halo-wars-video-review?hd=1</ref>
*[[Flood root|Flood Root]]: This form appears to be a defensive unit that "whips" or grabs units that get close to it.<ref name="gamespot.com">http://www.gamespot.com/xbox360/strategy/halowars/video/6204958/halo-wars-video-review?hd=1</ref>
*[[Flood colony|Flood Colony]]: A large structure found in heavily infested areas. Used as a "base" by the Flood.<ref name="gamespot.com"/> Regenerates only in the Campaign mode, otherwise opens up new base slots when killed.
*[[Flood colony|Flood Colony]]: A large structure found in heavily infested areas. Used as a "base" by the Flood.{{Ref/Reuse|gamespot.com}} Regenerates only in the Campaign mode, otherwise opens up new base slots when killed.
*[[Proto-Gravemind]]: This appears to be the main [[The Flood|Flood]]'s base's building. It seems to be connected to the [[Flood colony|Colony Forms]], as whenever they take damage, the Proto-Gravemind takes damage too.<ref name="gamespot.com"/>
*[[Proto-Gravemind]]: This appears to be the main [[The Flood|Flood]]'s base's building. It seems to be connected to the [[Flood colony|Colony Forms]], as whenever they take damage, the Proto-Gravemind takes damage too.{{Ref/Reuse|gamespot.com}}
*[[Flood Nest]]: A small organic building, shaped like a jellyfish which creates [[Pod infector|Infection Forms]] and [[Flood carrier form|Carrier Forms]].<ref name="gamespot.com"/>
*[[Flood Nest]]: A small organic building, shaped like a jellyfish which creates [[Pod infector|Infection Forms]] and [[Flood carrier form|Carrier Forms]].{{Ref/Reuse|gamespot.com}}
*[[Flood launcher|Flood Launcher]]: Stationary tower-like forms that fire globs from their tops at enemies. These glob-like projectiles will release a spore cloud. This makes them dangerous to approach. It appears Spartans are immune to the clouds.
*[[Flood launcher|Flood Launcher]]: Stationary tower-like forms that fire globs from their tops at enemies. These glob-like projectiles will release a spore cloud. This makes them dangerous to approach. It appears Spartans are immune to the clouds.
*[[Flood den|Flood Den]]: A medium-sized building form which [[Flood swarm|Flood Swarms]] and [[Flood thrasher form|Flood Thrasher Forms]] come out of.
*[[Flood den|Flood Den]]: A medium-sized building form which [[Flood swarm|Flood Swarms]] and [[Flood thrasher form|Flood Thrasher Forms]] come out of.
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Prior to developing ''Halo Wars'', Ensemble Studios experimented with console control schemes using a modified ''Age of Mythology'' engine for a different project.<ref name="different">[http://worthplaying.com/article/2009/2/22/interviews/59199/ '''Worthplaying''': ''"Halo Wars" (X360) Developer Interview Part 1'']</ref> This was essential at the time, as real-time strategy games were unable to provide control schemes that would deliver a good gameplay experience on a console. The studio eventually concluded the experimentation with the concept of a [[circle menu|centralized user interface]] system and settled for micromanagement and base-building and restricted resource gathering and management to bases. About a year later, these concepts were presented to Microsoft, who strongly insisted that the game be rebranded as a ''Halo'' title instead;<ref name="gamasutra">[http://www.gamasutra.com/php-bin/news_index.php?story=20835#.UGSN3VG-XlM '''Gamasutra''': ''Q&A: How Ensemble Gets Halo Fans To Appreciate Halo Wars'']</ref> Microsoft doubted that a console RTS game could achieve adequate sales otherwise. [[Bungie]] didn't have the manpower to take on the game, and resented the use of the ''Halo'' IP in a different genre, going so far as to calling it a "whoring" of the franchise.<ref name="gameindustry">[https://www.gamesindustry.biz/articles/2012-09-26-tony-goodman-the-publisher-as-we-know-it-may-become-extinct '''GameIndustry''': ''Tony Goodman: "The publisher as we know it may become extinct"'']</ref>
Prior to developing ''Halo Wars'', Ensemble Studios experimented with console control schemes using a modified ''Age of Mythology'' engine for a different project.<ref name="different">[http://worthplaying.com/article/2009/2/22/interviews/59199/ '''Worthplaying''': ''"Halo Wars" (X360) Developer Interview Part 1'']</ref> This was essential at the time, as real-time strategy games were unable to provide control schemes that would deliver a good gameplay experience on a console. The studio eventually concluded the experimentation with the concept of a [[circle menu|centralized user interface]] system and settled for micromanagement and base-building and restricted resource gathering and management to bases. About a year later, these concepts were presented to Microsoft, who strongly insisted that the game be rebranded as a ''Halo'' title instead;<ref name="gamasutra">[http://www.gamasutra.com/php-bin/news_index.php?story=20835#.UGSN3VG-XlM '''Gamasutra''': ''Q&A: How Ensemble Gets Halo Fans To Appreciate Halo Wars'']</ref> Microsoft doubted that a console RTS game could achieve adequate sales otherwise. [[Bungie]] didn't have the manpower to take on the game, and resented the use of the ''Halo'' IP in a different genre, going so far as to calling it a "whoring" of the franchise.<ref name="gameindustry">[https://www.gamesindustry.biz/articles/2012-09-26-tony-goodman-the-publisher-as-we-know-it-may-become-extinct '''GameIndustry''': ''Tony Goodman: "The publisher as we know it may become extinct"'']</ref>


