Category Archives: Xbox 360

Favorite Games of 2012

As I was running through my list (and Raptr) of what I played the most this past year, it turns out that despite buying several console games and two MMOs, I played mostly games from 2011 and 2010 the most. I started off the year with Star Trek Online easily taking the top spot with Modern Warfare 3 bringing in second place for its multiplayer alone. 

In no particular order, here’s my personal favorite 2012 releases:

Mass Effect 3

I adore the Mass Effect series, and I played through all the DLC. When multiplayer was announced for 3, I had the same “huh?” questions as anyone else, but it turns out Mass Effect 3 has my all-time favorite cooperative Survival mode, slightly surpassing Gears of Wars 3’s Horde 2.0 mode mostly because of the variety of classes and enemies. BioWare has released four DLC map packs for free so far as well as increasing the number of available classes to play, adding personal challenges to set as additional goals, weekly balancing and almost every weekend has a new Operation with specific goals for specific extra rewards.

Call of Duty: Black Ops II

I gripe and gripe about the Call of Duty games for various reasons, but the bottom line is my gamer friends (namely Hallower and Oakstout) prefer the faster paced jump in, jump out of Call of Duty over Battlefield 3, which they disliked to the point of trading in. However, I’ve always been a fan of futuristic military shooters beginning with Battlefield 2142, then this years’ Ghost Recon Future Soldier and now Black Ops II. For the first time ever, I don’t have any specific complaints about a COD title other than my general COD complaints such as quickscoping. I usually perform better in Black Ops II than I ever have in a COD game and I intend for this to be my go-to first person shooter for competitive multiplayer in 2013.

Ghost Recon Future Soldier

I never played any of the old-school Clancy games because my PC back then wouldn’t run them satisfactorily, but I’ve enjoyed all the current-gen console games such as the Advanced Warfighter series, the Rainbow Six Vegas series, End War and Hawx. So when Future Soldier was announced, I knew it would be a pre-order. Many reviews ripped it a new one, but ya know what? I really enjoyed the hell out of the campaign and the multiplayer is something fresh that doesn’t have the hyper-speed run and gun of Call of Duty. It attracts adults instead of kids, and being a purely objective-oriented shooter, it emphasizes patience and teamwork over kill/death ratios.

Borderlands 2

I can’t say the story makes more sense than the first game, but I can at least say there’s more story there. More importantly, the new characters you interact with are hilarious with some fantastic dialogue and excellent voice acting to bring that dialogue and these characters to life. Graphics are better, performance is better, pretty much everything has been improved in Borderlands 2 and it makes an excellent way to spend time running around shooting and looting with your friends.

Far Cry 3

Holy crap, was this game excellent! It’s been forever since I was so hooked on a game that I finished it so quickly, getting every single achievement (currently only lacking the final three co-op achievements). When they began hyping the game up and releasing videos, I was excited because while I’ve been playing Skyrim on and off (currently on again) this year, Far Cry 2 was a disappointment on many levels and Far Cry 3 was looking to fix them all. I was hoping for “Skyrim With Guns” and that is damn close to what Far Cry 3 delivered. It’s not 100% open-ended like Skyrim, but it worked to its advantage since it’s so much more faster paced than Bethesda’s RPG behemoth. You’re encouraged (and eventually forced if you don’t figure this out) to mix up your Sandboxing with your Story playing. Do a little sandbox action, gather some plants to craft with, discover new locations, maybe liberate an outpost or few for travel points then do your next Story mission. Despite the co-op not being popular in reviews, Hallower, Oakstout and I enjoy it because it can be challenging and it’s something a little different than your typical co-op. Co-op isn’t a mainstay experience, but I’d sorta liken it to last year’s Syndicate game which we still play from time to time.

Forza Horizon

I absolutely loved this game, which surprised me because I typically prefer more action or “driving combat” games like Blur. I still haven’t finished Forza 4 which is a pure racing sim but Horizon is more casual, more fun, and more varied. Plus it has the open world to just drive around in and have fun, work on some challenges along the way. The newly-released Rally expansion is also great and very different from the base Horizon game. Highly recommended!

The Secret World

Funcom really outdid themselves with TSW, delivering something both unique in several mechanics and certainly in setting and genre. Voice acting and story telling is excellent even if the coding for the NPC’s eyeballs gets a little freaky looking. Recently TSW switched to a “Buy2Play” business model which should definitely help its population. It’s been awhile since an MMO has had any legitimate challenge and entertainment so TSW is definitely tops on my list once I start getting back into MMOs next year.

Ghost Recon Online

I’m including this simply because I’ve been playing it frequently and really enjoying myself. It’s difficult to tell if the game is still in beta or has released; it seems to depend what you read and where you read it. It certainly needs more players, but as I mentioned with Future Soldier above, one nice thing is that it attracts more adult players instead of yappy annoying children and teens. It does use the F2P model though from what I’ve experienced so far, everything with the exception of the XP Boost can be purchased for the currency you get from playing (RP – Requisition Points) in addition to the “cash” currency Ghost Coins. I’m hoping the population increases and players drop a few bucks here and there so the dev team makes more maps and other features, but for now GRO is my favorite team shooter on PC. I have PlanetSide 2 installed but not really interested in playing right now. Maybe after the January patch…

2013 Resolutions

Most of my 2013 Resolutions may end up being the same as my 2012 Resolutions, most of which did not come to pass for a number of reasons, unfortunately.

The two big expenditures I had planned were: laser eye surgery, which I did list on my 2012 Resolutions, and getting a new living room furniture suite, which I did not. My girlfriend has been in support of the laser eye surgery up until this year when she was suddenly very much against it, citing long-term studies just coming out saying it "doesn’t take" in many or most cases. I don’t know. I’d still like to do something though. Eyeglasses suck, and that’s the best thing anyone can say about them. The big derailment came from having to replace my HVAC system unexpectedly, which cost me just over $5,000 and put my personal spending on hold.

