• Over and Out

    The Music of Halo Wars, From Start to Finish

    By Stephen Rippy

    There comes a point in every project when you start to forget where you live.   The late hours pile up, the weeks fly by, and the line between “work” and “home” becomes blurred to the point that it’s easy to find yourself standing in the hall of the office, bewildered as to why your house key won’t unlock the door.  For Halo Wars and me, that point came sometime in the middle of January, 2008.  I was knee-deep in scoring the cutscenes that were being delivered to my inbox on a daily basis, and there was an orchestra booked in Prague for March 10 – a rock-solid deadline onto which I was determined not to crash.

    The previous nine months had been productive ones, despite my having spent a good amount of time playing catch-up.  I was a relative latecomer to the team, making my first contributions only after much of the core group had been working together for a couple of years.  However, a cancelled game or two - combined with the need to ramp up production on Halo Wars - meant that there was suddenly a good opportunity available.

    The earliest days of my involvement mainly consisted of listening to the previous Halo soundtracks as well as gathering up potentially useful material from a bunch of discarded Ensemble prototypes.  I’m a big fan of both cataloging that stuff and stealing from it without remorse; sometimes you don’t know what you’ve got until you really, really need it. 

    In any case, the first two completed tracks reflected that process.  “Flollo” continued some sounds and ideas I’d been noodling with in the months after completing Age of Empires III and its WarChiefs expansion; “Bad Here Day” went a step further and lifted its main chord progression wholesale from a different piece of music recorded during that same period.  Perhaps more interestingly, the latter track was also my first attempt at trying to incorporate the “Halo Sound” into some of my own work.

    This was something to which I had given a fair amount of thought.  After all, Marty O’Donnell’s original scores were not only effective at setting the mood of the Halo series; they had also become well-loved pieces of music in their own right.  So, as we are inclined to do, Halo Wars Audio Lead Kevin McMullan and I talked a lot about those tracks.  We spent some time identifying elements that I could reproduce for our game and eventually came up with a pretty good list; however, as useful an exercise as that was, it took getting halfway through a piece of my own to really understand what I was going for.
    As is often the case.

    Once the ball got rolling, I was able to turn out demo versions of the tunes at a good pace.  Over the spring and into the fall, I watched with satisfaction as my to-do spreadsheet filled up with completed tracks:  “Money or Meteors,” “Flip and Sizzle,” “Best Guess at Best,” and on down the list.  Following an old Ensemble tradition, the titles were red herrings culled from accidentally coined phrases, misheard snatches of conversation, or good old-fashioned in-jokes.  In any case, it seems to me that “Just Ad Nauseam” is more effective than, say, “Battle Track 1,” nominally speaking.

    In the midst of all that writing, I began to hear requests for a main theme – a piece of music that I’d been avoiding in a passive-aggressive way since I joined the team.  More than anything else I’d work on, this track needed to both tie itself to the existing series and establish a new identity for our project.  It was a tricky job that I approached in a fairly conservative way, at first simply placing Halo’s famous opening music in a different arrangement and adding a new “B” section to round it off.   It worked well enough, and it certainly made the game feel like part of the series; I was confident that I had found a good solution.

    Well, I was wrong.  

    Just about everyone that heard the track offered the same comment:  I’d actually made the thing sound too familiar.  Fortunately, it was an easy fix.  After filling out the “B” section a little more, I moved that whole chunk of music to the front of the piece.  The Halo theme was left intact, but its purpose was now to reinforce the new tune rather than set it up.  These changes seemed to do the trick; the feedback turned completely around, we had a main theme, and Halo Wars felt just a little bit more like our game.

    By the end of December, I had filled in each of the remaining blank spaces on my spreadsheet.  All of the in-game music was accounted for - from the ambient world tracks, to the battle cues, to the end credits tune.  I enjoyed this success for about a weekend, and then got right into my last big writing push:  the cinematics.

