![]() ![]() The aim of the game is to be the first to 200 points. Energy comes to you as a constant drip so you only need to wait long enough for it to accrue to play your more expensive cards. ![]() So, instead of a base that churns out units, if you want to spawn a warthog you need to have one in your hand and enough energy to play it. All of Halo’s units and special general abilities appear in Blitz as cards that can be played to the field. This new game type welds together King of the Hill and a card game. You need to look to multiplayer to see Creative Assemblies real innovation: Blitz Mode. They were all fine to play but there was nothing in there that was surprising or that twisted the familiar objectives. There were missions where you’re defending a base until a timer runs out, missions where you’re capturing and holding territory to score points faster than your opponent, and missions where you don’t have a base and must free prisoners hidden across the map to replenish your forces. There aren’t nearly as many big budget RTS games as there were in the ‘90s and ‘00s so there is less drive to innovate, but every one of Halo Wars 2’s missions felt like one we'd played before. We felt like we were being challenged by the controls not the game itself.Įvery one of Halo Wars 2’s missions felt like one we'd played before.Ī final problem we had with the campaign is how generic it felt. You can work around these problems, especially on the lower difficulties, but it added an edge of frustration to every game. But, if your spartan doesn’t act when you tell it to then it keeps torching your soldiers until you can make the spartan do what you’re telling it to. It can be a fast way of neutralising your opponent. Say you have a wraith pouring plasma artillery down on your soldiers you can take it out of commission in a single hit by hijacking it. The spartan hijack move is a really effective way of taking out an enemy vehicle. This was frustrating for sure but there were times when it swung the outcome of a battle. We’d have to tap the button two or three times to make the unit act. More annoying though is that most the times we pressed Y the game didn’t seem to detect it. These are abilities to be used in the heat of the moment so you don’t tend to have time to select individual warthogs to select which target you want to ram. If you’re controlling multiple warthogs and you tap Y then they will all charge at the same target, expending all their charges when one would have done. For one, it doesn’t differentiate who should act. There are a number of problems with this setup, though. For instance, warthogs can ram into enemies, spartans can hijack enemy vehicles, and marines can throw grenades. Some of your troops have a special ability that can be activated with a tap of the Y button. The easiest way to select them was to hover the screen over the group of defenders and tap the right shoulder button, which selects all the units in view, and press X over the enemy to make them engage.Īnother problem with the controls that came up throughout the campaign was abilities. If we were not paying attention we could lose a whole group of defenders without them firing a shot in return. The enemy AI had a nasty habit of shooting at our team just far enough away that they wouldn’t defend themselves automatically. We had the troops in place but still needed to hop between the different skirmishes to order troops to defend themselves. It was a simple problem of commanding three forces that countered the attackers, anti-personnel, anti-aircraft, and anti-tank infantry. There were three points of attack – Banished infantry were coming in from the south, aircraft from the west, and anti-tank vehicles from the north. One level saw us defending an island from a multi-pronged assault. Precisely when you don’t want things to go wrong. But, there is a clumsiness to it that only became apparent when we were under pressure and rushed. You can shoot about the battlefield, spinning the camera, selecting individual units, groups of units, issue special orders, dive into build queues, and everything you need to control an RTS. Initially, we were taken with how well Creative Assembly has adapted the fine motor controls of mouse and keyboard to a gamepad. Where the game starts to fall down is its control scheme. ![]()
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