Real Life Resolutions:

  • Get my résumé updated and apply for jobs. Looks like 2012 will be the next big pilot hiring boom, and I would like to be caught in that particular explosion. :)
  • Finances. Other than a few minor tweaks to my 401(k) I still have no idea what I’m doing with investing, stocks, or anything else. I may end up needing someone who can teach me face-to-face for this one, or at least get me pointed in the right direction and occasionally shove me when I turn off the path.
  • Alcohols. I still don’t know my wines, though we did go to a wine tasting at a local winery in St. Augustine and I brought back several bottles that I enjoyed. I’ve learned to appreciate a couple Malbecs but haven’t bothered to memorize which ones. I read that one Malbec is just as enjoyable as the next, but in practice that simply has not been the case. My girlfriend had been on a Merlot kick for a few years but now she’s switched to Cabernets and Malbecs. I still prefer vodka in my drinks and earlier this year I did my own grapefruit-infused vodka which was tasty! Bitter drinks still don’t cut it for me, although I’ve had two whisky-based drinks recently that oddly enough I enjoyed.
  • Balanced life. If anything, due to my schedule and being left alone most of the year, I’m probably worse off right now than I was this time last year. Funny thing about being left all alone is that eventually I just get used to it and even though I might crave company and socializing, the moment I get it a sense of resentment at interrupting my solitude and my "do what I want, when I want" enters the picture. It’s very strange and I don’t appreciate it. I did learn a few new places around me, but not in the areas I’d hoped to explore, which I still haven’t explored in any fashion whatsoever. Maybe in ’13…
  • Sports. Ha! I still hate sports. I had planned on at least following the local NFL team, the Jaguars but holy crap they’ve had such a lousy season, mostly phoning it in except for what, two efforts which had some excitement? I just couldn’t be bothered other than checking the Jags official app weekly or so to see how badly they lost. I think what most of us are hoping is that for next season some contracts are non-renewed. We still have some dead weight players and some prima donnas who either do not, can not or will not pull their weight. But hey, it’s winter and snowboarding season has started and the X-Games are next month so that’ll be good!
  • Relationship. In terms of our overall relationship, affection, growing as a couple, 2012 was a good year. Spending time together, however, was not in the cards anywhere near as much as either of would have liked, as implied in the "Balanced life" bullet point. My schedule was pretty rough most of the year and often I was home when she was traveling for work or to care for her mother. Her condo was recently sold so she’s in emergency "find a place to live" mode right now and I’m hoping she gets a place closer to my condo so we can see each other more often during the times we’re both home together. I have no plans on moving or buying a bigger place the two of us can share until I find out if I’m able to get a new job or not.

Gaming Resolutions:

I didn’t do this last year, but this year’s should be simple enough.

  • Stop buying so many games! In theory, this should be easy in 2013. The current console generation is winding down and now that the big fall season of weekly AAA releases has passed, I can stop looking forward to the next releases and instead focus on actually playing and completing the 70+ Xbox 360 games I own.
  • Try to get back into MMOs, at least a little. Last year I was pretty heavy into Star Trek Online and it’s still my favorite but doing the same dailies every day for the 8K Dilithium limit per day finally burned me out. I’ve been in-game the past week for the Winter Wonderland and it’s been fun and the game still has a nice community for the most part and plenty of players at any given time of day which is important to me with my unorthodox schedule. Guild Wars 2 turned me off almost immediately but maybe sometime in 2013 I’ll be willing to patch it up and give it a fair chance. The Secret World is one that I did really enjoy in terms of setting and storytelling but it’s a difficult game to solo and there were never any players to group with during my normal play times. Now that TSW has adopted the "Buy2Play" model (please work on shifting Age of Conan to that this year too, Funcom?) the couple times I’ve logged in, I’ve seen launch week quantities of players running around so hopefully that will continue.
  • Prestige at least once! Much as I’ve griped about Call of Duty games, Black Ops II is my favorite multiplayer game right now. I got to level 50 (out of 55) pretty quickly before new games like Far Cry 3 took me away but I’m in a bit of a quandary: do I get 55 and Prestige immediately or do I get to 55 then hang out and get a bunch of Golden Guns before Prestiging?

Black Ops II | Multiplayer

I can’t say I’ve ever been a fan of the Call of Duty franchise per se but I’ve owned every edition since COD4: Modern Warfare. I mainly enjoy the campaigns because the hyper-fast multiplayer always sets off my temper. I didn’t really care for the multiplayer at all in MW or MW2. That changed with Black Ops two years ago, though. I loved every single map, I loved the way the game played, I loved the heavy guitar riff before each match. It was great. The only real negatives at the time were the same complaints I have in every Call of Duty: iffy netcode (no dedicated servers on consoles anyway), quickscoping, noob tubing, and poor sound effects. My usual multiplayer crew of Aaron and Oakstout bought every single Map Pack DLC (multiplayer, not zombies) for Black Ops and thoroughly had a blast for a several months.

When Modern Warfare 3 came out last year, I initially didn’t plan on picking it up since I wasn’t finished with Black Ops yet. I hadn’t (still haven’t) Prestiged and I hadn’t even loaded up the single-player campaign for it yet. But Aaron and Oak wanted MW3 right away so I got it. Even though I was pretty much accustomed to Black Ops by then, MW3 really set off my temper again by seeming even faster paced. Not sure where the line is, but I felt MW3 crossed it. I did eventually get used to MW3 and now I can go back and forth between it and Black Ops with no real problems. I even subscribed to the Call of Duty Elite service to get all the DLC. One thing I’d never done in a shooter before that I do constantly in MW3 is Hardcore mode. In MW3 it’s called Hardcore Ricochet so that if you shoot your own teammates, the damage is ricocheted back to you as a penalty, including killing yourself. When I went back to Black Ops and tried it, I learned there was no penalty and quite frequently my own teammates would shoot me just to get me out of their line of sight for a kill. Douches.

It’s another November, so another annual edition of the Call of Duty franchise, this time Black Ops II. I knew when it was first announced that I’d be picking it up with no reservations like I’d had with MW3 for no other reason than its near-future setting. Back in the day, Battlefield 2142 was my all-time favorite shooter. Most recently I really enjoyed Ghost Recon: Future Soldier. I know it got ripped up in the reviews but I thoroughly had a blast in the campaign and I really enjoy the multiplayer specifically because it’s nothing like a Battlefield or Call of Duty experience. I don’t care much for PC shooters anymore (too out of practice plus the RSI in my wrist) but Ghost Recon Online is very similar to Future Soldier and it’s actually not bad so far.

Anyway, I’ve spent a few hours with Black Ops II multiplayer now. Up to level 20 or 21, and thought I’d share my thoughts so far.

Without a doubt, this is the most polished Call of Duty multiplayer experience to date. Quickscoping is still in the game, and I’d love to beat the design team upside the head but so far it hasn’t gotten out of hand here. The new progression/unlock system seems almost like a refinement of what both Black Ops and MW3 did but combined. Scorestreaks are wonderful for players like myself who can’t sit around for 18 hours a day practicing, so every little thing I can do to increase my score can help me get a Scorestreak. In previous COD games, I very rarely unlocked the first Killstreak because I’m usually dead before I can count to ten. Now playing as a team and capturing objectives in Domination, or every dog tag I pick up in Kill Confirmed, even putting up a UAV Scorestreak will help my overall score towards the next Scorestreak. Sure, players are still going for kills first and foremost and all COD games are KDR-focused but I feel Black Ops II goes a long way towards letting players of various skill levels and play styles experience some of the high-end special attacks they might never have been able to see in previous games.