Using references material previously planned for the [[Halo (film)|Halo film adaptation]], Ensemble had to recreate the game's assets from scratch. The studio focused on ensuring that the individual units are recognizable as being part of the Halo universe from a bird's eye view (a common element in real-time strategy): ''"[UNSC forces] need to fire lead, and [Covenant forces] need to fire plasma"''.<ref name="gamasutra"/> Renovating the game to take place in the ''Halo'' universe required a great deal of effort, despite Microsoft's misconception that the original assets could be simply ''"paint[ed] over with Halo stuff."''<ref name="gameindustry"/>
Using references material previously planned for the [[Halo (film)|Halo film adaptation]], Ensemble had to recreate the game's assets from scratch. The studio focused on ensuring that the individual units are recognizable as being part of the Halo universe from a bird's eye view (a common element in real-time strategy): ''"[UNSC forces] need to fire lead, and [Covenant forces] need to fire plasma"''.{{Ref/Reuse|gamasutra}} Renovating the game to take place in the ''Halo'' universe required a great deal of effort, despite Microsoft's misconception that the original assets could be simply ''"paint[ed] over with Halo stuff."''{{Ref/Reuse|gameindustry}}


All the cutscenes were pre-rendered CGI sequences created by [[Blur Studio]].<ref>[http://vz2.blur.com/work/page/2 '''Blur Studio Work''': ''Animation, Design, VFX'']</ref> This does not include the "vignettes" (introductory and conclusion sequences) which were rendered in-game using the game engine.
All the cutscenes were pre-rendered CGI sequences created by [[Blur Studio]].<ref>[http://vz2.blur.com/work/page/2 '''Blur Studio Work''': ''Animation, Design, VFX'']</ref> This does not include the "vignettes" (introductory and conclusion sequences) which were rendered in-game using the game engine.
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===Alpha test===
===Alpha test===
[[File:1211353155 Halowarsalpha.jpg|thumb|right|A screenshot taken of an Alpha playtester.]]
[[File:1211353155 Halowarsalpha.jpg|thumb|right|A screenshot taken of an Alpha playtester.]]
An Alpha test was done for ''Halo Wars'',<ref name="xbox360fanboy.com"/> concluding during May, 2008. The test was open only to several thousand Microsoft employees, including [[Bungie|Bungie Studios]], in order to locate any bugs or glitches, and to test its performance over Xbox Live. It consisted of a brief "tutorial" and multiplayer, and was "''limited to a specific set of units.''" It is unknown how long the Alpha test was conducted, or when it began.{{citation needed}}
An Alpha test was done for ''Halo Wars'',{{Ref/Reuse|xbox360fanboy.com}} concluding during May, 2008. The test was open only to several thousand Microsoft employees, including [[Bungie|Bungie Studios]], in order to locate any bugs or glitches, and to test its performance over Xbox Live. It consisted of a brief "tutorial" and multiplayer, and was "''limited to a specific set of units.''" It is unknown how long the Alpha test was conducted, or when it began.{{citation needed}}


