
Halo Wars may just be the perfect swan-song for Ensemble Studios. Best known for there Age of Empires series, this Microsoft owned development studio whom specialise in RTS games unfortunately shut up shop earlier this year (29th January) after completing work on what could have been there best seller to date given the strength of the Halo fan base.
Set twenty or so years before the events in Halo: Combat Evolved the demo introduces you to the first couple of campaign missions for the UNSC. In addition there are basic and advanced tutorials to help players more familiar with first person shooters acclimatise to the nuances of a real time strategy game, and there’s also skirmish mode to play against the AI on one of the maps.
Firstly, this does feel like an RTS by the numbers approach to the franchise and follows the familiar template - we have a base to construct, units to produce, resources to gather, and of course an enemy to smite. I’m struggling to identify any real innovation, and I’ll admit to not being an RTS connoisseur of late. But if you expect nothing more of the genre, then based upon my time with the demo, you’ll be more than happy with the results here as it is competently handled.
Historically, RTS games on consoles have suffered when it comes to user input, usually as a direct result of trying to map complex controls more suited to a mouse and keyboard to the limited options available on a controller. Fortunately Halo Wars feels like it has achieved the correct balance between simplicity and complexity and predominately uses the “A” button for selections, “X” for movement and targeting, and then the left thumb-stick to highlight options within circular menus and to pan around the screen. The net result is that you’re free to concentrate on the base building and strategy without having to navigate endless menu screens whilst wrestling with the controls.
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Posted in Demos, Impressions, Xbox 360

Based in the near future, Tom Clancy’s EndWar is the recounts the desperate struggle for resources between the superpowers of the US, the EF (European Federation), and Russia in the year 2020. Unsurprisingly, the events leading up-to this “clash of the titans” doesn’t feel that unbelievable, and as with all the best fiction it contains some contemporary truths woven into the fabric of the story line.
But enough about the setting, what you all want to know is if this real-time-strategy game is any good or not, and is it worth keeping an eye on? Well, yes. I found it entertaining enough to play and it managed to burn a good hour or two of my time without me even realising.
Of most interest to gamers will be the voice control interface. Indeed I must admit to being a bit dubious about the actual practicality of such an interface, but once the voice configuration is complete, and the dialog and structure of the possible commands learned, then in practice it turns out to be surprisingly good and easy to use. Only on the odd occasion did it not understand my commands - even when I tried to catch it out by speaking faster than normal.
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Posted in Demos, Impressions, Xbox 360
Although Universe at War: Earth Assault, a science fiction RTS game, wasn’t given an overly impressive reception when it was released I thought it was worth at least playing the demo so I could create my own impressions about the game.
The demo is quite extensive and allows you to try out a few different options from the game. Firstly it’s worth playing through the “Tutorial” mission which will guide you through the controls and the basic principles of unit selection and grouping as-well as some rudimentary building and unit production.
After playing the tutorial you can either jump into a single player game via the “Skirmish Battle Setup” or jump online using the “Conquer the World” option. Both offline and online modes allow you to pick from two maps, Kamchatka or Turkestan and play as either the Novus, a sentient machine race, or the distinctly alien Hierarchy. Each faction has there own inherent strengths and weaknesses and felt comparably different to play.
Universe at War uses what now seems to be an RTS “standard”; An isometric view of the battlefield which can be panned, rotated, and zoomed as the player sees fit and familiar game mechanics (that haven’t changed much in over a decade) which start the player off with a command centre and a construction unit with which to establish a base. The player divides their time managing building and unit production as-well as scouting the battlefield not only for the enemy but also to secure more resources to be converted into credits (when harvested), which are required to purchase everything from new buildings and units to technological advancements.
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Posted in Demos, Impressions, Xbox 360