One of the first things I noticed when I joined a match is the sound. I’ve been griping since MW about the poor quality sound effects in COD titles. The franchise is practically a money printing factory, why can’t they afford good sounds? Finally, Treyarch upped the ante and holy shit does Black Ops II sound fantastic! The weapon sounds have some punch and oh, dear lord the explosion sounds are simply glorious! They’ll rumble your subwoofers just the way you like it, baby. For some reason, the lobby music reminds me of the theme for Bill Maher’s Real Time on HBO but… whatever. Sound-wise, my only gripe is a minor one: the “level up” sound isn’t very prominent at all so half the time if I didn’t catch the badge pop up saying my rank had increased, I’d have no idea. Black Ops and MW3 both had very cool and obvious “ding!” sounds that I liked.

More polish: the floating text is very crisp and clear and rendered in an attractive font. When you get any type of “special” accomplishment like a Double Kill, or Headshot a little badge will flash in the upper center of the UI, also very attractive and polished in its presentation. The lobby has a spinning globe that shows where the concentrations of global players are, which is a neat touch. I think the Halo games did something similar and it’s a nice little bonus feature I enjoy checking out in between matches. Another fantastic move on the Xbox is a simplified Mute option. Normally, to avoid the cesspool of Public Voice Chat, I will create an Xbox Live Party for myself so I never hear anyone. MW3, however, is either glitched or coded against me doing that while the game is running. I can create the Party but I’ll still hear all the Public chat unless I create the Party prior to running the game. Black Ops II lets me press X and mute everyone not in my party (lower case “p” to signify the in-game party of friends, not an Xbox Live Party which is cross-game chat) the only thing is that it doesn’t continually update itself between matches. Any new players who weren’t auto-muted already, I’ll have to click the option again but still, that’s better than having to mute everyone one at a time.

Hardcore mode is currently lacking, so we’ve not been bothering with it yet. Hopefully it will get updated with better playlists, though as far as I can tell, Treyarch did not include Ricochet or any other mechanism to penalize friendly fire griefing, so if that’s the case, I may end up just sticking with the Core playlists. Oh, another thing I’m liking so far is that even in Core it doesn’t seem to take a full magazine to kill everyone like it did in every other COD. A few hits and for the most part, I’ve got ‘em unless they had the Flak Jacket perk. So, for the first time pretty much ever, I’m enjoying and preferring Core over Hardcore, at least for now.

So, no real complaints about Black Ops II specifically other than my list of complaints with regards to the entire franchise, some of which I listed above. Really happy I picked this up, it will probably become my multiplayer shooter of choice. Undecided if I’ll get the Season Pass since I’ve never really been a fan of the Zombie mode but maybe I’ll grab the guys sometime and give it an honest chance before I make a decision.

Black Ops II multiplayer: highly recommended!

Hopeful for Halo 4

The Halo games have always been a point of contention with me. On the one hand, I do enjoy the setting, its lore, all the vehicles and so forth. Playing them always has memorable moments; for example, taking down a Scarab for the first time put a smile on my face that didn’t falter for some time. On the other hand, I’ve always found the floatiness of the controls to be off-putting, not to mention Halo uses a somewhat unintuitive control scheme that no other shooter franchise does, and that can be frustrating. It’s nothing that can’t be overcome with a few rounds of practice, but it’s aggravating considering practically every other shooter franchise has adopted what has very nearly become a gold standard control scheme that makes it easy to jump from game to game without too much confusion.

The very little multiplayer Halo experience I’ve had so far have always been on these little maps that, combined with the floaty controls and the design for wild jumps and grenade tossing, plus the weapon pickups located at specific locations on the map (also one of many gripes I have with Gears of War Versus multiplayer), reminds me too much of Ye Olde Shooters like Unreal Tournament and Quake 2. I loved those back then, but I’ve grown beyond arena shooters period, and I’ve come to prefer the RPG Lite progression and loadout schemes modern shooters use.

I’d always planned to pick up Halo 4 but recently canceled my pre-order just because I already have stacks of Xbox 360 games waiting to be finished, plus the recent addition of Borderlands 2 and I’m anxiously awaiting Far Cry 3 as I mentioned recently.

But then 343 Industries unleashed the Infinity Multiplayer ViDoc on Halo Waypoint…

And I immediately hopped on Amazon to reinstate my pre-order! Progression and loadouts, huge team-based, objective-oriented maps, narrative in the multiplayer, not to mention the new cooperative Spartan Ops mode. Hell yeah, I’m in!

I’ve been playing a little Halo: Reach the past few days just to practice up on the whole Halo multiplayer vibe. I discovered the Big Team Battles playlist which is essentially Team DeathMatch but on larger maps that also include vehicles. There are no objectives that I’ve noticed but it’s at least been something I can learn to enjoy in its own right and separate from the Call of Duty and Battlefield franchises I usually play.

The campaign and Spartan Ops are a natural attraction for me, especially since it appears 343i have put some serious effort into bumping up the narrative in this new game. Hopefully the new multiplayer will be something I enjoy and continue coming back to next year.

I do feel it’s such an incredible shame that a decade later and all the lore written on the factions of the Halo universe that we’re still playing Spartan versus Spartan in (apparently?) holographic simulation battles. I think a bigger Battlefield-style game where we can choose our faction and a persistent online strategic territorial conquest campaign would blow the crap out of the Red vs. Blue stuff Halo has been doing all this time.

Fingers Crossed for Far Cry 3

I’ve had the original Far Cry since it released, though at the time my PC didn’t run it wonderfully and in the eight years since I’ve had plenty of other games to take my attention – especially the Massively Multiplayer variety – not to mention the RSI in my wrist that prevents me from playing shooters (or anything that requires me using the mouse the entire time, such as Torchlight 2) so needless to say I’ve never gotten around to playing it. [However, as I write this, it’s in the process of installing so who knows!]

What I have been playing lately is Far Cry 2 on the Xbox 360. I still haven’t figured out why it’s called “Far Cry” because it is nothing like the first game other than two very basic aspects: it’s a first-person shooter, and you’re a mercenary. How can it be a sequel to Far Cry if it is in no way whatsoever related to it? The only answer: Ubisoft owns the IP and whored it out to their own development studio.