    In Halo Wars and most other games, the term “cinematics” (or, if you prefer, “cutscenes”) refers to a series of short, non-interactive movies whose purpose is to break up the action and tell a story.  On one hand, this music almost writes itself; the pace is built into the dialog, the themes carry over from scene to scene and, if nothing else, there’s almost always a strong visual to use as a starting point.  On the other hand, there are many people and opinions involved in the creation of the videos, as well as an awful lot of storyboarding, modeling, and animating to be done.  It’s an unavoidably time-consuming process, and scheduling challenges are just par for the course.

    Guessing from past experience that this would probably be the case, I’d planned my year accordingly.  Still, come January it was unnerving to find myself looking at all those empty minutes of video to score and only a few short weeks before the first orchestral recording date.  There was nothing to do but start at the beginning and hope for the best.

    “Five Long Years,” the opening cinematic of Halo Wars, introduces the player to several of the story’s key locations and most of its main characters.  From a musical point of view, working on this one first allowed me to figure out several of the themes that I intended to carry through the rest of the score - and also to answer some of my own questions about what these tracks would sound like.  I decided to write mostly for orchestra, pushing the electronics and guitars that were prominent in the in-game tracks more to the background.  In a general sense, this reversed the roles of the instruments and, I hoped, added a little distinction and emotional weight to the cutscene music.

    Moving forward more or less in the order of the scenes, I settled into writing roughly one piece a day.  Despite this occasionally stressful pace, the weeks leading up to the Prague session became my favorite period of time on the project.  I was able to work closely with Lead Writer Graeme Devine, and very much enjoyed getting his insight regarding the characters and events of the story.  It was also a lot of fun to watch the visuals progress; Blur, the company responsible for that side of the work, was doing an amazing job, and I was happy to be associated with it. 

    Prague Castle

    Two months and fifteen cues flew by, and it wasn’t long before I found myself on a plane headed for Europe.  After a rather painful day of travel, I stepped bleary-eyed but excited into the winding medieval streets of Prague.  This was my second visit in a little under a year, having previously made the trip to attend the recording sessions for Age of Empires III:  The Asian Dynasties Expansion.  Perhaps overestimating my familiarity with the place, I took an unintentionally long wander through the Old City before finally meeting up for dinner with my friend - and Halo Wars orchestrator - Stan LePard.
    Stan and I first worked together on a handful of tunes for Age of Mythology back in 2002, and have collaborated on several projects since then.  As an orchestrator, Stan’s job is to review the demo versions of the tunes, ensuring that all the parts can be reasonably played by actual people and making revisions and suggestions where he sees fit.  Stan is also responsible for providing written music for every player on a given session, and is often accompanied by boxes overflowing with notated paper.  It’s always a pleasure to see Stan, and I was especially grateful to have his experience and sense of humor along for what would surely be a hectic week.

    The first recordings were made on March 10, a couple of days after we had arrived.  Early that morning, we had been picked up and driven about half an hour out of the city to CNSO Studio 1; by the time we arrived, some of the three dozen or so musicians who were scheduled to play were already milling about the studio, tuning up and chatting idly.  In the control room, things were ready to go.  Many months’ worth of synthesizer, guitar, and percussion tracks that I had recorded in Dallas were now collected and arranged in ProTools files, finally just days away from completion.  The red light went on and the conductor raised his baton…

    I’ll admit to being a little terrified at what came out of the speakers. 

    Totally lacking the time to make sense of my pile of pre-recorded instruments, the engineers had simply turned up random tracks to give us something to reference behind the mixing board.  The result was a chaotic blend of echoes, drums, and, somewhat faintly, live orchestra that shook my confidence for the rest of the week.  I was sure that we were getting good performances, but the overly-cluttered nature of the control room mix made me doubt my whole approach to the score - which was bad considering how far along things were.