During the Alpha test, anti-air units were glitched, so that their effectiveness was lessened, and [[M808B Main Battle Tank|Scorpion tanks]] and aircraft were extremely powerful. Aircraft strength was lessened to prevent players from sending in air-strikes against the enemy [[Firebase|Command Center]] and crippling them too easily, ruining many a protocol player's chances of victory.<ref name="halowars.com"/> This actually isn't an element of the game, but in fact a "balance issue".  
During the Alpha test, anti-air units were glitched, so that their effectiveness was lessened, and [[M808B Main Battle Tank|Scorpion tanks]] and aircraft were extremely powerful. Aircraft strength was lessened to prevent players from sending in air-strikes against the enemy [[Firebase|Command Center]] and crippling them too easily, ruining many a protocol player's chances of victory.{{Ref/Reuse|halowars.com}} This actually isn't an element of the game, but in fact a "balance issue".  


===Demo===
===Demo===
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==Release and reception==
==Release and reception==
''Halo Wars'' received generally positive reviews. Will Porter of IGN praised the developers for creating the atmosphere in "musky UNSC-scent" by using familiar sound effects, and for creating an "RTS that works, and works well, on console."<ref name="ignreview">[http://uk.ign.com/articles/2009/02/20/halo-wars-uk-review '''IGN''': ''Halo Wars UK Review'']</ref>  The storyline, although "mystical and slightly wonky", was presented well through Blur's "stunningly-rendered CG cut-scenes".<ref name="ignreview"/> The campaign was praised for its "imaginative flair", but Porter also described it as "incredibly linear" and "over all too quickly".<ref name="ignreview"/> In addition, he lamented over how the units' effectiveness over each other are left to the player to explore, which was even more obvious for the Covenant in multiplayer. He praised multiplayer for its wide variety of possible gametypes, and, when combined with a slower pace with the opponents, they create replay value.<ref name="ignreview"/> Other criticisms of the game were how "it rarely feels like [the player is] playing a sentient opponent" in campaign, and that cooperative play "[leaves] each player in the dark as to exactly what their counterpart is up to".<ref name="ignreview"/> Porter rated the game 8.2/10, comparing its uniqueness among RTS games akin to how ''Halo: Combat Evolved'' was able to set itself apart from other FPS games, and praised the game for being able to satisfy both RTS fans and ''Halo'' fans.<ref name="ignreview"/>
''Halo Wars'' received generally positive reviews. Will Porter of IGN praised the developers for creating the atmosphere in "musky UNSC-scent" by using familiar sound effects, and for creating an "RTS that works, and works well, on console."<ref name="ignreview">[http://uk.ign.com/articles/2009/02/20/halo-wars-uk-review '''IGN''': ''Halo Wars UK Review'']</ref>  The storyline, although "mystical and slightly wonky", was presented well through Blur's "stunningly-rendered CG cut-scenes".{{Ref/Reuse|ignreview}} The campaign was praised for its "imaginative flair", but Porter also described it as "incredibly linear" and "over all too quickly".{{Ref/Reuse|ignreview}} In addition, he lamented over how the units' effectiveness over each other are left to the player to explore, which was even more obvious for the Covenant in multiplayer. He praised multiplayer for its wide variety of possible gametypes, and, when combined with a slower pace with the opponents, they create replay value.{{Ref/Reuse|ignreview}} Other criticisms of the game were how "it rarely feels like [the player is] playing a sentient opponent" in campaign, and that cooperative play "[leaves] each player in the dark as to exactly what their counterpart is up to".{{Ref/Reuse|ignreview}} Porter rated the game 8.2/10, comparing its uniqueness among RTS games akin to how ''Halo: Combat Evolved'' was able to set itself apart from other FPS games, and praised the game for being able to satisfy both RTS fans and ''Halo'' fans.{{Ref/Reuse|ignreview}}


{{expand-section}}
{{expand-section}}