There’s been plenty of complaints about Far Cry 2 that I’ve read, most of which boil down to “repetitive missions,” “superhuman AI” (the AI isn’t good at all, but enemies can spot and shoot you from ridiculous range) and “wtf with the respawning enemies?” I whole-heartedly agree with those, and for the Xbox I can add “crappy controls” and “horrible shooting mechanic” (which is not good when your game’s genre is “shooter”). Part of the poor shooting mechanic is directly related to the lousy controls, though. But for me, they make this the single most frustrating shooter I think I’ve ever played on any platform. It’s nearly impossible to control without aiming assist, and the aiming assist is the poorest implementation I’ve ever seen. Meanwhile the controls are actively fighting against you. When you first try to move the camera with the right stick, there is a resistance so it won’t move accurately right away. Then once it gets going, there’s a momentum effect so I end up flailing the camera all over the place trying to aim. Picture a PC-platform FPS player the very first time he ever tries to play a console shooter, and that’s what you’ve got with Far Cry 2 and I’m an experienced console shooter for nearly a decade thanks to the aforementioned RSI.

If I had to split things up I’d say that even though I’m finding the African setting a bit boring, the team who designed the world and came up with some of the environmental concepts (it has a dynamic weather system, a day-night cycle, and environmental effects such as catching grass and trees on fire which is always fun) did a fantastic job. But the programmers who handled the controls, shooting and interface weren’t up to the task.

So when I watch videos for the upcoming Far Cry 3 I’m paying more attention to how they’ve addressed my complaints of Far Cry 2 than anything else. I think they’ve pulled it off. Just from watching game play videos, I’m going to say Far Cry 3 will be essentially a continuation of what they tried to do in Far Cry 2 (without actually being a sequel to that game either…) but with everything fixed this time. The controls look spot-on this time, and also appear to have adopted “genre standard” on the console platform. Shooting and movement is fast and fluid, and despite the multiplayer appearing for all intents and purposes to be a “Call of Duty clone” it looks fun enough, and certainly better than Far Cry 2 which has hands-down the worst multiplayer I’ve ever had the misfortune of experiencing. I’d rather play nothing but Medal of Honor (2010) multiplayer, which is universally slammed as being very poor, than ever set foot in Far Cry 2 multiplayer again. But hey, it did have a map editor, which you pretty much never see these days, especially on a console platform.

Ideally what I’d like out of Far Cry 3 is “Skyrim with guns.” And just from the game play videos, I think Ubisoft Montreal might be coming fairly close to that for me. In addition to all the “wacky enemies” (which seems to be the whole theme of the game: “How many wacky ways can you kill our wacky enemies?”) there’s wildlife which can actually be hostile this time (both predator animals and prey if you anger them) and you can skin the animals to learn recipes, so it wouldn’t surprise me if maybe there are plants to gather to create health potions too. Maybe. Either way, what I want is a Skyrim-like sandboxy virtual world to blow up as I wish. Now, I think once you finish all the developer-written story quests in Skyrim, the Radiant quest system continues to randomly generate tasks for you, so you could effectively play Skyrim forever. I suspect once I finish the story in Far Cry 3, the game is over and done. I doubt I can make a home and get traveling NPC companions either, but at least there is a faction system this in Far Cry 3 and building up reputation and taking over enemy outposts will let a friendly faction move in.

I don’t think Far Cry 3 will quite achieve my loft dream of “Skyrim with guns.” But it just might come close… We’ll find out in early December!

Borderlands 2

Like millions of others players (seriously: biggest selling launch of 2012, forecast to be fourth best-selling game of 2012) I am happily exploring new areas of Pandora, and gleefully shooting its hostile denizens.

Everything we loved about the first game has been improved upon and turned to eleven in the sequel. I’ve chuckled or outright laughed out loud at the humor more times in my 26 hours (according to Raptr) so far than I have in quite a long time in a video game.

One of my favorite aspects is that I’m even enjoying the game solo. In Borderlands I didn’t so much care to play solo, but had a blast co-op. I can’t even put my finger on what has changed, but I’ve thoroughly enjoyed my solo time. Of course, co-op is far more fun, as well as more challenging and rewarding.

My only real complaint so far is the reload time. I’m only up to level 19 so far, and just to the point in the story where I unlocked the fourth weapon slot yesterday, but it seem every single weapon I’ve found (that was worth using) has ridiculously stupid reload times. Hence, I’ve put a ton of Badass Tokens into reload speed if that category is available.

If I had to list a second, minor complaint, it’s that Eridium doesn’t auto-loot like gold does. It’s a currency, and of course I want it and need it! So fly into my wallet!

I’ve never cared for Diablo-style games (mostly due to the overhead view and mouse control) but the Borderlands twist of putting it into a shooter really does it for me. I still haven’t finished the “General Knoxx” and “Claptrap Revolution” DLC from the first game, but right now my priority is getting to level cap in Borderlands 2, along with racking up as many of the challenges as I can along the way, before Aaron and I nab a couple of the AGErs to finish up the Borderlands 1 game and 100% the Achievements.

Gearbox has promised four DLC campaigns for Borderlands 2 (yes, I will get the Season Pass) and if the “Mechromancer” DLC sells well enough (what do they consider “well enough” considering all the pre-orders – which set a pre-order record for 2K Games — get it free?) they want to create new character classes as additional DLC (ie. not part of the Season Pass). So I anticipate plenty of extra Borderlands 2 play time over the next couple years.

If Lady Luck is kind to me, I’ll get that wrapped up before December 4th when Far Cry 3 arrives!

Two and a Half Games (Completed)

Outside the MMO side of things with Star Trek Online, Guild Wars 2, The Secret World and random dabbling in Allods Online, I have well over sixty games for the Xbox 360, only a couple of which I’ve ever finished.

Last month I completed the Ghost Recon: Future Soldier campaign and thoroughly enjoyed it every step of the way. The multi-player is still a bit glitchy and desperately needs patching, but the campaign was a lot of fun for me. It wasn’t old-school Ghost Recon (which I didn’t play back then anyway, my PC couldn’t handle it at the time) nor was it anything like the Ghost Recon: Advanced Warfighter series which I absolutely loved. Future Soldier is its own thing, and I was fine with that.