    FILMHarmonic Orchestra during the Halo Wars sessions

    Despite my concerns, recording went very well.  The FILMHarmonic Orchestra played beautifully and was able to get through quite a bit of music in only a few days.  The choir session at the end of the week was similarly successful.  But of all of the hours spent at CNSO, the highlight for me was listening to an orchestra-only run-through of the main theme, “Spirit of Fire,” on the studio floor.  Away from the technical distractions and the responsibility of judging a take, I was able to sit back and enjoy the experience; those are the moments that make it okay for the keys to get mixed up every now and then.

    I left the Czech Republic with a hard drive full of music (curiously labeled “Hello Wars”) and the knowledge that I was in the home stretch.  There were a few days to rest at home before it was time to head off to Washington, where Stan and I would meet up again to finish the tracks. 

    The first part of the trip was spent mostly at Microsoft’s Soundlab studio in Redmond, editing what we’d recorded in Prague.  This involved combing through hours of material, picking out the best parts of each take, and cleaning up any stray noise or loose timing that we found along the way.  It was a tedious process, and at the end of the week we’d scheduled for it, there was still a substantial amount of work remaining.  On the plus side, my earlier fears about the music being too cluttered were allayed when we made a quick test mix of a fully edited track.  Hearing everything tightened up and put into proper context again changed my perception of what we’d created and renewed my enthusiasm.  It was going to work!

    Mixing

    Around the end of March, we settled into Studio X in downtown Seattle for final mixing.  The control room was set up to handle the eighty-or-so surround and stereo versions we needed to make, while a second ProTools rig was put together in a separate room to cover any editing that we hadn’t finished at SoundLab.  The days were long, starting early and ending late - but at least they offered a real sense of productivity as the finished tracks slowly began to outnumber the unfinished ones.  Marty O’Donnell was nice enough to stop by the studio at one point, curious to hear how things were progressing.  He seemed enthusiastic about what we played, smiling at one of the tracks that quoted his Halo melody:  “I’ve heard that before!” 

    In many ways, the end of the sessions at Studio X represented the end of the road for the Halo Wars score.  All the creative work was finished at that point, and the rest of my time on the project has been spent either getting the tracks into the game or preparing them for CD release.  All in all, the past eighteen months have been among the most eventful of my career - but now, as it all winds down, I’m happy with how both the game and the soundtrack have turned out.  I hope you will be as well, and I hope I’ve added something to the Halo musical legacy.

    Of course, this is also the end of the road for Ensemble Studios.  I can’t overstate how important the last dozen or so years have been to me, and I’d like to thank everyone from the company, past and present, for the opportunity.  I’m not sure what the future will bring, but I hope it’ll be more music.  In the meantime, for all of you who have taken an interest in any of this:  thanks for listening!

    -Stephen Rippy, 12-8-08

    “The crew at Studio X (left to right):  Stan LePard, Stephen Rippy, Reed Ruddy, Josh Evans, and Mike Kutchman”

  • Hello from TGS

    Winding down now from a week in Japan.  I spent a few hours today watching the Halo Wars cinematics being localized and met the Japanese Serina, Cutter, Forge and Anders.  The actor who plays Forge is a huge Halo fan, which is kind of rare for Japan, and was REALLY excited to be in Halo Wars.  I asked if Serina was still funny in Japanese and was assured that she was.  The translator said that she had spent a long time making sure that Serina was still Serina, but that Forge was her favorite character.

    The keynote went well apparently.  We landed on Tuesday and I was quite jet lagged (14 hour time difference) and even by Wednesday when we had our rehearsal I was still really tired.

    We were booked into the “New Otani”, which is the hotel right next to the convention center.  What we didn’t know is that there are TWO New Otani hotels and the one we were booked into was an hour away from the convention center.

    On Wednesday evening we had a rehearsal walkthrough for the keynote address.  Both Bill and I were pretty jet lagged but it was good to catch up with some friends.  One cool thing was that we got to see he full “Halo Recon” trailer before anyone else!

