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Halo Did It Once, It Can Do It Again

by John Landis on February 27, 2009

I’ve never been a RTS fan, especially when the genre tries to break into the console market.  At best there is a distinct sense of a lack of control in the game, and at worst it’s unplayable.  Obviously, any excitement for Halo Wars was lost on me.  Recently, however, I got to reminiscing about the entire Halo franchise and how substantially things have changed over the course of it’s history, many of them in part due to the franchise’s own innovations.

Part of what got me to thinking about all of this was that it’s pretty much the same way I felt about first-person shooters on consoles before I played Halo.  A controller would never hold a candle to a mouse and keyboard.  There is more accuracy with a mouse than a game pad and getting weapons and items would always be quicker on a keyboard when you can just press one button for whatever weapon you needed.  Hell, at that time I was very much not an Xbox fan. Read more…

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The Ensemble Studios CGI department has definitely been working overtime cranking out stunning Halo Wars cinematic masterpieces, but what about the “real-time” aspect of the highly anticipated real-time strategy? Ask and you shall receive.

Here’s a brand new campaign focused video demonstration narrated by Halo Wars’ lead developer, Graeme Devine. It gives us some insight into the game’s straight forward interface design, the studio’s commitment to delivering an authentic Halo experience, as well as a brief glimpse of “The Flood.” Hit the jump for the video. Read more…

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According to the folks over at the Angry Pixel, their source at Microsoft informs them that the upcoming Halo RTS, Halo Wars, will make its way to PC as well as Xbox 360 and feature cross-platform play via Microsoft’s Games for Windows – LIVE. Read more…

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