Syndicate

So far this month, I finally got around to finishing Syndicate last week. When I first got the game, I made it about halfway through the campaign before a combination of focusing more on other games then when I’d put the Syndicate disc in, it was to play co-op, which I played a fair amount of. Last week I figured it was time to start knocking some titles off my Unfinished List so Syndicate ended up first in line. I’d have to say from an overall view, Syndicate was on the mediocre side, slightly above the middle of mediocrity. Back when the co-op demo came out, Aaron and I both spoke of how the AI was very good. After more playing of the campaign, plus playing co-op with four players rather than just the two of us, I’ll revise that statement and say the AI is a bit on the aggressive side, very good at tracking you down and advancing on you, rather than “good” AI. Same for Mass Effect 3 for that matter. Boss fights were their own thing altogether, and many of them were frustrating affairs but soon enough you get into a pattern of breaching, circle strafing and hiding. One thing I discovered during co-op is that while you may have to get fairly close to start a breach, if you hold the button, you can turn away and run to hide as far away as you want and the breach will complete as long as you don’t let go of the button. Handy! I still have a few level-specific achievements to go back and get someday, but as for the campaign, I’m happy to have Syndicate completed finally.

Medal of Honor

Yesterday morning I finished Medal of Honor, the 2010 franchise reboot. I picked it up cheap several months ago on the recommendation of both Aaron and Wiqd who both said the campaign was excellent. They were right! I started the game Monday on Hard difficulty and made it to the last mission Tuesday evening. It’s a short campaign, though that’s sadly typical of most shooters these days. At the time of completion yesterday morning, Raptr had me tracked at a total of seven hours with MoH, but that includes possibly an hour total of multiplayer back when I first got the game (yes, the multiplayer is really as bad as reviews said) so I’ll just say six hours start to finish for me on Hard difficulty, and I felt I was taking it slow and cautiously plus several instances of dying and having to repeat from the last checkpoint. Considering I got the game for $20 even the six hours in the campaign I felt were worth the price of admission. The campaign was really a lot of fun and while it did feature many scripted set-pieces that were very Hollywood in nature, it felt more toned down and realistic. Exciting, yet believable, not the Michael Bay level of high adrenaline ridiculousness that the Call of Duty franchise specializes in. I did more of a review on Google+ yesterday which I won’t repeat here, but suffice to say from a technical standpoint MoH had its share of cons in addition to the pros, and I hope Danger Close learned from them for the upcoming sequel.

Next?

I’ve already decided the next game (another shooter, go figure) to tick off my list will be Operation Flashpoint: Red River. Like Syndicate, I was roughly halfway through the game, but after finishing Medal of Honor yesterday, I put in Red River and now I’m only two missions from the end. I’d still love to see how the online works but I only have one friend with the game. I also picked up the Leviathan DLC for Mass Effect 3 which has three achievements (one is missable) so I may plan on doing that Sunday. After that, it’s anything goes. I’ve been very slowly plugging away one quest at a time in Fallout 3 but I can’t really say I enjoy that game so I tend to play one quest then put it away for a month or more. I have so many half-started games it’s not even funny, and more on the way. I should really pick up Divinity 2 again and finish that, I think I was just over halfway finished last year when other games took me away from it.

The Pumping Irony Rockstar Game

Only one of many, really, that’s the trouble with we armchair designers – too many ideas rolling around, but no means to do anything about them.

Chris aka Scopique from LevelCapped.com and I were riffing in a discussion today that brought to light an idea I’ve had for the past two years. There’s zero chance of it being made, so I’ll just spell it out here since I have no fear some enlightened investor will run with it and find a development team. Chris did a similar post with his own online game idea, as well.

Being a jaded MMO junkie in partial rehabilitation, this will be a persistent world online game. You’ll notice I have not called it a role-playing game, because I don’t want the extra baggage that entails in this one game. It will feature most of the elements associated with role-playing games, however, just done a bit differently.

I’m a huge fan of virtual worlds. It is unfortunate that the MMOs that attract us so eagerly always disappoint due to the dependence on the vertical progression scheme of advancement. That, specifically, is what I wish to avoid with this game concept. I want a world where all of it is relevant all the time, not just the level-bracketed zones you happen to qualify for or the handful of level-cap dungeons.

Multiplayer. Minus the Massively.

Despite my unhealthy addiction love of designer drugs MMOs, I feel too many concessions have to be made under the current MMO paradigm, so I’d like to hearken back to earlier days: Neverwinter Nights, but not for the same reason Chris also mentioned NWN in his post. I am using NWN as the seed (and then discarding it) for the idea due to its (flaky, usually) player-created “persistent” servers that supported (if memory serves) up to 64 players. My game will support somewhere between 64 and 128, ideally. This is to foster smaller, more dedicated and tightly-knit communities as well as to increase so-called “immersion” by not having thousands of adventurers standing at mailboxes.

Virtual World Inspirations

As I stated above, I  have been greatly displeased with the worlds of MMOs in recent years. Oh, to be certain, they are absolutely gorgeous to travel through, but they’re all semi-guided tours to the destination of the level cap dungeons. That’s why they’re called “theme parks” – we’re guided along by glowing punctuation marks beckoning with the lure of gold and XP. They end up being a mosaic of disconnected landscapes we may or may not remember fondly but have no reason to ever return to. We’ve already seen that attraction, and the guided tour is going the other way. Beyond here there be XP!

In the past two years, only two games have really made a distinct impression on me for their creation of virtual worlds: Red Dead Redemption and Skyrim. In each title, we are free to go anywhere and there’s always something to explore or some type of content to do. In short, they were two of the most immersive games I’ve played – ever — and there are always adventures to be had.

Red Dead Redemption dropped the ball, from my perspective, in its multiplayer game by only focusing on “multiplayer activities” such as gang hideouts or PvP. Other than the Survivalist Challenges, there was no use to gathering plants, where in the single-player game we could make medicines in addition to buying medicines, etc. from General Stores. There were never any “dynamic content” in multiplayer like the appearance of a “Friend” NPC who might need assistance, or who might be a bandit in disguise. There were no stagecoach robberies to foil in multiplayer. The only Bounties were against other players who were killing everyone else, there were no Bounties for Gang Leaders or Outlaws in multiplayer. That would have been fun to ride around with a few friends and suddenly some form of “dynamic content” appears. The six co-op missions that were part of the “Outlaws to the End” DLC were all instanced content completely separate from the world, so while they had their entertainment value and challenge, once you’ve done them, you’re done with them.

Despite all the objections of pretty much everyone, I still wish for a co-op Skyrim. I know it would make zero sense for the storyline that suddenly there are two or more Dragonborn? Plus Skyrim (and Oblivion before it) knows full well it’s a single-player game, so the dungeons are quite often narrow affairs that don’t leave room for another player or few. When I said I wanted a “co-op Skyrim” I did not mean that I wanted a “co-op campaign” like other games have, but when it came to the “wandering adventurer” bit, I absolutely would have loved for the ability to have a friend or two join me in clearing a dungeon or discovering a giant’s camp and fending them off, or the big attraction: co-op dragon slaying!