    We had one more run through the next morning, and then I had until 11:45am on my own.  Bill had to sit and watch the previous keynote from 10am on so he could see the Microsoft address.  I sat outside for a while with Peter Molyneux, whose sage advice was “well, the worst thing that can happen is someone will rush the stage with a knife and kill you.”  That made me feel better.

    At 11:45am I was outside the stage entrance standing with our marketing rep Chris Lee and the group that was accompanying John Schappert (XBOX Live VP, also the person doing the keynote).  I waited, went on stage, did the demo, and walked off.  I think it was the first time the audience applauded during the keynote and applause is apparently pretty rare in Japan at events like this.  I have no real memory of it – it was a little nerve wracking.

    After that it was two days of press demos and interviews.  Basically it could have been anywhere in the world, it was a hotel room, a bunch of chairs, our build, our PR “handler” and Bill and I.  We demoed our hearts out and I have to say that this build, the first time we’ve shown the campaign to the press, KICKED ASS.  Easily the best response I’ve had to any demo we’ve done over the year.

    There is quite a bit of concern regarding how we’re going to fit the Flood into our game and keep it in canon which surprised me, but I promised them all that the Halo 1 canon is intact and that they would have to wait and see how we integrate the Flood.  People wondered how long the campaign will be, were amazed at the cinematics (and the fact that they covered the level loading), and it was good to be able to move on from the “we have the controls right” message to talking about the story, game campaign and overall game.  Most people seemed happily convinced we have controls that work well, a lot of the same press we demoed to at E3 (and where we let them play the game) was here in Japan.

    The air conditioning in our demo hotel room did not work.  That is not a happy situation.  We would run between demos into the bedroom part of the room suite, where the A/C was working, and cooled off.  Fortunately Japan is also the land of vending machines and we had a steady supply of cola and water.

    Friday at lunch we had a free half hour(!) so we ran over to the show floor and looked around.  The XBOX 360 booth was showing the Halo Wars “5 Long Years” trailer and attracting a big crowd.  The show itself isn’t too big, certainly not as big as E3 when it was “the” event, but the money and electricity being spent per square foot is easily 10x that of anything else on the planet.

    Friday afternoon we had a visit from an American teenager whom had been ill, and through the “make a wish” foundation was flying out to Tokyo Game Show and sat in with us for a while.  It was obvious by his expert questions that he is a big Halo geek (and so was his Father) and really enjoyed the demo, we loaded him up with a Halo Wars t-shirt.

    We fly home tomorrow!  I just broke 100,000 flying miles for the year on the way out to Tokyo.  Yowzer.

    Graeme.

  • Is Halo Wars gonna suck now that ES is getting closed after Halo Wars is released?

    Is Halo Wars gonna suck now that ES is getting closed after Halo Wars is released?

    That’s a totally fair question.  The Ensemble Studios’ closure announcement certainly affects the perception of Halo Wars.  Despite that risk, we put our people first.  Telling our employees ASAP was the right thing to do.  I give Microsoft quite a bit of credit for letting us do that.

    We’ve worked with Microsoft to create the best set of options for every employee’s future.  For example, there is a deal in place for a new company that will employ some people from Ensemble.  It’s premature to announce much about that venture, but it is definite that the new company will pickup and support Halo Wars going forward.

    That said, I’m sure some folks will leave before Halo Wars ships.  I’ll applaud them for doing what is right for their happiness.  Ensemble has always been about our commitment to employees.  We’re not going to forget that at the last minute.

    We’ve done everything possible to retain everyone through the end of Halo Wars.  Any reports about people already being laid off are 100% false.  Full timers are still employed and have a job until well after Halo Wars.  Contractors still have their contracts.  Our goal is to keep everyone here until the game is done.

    Halo Wars is going to ship.  We want Halo Wars to be awesome.  If you’ve read any of the E3 or Leipzig press coverage, you know the game is good.  Plus, the new company will support Halo Wars via title updates and DLC.

    Finishing the game will be harder now, but it will get done and be great.

