Halo Wars 2 will be like Halo Wars

Creative Assembly came out and said the following: “We are absolutely using Halo Wars as a starting point. This isn’t going to be a Total War: Halo kind of game – this is Halo Wars taken to the next stage. We really rated Halo Wars. It’s something we can add to and build on. As we’re learning about the universe, we’ve been working closely with 343 Industries, and that’s been a really interesting learning experience.” (http://www.mcvuk.com/news/read/halo-wars-2-will-not-be-total-war-halo/0153979) Of course this doesn’t mean a few things won’t be different, but it isn’t going to be like any other game other than Halo Wars. So you can stop concentrating on what other game you would like it to be like, and start focusing on what you would rather add to what is already there.

Or focus on improving what was there, and not on sweeping changes.

I reckon that’s fine. I think a lot of players will be confused if the mechanics of Halo Wars had changed so much that it wasn’t recognizable in it’s gameplay aspects.

In addition to that, I really hope the project can get Stephen Rippy back in to do the soundtrack. That man, in my opinion, really nailed it with the first game and I hope he builds on his work from the original.

I doubt we’ll see or hear any of the Rippys’ work or music on HW2.

maybe cant say for sure

Seeing as how he doesn’t work for Creative Assembly or 343i, I’m pretty sure I can say for sure.

I just hope they make it like the prerelease videos of Halo Wars with Base building being unrestricted.

Like this: https://www.youtube.com/watch?v=lvLXCalUxa0

The Halo Wars E3 2007 gameplay demo was quite different from the final released build in 2009. I can only assume that it was due to some serious control problems with that style of play; Mainly the base building and placement, which saw the biggest change.

Ensemble was a heavyweight RTS developer back in their day. It was their reputation and success in their genre (Age of Empires, Age of Mythology) that convinced Microsoft that a console RTS could be successful.

That’s why I believe, that if Ensemble decided to cut a gameplay mechanic or element it was probably for the best.

> 2533274809541057;8:
> The Halo Wars E3 2007 gameplay demo was quite different from the final released build in 2009. I can only assume that it was due to some serious control problems with that style of play; Mainly the base building and placement, which saw the biggest change.
>
> Ensemble was a heavyweight RTS developer back in their day. It was their reputation and success in their genre (Age of Empires, Age of Mythology) that convinced Microsoft that a console RTS could be successful.
>
> That’s why I believe, that if Ensemble decided to cut a gameplay mechanic or element it was probably for the best.

Or, perhaps Ensemble foresaw their inevitable demise and decided, instead of wasting what precious time and money they had left on trying to figure those kinds of mechanics out, they decided to settle with something much simpler.

You’re quite possibly right. I take your meaning to be that perhaps they realized that with the reduced budget and manpower it was no longer possible to reach their benchmark of quality and fluidity with that style gameplay. Otherwise they may have been able to.

So they instead went with a more reduced style that was easier to bang out with their limited resources and time, in the best interest of the game.

I would like halo wars to be the same. It gives a more strategic aspect to the halo universe instead of tearing through enemies in first person. It makes you think of what to build, what your enemies stregths and weaknesses are aswell as troop movements.

This is what made halo wars unique to the player, isn’t it?

Well yeah. It was an RTS. Its purpose was never to be an FPS. It’s a spinoff Halo title that isn’t really comparable against the standard Halo games.

That’s the way you should make a sequal, basing it off the original.

> 2533274809541057;10:
> You’re quite possibly right. I take your meaning to be that perhaps they realized that with the reduced budget and manpower it was no longer possible to reach their benchmark of quality and fluidity with that style gameplay. Otherwise they may have been able to.
>
> So they instead went with a more reduced style that was easier to bang out with their limited resources and time, in the best interest of the game.

Precisely! That is why I am so excited to see what CA does with Halo Wars 2, story-wise and building off of what Halo Wars was mechanics-wise. They have all the time and money in the world compared to what Ensemble had.

Halo wars is fun

And that’s a good thing!

> 2533274802282567;17:
> And that’s a good thing!

It most certainly is.

i hope so… I love Halo Wars.

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> Halo wars is fun

i love it <3