So, like the best armchair “Idea Man” designers, these two games will serve as the basis for my game concept, henceforth known as The Game, with a few nods to a couple others for good measure.

The Game

Despite my love for Skyrim, that is a unique quality for me when it comes to Bethesda’s RPGs. Usually I merely tolerate them. I finished Oblivion and am very slowly plodding through Fallout 3 mostly out of spite rather than enjoyment. Rockstar has had a much better go of things, starting with the GTA3 series, then ramping that up in GTA4. Red Dead Redemption put GTA4 to shame, though. I haven’t played enough of Max Payne 3 yet to learn if it’s a Rockstar Open World game or not, though what I have played has been extremely high-quality entertainment. Regardless, this is my imaginary game, therefore I am having an imaginary version of Rockstar create an imaginary studio just for handling this game, because it will be unlike anything they’ve done to date.

The Game will be a gritty fantasy adventure. It’s Rockstar, they only do gritty, after all. So there will be no whimsical brightly-colored neon world ala Reckoning or World of Warcraft even. It’s a “darker” fantasy world with environments more attuned to the semi-realistic appearances of Rockstar’s previous titles.

There will be a large single-player game featuring a typical Rockstar story written by the Houser brothers: a former “underworld” character has attempted to redeem his or her self and make a new and better life, but the campaign story draws her right back into the seedy environment she sought to escape. All the cinematic scenes, voice work, you name it. The same stuff that kept us all playing GTA4, RDR, to a lesser extent with Team Bondi’s L.A. Noire, and now today with Max Payne 3. When it comes to the single-player campaign, if it ain’t broke, don’t fix it. The Game will be further supported with DLC expansions, offering more story to play through and all that. Rockstar’s DLC tend to be quite substantial, more so than most developers, and this will remain the case with The Game.

Onto the meat and potatoes of this post, however. The Multiplayer Game. This is where Neverwinter Nights served as the seed of the idea, which was furthered by simply playing Red Dead Redemption in 2010 and picking it up again this past week and lamenting what it lacked in multiplayer, plus my favorite aspects of Skyrim.

The Multiplayer Game will come in two flavors: Public servers, hosted by the developers or publisher, and Private servers leased by players. I’ll explain the differences in what to expect later, and why leasing servers could be an incentive for a segment of the player base. I’m old school, so I remember the days of developers giving the server toolset free for players to run on their own servers, but let’s be honest: all the “extras” like player-hosted servers, modding, custom maps, and the whole “mod community” is a thing of a lost era. Monetization is the new gaming industry, and it is the singular cause of why “MMO” no longer means what it once did, and why all the various sub-genres are blurring together turning everything into a Monetized Online Game. Whoops, sorry, that’s a whole other post. Smile Back to The Game…

The Game will be multi-platform – PC, and console (the next generation hardware, not the PS360 generation). I say that because RDR worked perfectly well single- and multiplayer on console (is there still no PC version?) and other than MMOs the console has pretty much become my preferred platform for gaming. This is another reason for the (leased) dedicated servers: consoles have less memory than a PC, but even PCs can’t host 64 to 128 players on a Listen server while playing the game. Plus Listen servers are not Persistent Games, which is the goal with The Game.

The Game will be set in a third-person camera and will feature all the expected abilties of a Rockstar game such as climbing on various types of terrain, crouching, taking cover along with adding some of what we’d expect in a fantasy game. Stealth, archery, magic-wielding, and so on.

Mounts will be their own entities with their own AI, much like the horses in RDR. They can be killed (but recalled after a brief time) just like in RDR. Being a fantasy game, various types of mythical creatures can be acquired or unlocked as mounts during game play.

Players can choose from a set of classes which will determine your base abilities and style, such as being a big beefy warrior or a slender acrobatic rogue or the steady wizard. Your typical fantasy tropes, with a few unique twists to set them apart. From there, you’ll be able to adjust abilities or skills to some extent, similar to Skyrim. However, unlike Skyrim, you are not The Only Hero and therefore able to be the Master of Everything Simultaneously. You will not be able to be the Ultimate Warrior and the Ultimate Wizard. You can half-ass each of them if you want a warrior-mage, but you’ll be locked out of the ultimate tiers of each. Similarly, one player cannot “max out” any particular story faction. In Oblivion, I was the champion of the arenas and guild master of every single guild in existence. In this Game, again, you can half-ass a little of any faction but if you want to “max out” one, then that one is the only one you can do so with.

While you will choose your race and class, you will be seen in-game as your player nickname, not as a character name. It’s a multiplayer fantasy game, not a role-playing game. You can role-play all you wish, if you wish, but you will be seen in-game as your avatar not as your character. (Regular readers may remember I draw a not so thin line between the two.)

How Will It Play Out?

The short version: take everything you love about Skyrim and Red Dead Redemption – minus the cinematic You Are The Hero story bits (that’s what the single-player game was for) – and include all the “dynamic content” they featured, along with plenty of exploration and developer-created stories to play through as well. My vision is for the multiplayer “story” content to be comprised of what I’m going to call, for lack of a better phrase, “story events,” which will be partially developer-created and partially procedurally generated. [This Game is in my imagination, so in my imagination developers have also learned from the mistakes of the past and can now create procedurally-generated content that is actually compelling, up to and including procedurally-generated dungeons and landscapes.] Let’s say there is some Demon Overlord amassing an Evil Army of Goons. The “story events” process might start by Goon Invasions of local areas or towns. Players can defend and fight off the Goons, but if the Goons win, that triggers Phase Two which might have the Goon Army attempt to expand its base of influence, eventually introducing even more powerful or unique types of Goons. The process can be a tug-of-war between the AI Goons and players, either resetting phases or continuing the process. Eventually the players might unlock the Gateway to the Demon Overlord’s dimension (or dungeon, whatever) and fight him, ending the “story event” permanently. There will be a number of “story events” written and occurring in different areas of the virtual world at any given time to help spread the players out, as well as providing different content in various places.

The developers can write any number of “story event” routines, and the procedurally generated part can help determine things like who is the Big Bad Boss, what is his Goal, what are his Powers and types of Minions, and so forth. DLC expansions will add new areas to the world (or new dimensions, it’s a fantasy game) along with all-new “story event” types and monster types, new powers, new loot, etc. Everything you’d expect from an expansion.

In addition to the bigger “story event” types, plenty of smaller “dynamic content” like you’d see at random in both Red Dead Redemption or Skyrim will be present. Random people requiring assistance, and you can choose to help or ride on by. The bank robberies or a group of bandits try to hijack the players, that sort of thing that was unexpected; something that still adds to the immersion of the virtual world but smaller scope “one off” type content.

On a Public server, you will adventure, explore, and “level” (more on that in a bit) your class, which is persistent of course, and to be expected in any modern multiplayer game. The virtual world on a Public server may or may not be persistent, in that more players would be expected to be located on Public servers, so “story content” may be recycled eventually as a result.

On a Leased server, however, now the players with administrative access can set specifics. Do you want Normal or Hardcore modes, whatever those end up meaning. You can set which DLC are enabled on the server, which “story events” are allowed to play, is there “friendly fire,” is there PvP allowed, and so forth. In addition, territorial control is introduced. Players on the server can form Clans (I’d call them Guilds but that’s coming to have an “MMO” implication so I’ll just use the older term instead) and create their own cities. Players will have to maintain their cities, in addition to defending them from monsters or Goons and possibly against enemy player Clans, if PvP is enabled on the server.

The Game will not feature player Crafting, but being a Hunter-Gatherer will be important. You may need animal hide or various ores and gems for armor and weapons, or simply to sell. Plants and herbs for potions. Anything you’d expect from Skyrim more so than Red Dead Redemption, but players only gather things that NPCs will use to craft the items. I’m all for full sandboxes and all and a player economy, but this isn’t that game – besides, I feel that is better suited to an MMO “sandbox” — so no player Crafting. On Leased servers, gathering becomes important to maintain your Clan City. Normal NPC citizens will be attracted to any settlement, so your Clan City will automatically have those, but as your Clan levels up it will gain the ability to bring specialty NPC types into the city. Special vendors, special soldiers for defense, and so on. The more the City expands, plus the more it is attacked, the more resources it will need to maintain the citizens, the soldiers, the siege weapons, even the city walls.

Exploration will be a huge part of The Game as well. Red Dead Redemption had 94 locations for the player to discover, while Skyrim had over 300. A decent chunk of my time in Skyrim is usually spent being distracted by a black marker on my HUD so I go exploring until I find the location and the POI shows on my map and completely forget whatever I originally intended to do. I like exploring huge virtual worlds, so The Game will be more akin to Skyim in that regard, with DLC adding more areas to the world (or new worlds) with new POIs to find and new content located at each one.

AI will also feature into the world. Not only with better AI for the NPCs and monsters (as frustrating as they can be, I’m really a fan of the aggressive AI in Mass Effect 3’s multiplayer) during combat but also their “server behavior.” In Skyrim if I clear a dungeon, gradually over time maybe bandits, orcs or some other NPC type will discover that dungeon and move in. The Game will work in the same manner. The longer that newly-squatted dungeon goes unchecked, the larger the NPC population grows to until eventually that dungeon could become a full-fledged Evil Threat again. The day/night cycle will also matter, as it does in both Red Dead Redemption and Skyrim. Most citizen NPCs will be asleep, most shops will be closed. Certain types of creatures might only come out at night, maybe certain content is only available at night or during certain times. If The Game has werewolves, maybe they only come out whenever there is a full moon on whatever server you’re playing on.

Progression

Here’s where my previous statements of “this is not an RPG” come into play. Rather than RPG “leveling” – specifically the vertical progression leveling that is unfortunately predominant in MMORPGs – The Game will use a more standard multiplayer leveling scheme. You get XP and you can gain levels, but mostly those levels are just for unlocks of various sorts, not the automatic power increase you’d get from a vertical progression RPG. I do this because at its core The Game is a multiplayer game. Anyone should be able to play with anyone else at any given time, regardless of “levels.” Additionally, PvP might be a factor so “levels” should not be an automatic “I Win!” button.

Red Dead Redemption does, in fact, feature the exact type of multiplayer progression I’m thinking of, but to expand on that I will use Modern Warfare 3 instead. In MW3 you get XP for kills, XP for completing Challenges, then XP that is determined at the end of the match on how well your team did compared to the opposing team. As you level up, you’ll unlock new guns, new Perks, and new gun camouflage. From there, completing Weapon Challenges gets you new unlocks for that specific gun, such as a suppressor or 4X scope and so forth.

I propose a very similar progression for The Game. Completing various general Challenges will unlock new outfits to wear as well as additional more in-depth challenges. Completing weapon-specific challenges will unlock new abilities for that weapon. Challenges can be combined with abilities from other content as well. Maybe you play a dual-dagger wielding rogue-type class, and you completed a “story event” against an evil spirit corrupting a sacred tree entity which was poisoning the surrounding area. That completion, combined with a certain rank on your dagger Challenges will allow your daggers to become permanently poisonous. DLC will also add new Challenges, new weapons, new effects, new outfits, etc.

One thing that was new to Red Dead Redemption was the Rockstar Social Club Challenges. I felt that it fell a bit flat, though, but hey, it was the first attempt at a new thing. The simplified version is that they provided a specific set of things to accomplish on each of the Gang Hideouts. If you managed to complete one, it unlocked a piece of a special outfit. A similar thing could work with The Game, and the beauty here is that not only could they be crazy or outlandish Challenges, but they could be the area Rockstar could leverage to provide “new content” for free, simply by piping in new Social Club Challenges every so often and some fluff vanity award to go with them to maintain replayability.

All of the Call of Duty games also have what they call “Prestige” where you can hit the level cap, but if you Prestige you reset to level 1 and start all over with the weaponry but you usually keep the titles you’ve unlocked plus get some new little graphic that lets people know you’ve Prestiged. Red Dead Redemption (and Blur, another of my favorite multiplayer games) have the same thing but they call it Legendary. Once you achieve Legendary status, you reset to level 1 again but you also gain a custom Legendary Mount (or in the case of Blur, a Legendary Car). The Game would absolutely reward players in a similar manner with custom outfits, mounts, weapons, etc. that can only be obtained from a Prestige or Legendary type mechanic.

If You Build It, I Will Come

Get your mind out of the gutter! I’m just saying if some genius developer with an angel investor wants to start up a Rockstar subsidiary specializing in the “Games As a Service” model (persistent world with RIFT-style rapid content updates) I will pre-order your Collector’s Edition and pre-purchase your DLC Pass. All I ask is my name in the credits somewhere. Oh, and some residuals… Yes, the residuals… Smile

Halo Wars Q&A

At the beginning of the month, I wrote that the Xbox 360-exclusive real-time strategy title Halo Wars, turned three years old. Some of the former Ensemble developers, now working at Robot Entertainment, agreed to answer a few questions about their experiences building the game.

Disclaimer: I am not a journalist, and this is my first attempt at “interview-style” questions. I did not want to ask the same questions they answered three years ago during all the pre-launch hype. Those are still out there on the ‘net to read today, so I purposefully came up with a handful of questions I don’t recall ever seeing.

 

What units were most difficult to implement in Halo Wars?

Juan Martinez, Animator:
From an art perspective the Warthog was the most difficult unit to create. It basically had all the features of all the other units combined into one. Physics, Driver, Passenger with grenade launcher, another Passenger on a mounted turret or gauss cannon.

Something like the Scarab was actually pretty easy, but we needed to add inverse kinematics for the legs to plant on the ground.

We also had a lot of trouble with building constructions. The final solution of rising out of the ground was pretty simple. But for the longest time the game designers wanted all the buildings to come from space like the Command Center.

Dusty Monk, Programmer:
I moved onto the project about halfway through its development, and one of the main things I was tasked with was pathing and AI movement.  And the coordination between Scorpions and troops was problematic from the get-go.  Trying to produce formations that looked halfway decent and actually resolved into lines when moving through narrow gaps produced all kinds of crazy difficulties.   Also, as Juan mentioned, we spent an extraordinary amount of time working on the Warthog to try to get it as close to the signature Halo Warthog as we could in its movement and physics.

I remember reading the Flood was originally going to be a third playable faction but it kept playing out too Zerg-like, which was not the intent of the Flood so that idea was scrapped. Was that a final decision to scrap the Flood or were there ideas that could have salvaged it but time constraints on the project did not allow it to be worked on?

Joe Gillum, Content Designer
There were a couple of legitimate reasons:

- Can we cram another full civilization’s worth of content onto the disk, and/or run all that with the memory available on a 360?
- We were trying to budget the game to finish the content we had planned. Adding another civ was a big risk.

The pitch I threw out to deal with the memory issue (and the fact that not all 360 owners had hard drives) was a USB Flood Infection Form dongle toy. “Infect your XBOX with the Flood, this fall!”

Prior to notification that Ensemble would be dismantled at Halo Wars’ launch, were there any discussions or plans of DLC beyond the multiplayer map packs? Any potential for additional campaign/co-op DLC? A Halo Wars 2? (Many fans are still hopeful 343 doesn’t forget this franchise.)

Eric Best, Programmer:
We had a good framework in (code-wise) for a lot of future map packs.  We also had a system so that for each matchmaking bucket (1v1, 2v2 Teams, etc.) we could rotate out the map sets and tweak the matchmaking connection values for each one (as well as just adding in new buckets without a patch).

What features were left on the "cutting room floor" either because it was totally justified (just wasn’t working at all) or because of time constraints and "cutting the fat" so to speak? Were there features that were cut that you really wish had been able to get in the game?

Bart Tiongson, Concept Artist
The feature that was cut that I was truly hoping for, speaking as a very biased concept artist, was having interacting wild alien creatures throughout the levels.  We had conceptualized a TON of various creatures that never made it into the game and the ones that we had in there never "reacted" to the player like we were originally hoping.  It was really just a matter of not having the time and bandwidth to do it because of higher priority features. Here are a few concept art designs that were not used:

Juan Martinez, Animator
At the beginning of the project we wanted a Forerunner civilzation. The idea was rejected because it would interfere with the main Halo story line, including pieces we didn’t know about at the time. Other than that, everyone was pretty flexible and even integrated a few of our ideas into the Halo canon.

From my perspective, most of the fat that was trimmed came from the cinematics. There were many more characters to compliment Forge and Anders. But budget and disk space chopped a lot of that down.

Eric Best, Programmer
Splitscreen was working in the renderer and sim, and the network layer was redone so that it was decoupled from the "one player per box" setup that we started with.  But time ran out and there wasn’t enough time to finish the feature.  This was a painful one to not see come to completion.

Additionally we had a system which could pull down a MP balance tuning file where the designers could tweak the movement speed/DPS/etc. on all the units.  The game would check it every time it connected to Live so we could balance stuff without having to patch the game.  But once it was clear that designers wouldn’t be around to make the changes – we had to drop the system.

 

Thanks again to the fellows at Robot Entertainment who took a little time out of their day at work to answer these questions, and to Dusty Monk in particular who forwarded the questions to everyone then got the official clearance to send the answers back to me! Here’s hoping the team gets the itch and the opportunity to try their hand at another console RTS on the next generation of hardware in a few years.

Halo Wars Turns 3

Halo-Wars-boxartThe swan song of beloved developer Ensemble Studios was the console-only RTS Halo Wars, released March 3, 2009 in the US. (The week prior saw its release in Australia, Japan and PAL territories.)

The game sold over 1 million copies its first month, which I thought was pretty impressive for a console RTS.

Halo Wars has the distinction of being only the second RTS I’ve ever actually played all the way through the campaign, and the first I’ve ever replayed a second time plus playing skirmishes against AI. I’ve always been horrible at multiplayer RTS so I don’t bother wasting my time or my teammates’ time online here either. However, out of pure curiosity I have popped onto the multiplayer lobbies at random times over the past month just to check the population, and at any given time there has been anywhere from 700 for the lowest I’ve seen to slightly over 9,000 players online in Halo Wars! I think that is absolutely incredible for a three-year-old console-only RTS to have that population. I see many other newer and more mainstream titles fade away much faster. Players say they never have difficulty finding a match. I had joked several weeks ago that I found it distressing and sad that I could find a match in Halo Wars so much easier than finding a group in Star Wars: The Old Republic.

One reason, aside from the wildly popular Halo franchise it is part of, that Halo Wars did so well is that Ensemble wisely decided to design the game from the ground up around controller inputs rather than trying to shoehorn all the features of a PC RTS into those same inputs like EAs RTS titles did. That decision caused the hardcore RTS critics to sneer at the “dumbed down” game, but bottom line is that Halo Wars plays much more fluidly as a result. I like PC RTS too, but I don’t believe any one platform is best served duplicating another platform, rather than each platform having its own strengths utilized to the fullest.

I keep very few game music songs on my MP3 player, but Halo Wars also has that honor. I love long-time Ensemble composer Stephen Rippy’s haunting theme which easily stands on its own merits while using enough familiar elements from Martin O’Donnel’s Halo soundtracks to keep listeners immersed in that universe.

So Happy Birthday, Halo Wars, and congratulations to the guys formerly of Ensemble, now at Robot Entertainment, who created the game which continues to thrive! I just hope 343 Industries doesn’t forget this IP and I also have my fingers crossed that Robot Entertainment may someday wish to take the lessons learned here and all the community feedback over the years and try their hands at an original console RTS someday.