    Dave Pottinger
    Halo Wars Lead Designer

  • Graeme Devine - Halo Wars at PAX

    PAX 2008 was my very first PAX.  I’ve been on the road for a while, E3, ComicCon, Leipzig, and now PAX so I was ready for another round of industry demos and press interviews.  But that’s not PAX, not at all.

    First of all, it’s in Seattle.  And I love Seattle.  The Convention Center is downtown, a short walk from the hotel and right near Pike Place, fabled location of the first Starbucks (BTW, I stood in line with Felicia Day at Starbucks!)

    But PAX.  PAX is special because it’s the people who go to the event that made my PAX experience totally unique.  It was filled with gamers, people anxious to see and touch the games they were passionate about, get a sneak peek into the upcoming releases, and show their passion for their favorite pastime.

    I had two morning demos to do at 10am for Halo Wars, the doors coincidently opened up at that time, and as 10am approached on the first day I could see the crowd outside the exhibition hall gathering, it was noisy, they were counting down, it was a lot of people.  When the doors opened the fans RAN into the show, off to see all sorts of games and quite a few of them headed for the Microsoft stand and the small demo area we had setup.  Very quickly the area filled up, all the seats were gone, and people were standing three deep behind the seats to see the demo.

    Waiting for the show to begin

    Jim Ying and I ran through the demo, he was driving the game as I talked so I could actually see the crowd.  And here’s where PAX got REALLY special for me.  Those fans were EXCITED.  They cheered when the Spartans jacked the Wraiths.  They clapped when the shortsword carpet bombed the troops, and many of them came up afterwards telling me how awesome the game looked and how much they were looking forward to Halo Wars coming out.

    Seeing the fans respond to the game was better than any other demo I’ve given, worth the trip to Seattle just to feel that excitement for the game from the fans, and made me extremely proud to be part of this product.

    Graeme

  • Monthly Update

    Milestones Coming and Going
    The milestones are coming hard and fast for Halo Wars. We are going to be putting in a lot of late hours to make sure that all of the t’s have been crossed and the i’s dotted and making sure that we make you a great game.  The Single Player campaign and AI is getting a lot of tweaks right now as well as art and other assets. 

    This is a very exciting time to be working here, because this is the magic hour of making games, when everything comes together.  Playing the game is very important here at the office and everyone gives input on the game during our playtests, so every one of our employee’s opinions matters.  It is awesome to come to work and see a unit get a fresh coat of paint or a level get that small tweak you asked for. 

    Site Changes
    We are going to be making some more changes on HaloWars.com in the coming months.  Some will be very easy to notice other will be more subtle.  We will be upgrading the servers and software that runs the site as well as the look and feel of the site.  You will notice more content in the UNSC Field Manual and new information about the Covenant as well. 

    There will be new forums added as we get closer to launch and there will be new email addresses for directing your questions to.  We will be disabling the Private Message feature from the site in the near future as well. 

    I know it sounds like a big laundry list of things to do, and it is.  However we hope to keep working on the site and building the community for what will be a great game.

    Leipzig and More
    The PR wagons are rolling for Halo Wars and you should be hearing more about Halo Wars in the coming months.  Leipzig was a great way to get Halo Wars out infront of our European fans and they seemed to really enjoy it.  We had positive reports from our most skeptical fans who were saying that console RTS’s never work.  Here is a quote from our latest developer diary.   Definitely check them out if you have not already.

    “The demos have been rolling along.  For each group we do a quick control overview and then give as many people as possible a chance to play against the AI.  We actually had to bump the difficulty up for a few of our groups.  Some people need almost no instruction on how to attack this game.  It was fun to just sit back and watch them play.” 
    People are able to pick up the game and just start playing after a short time.  It is a great thing to see.

    We have some other events that are coming up soon to show off Halo Wars.  I can’t talk about them yet but you should be seeing more of Halo Wars in the media soon.

    Graham “Thunder” Somers has left the building. 
    He made me promised not to put this in the monthly update, but seeing he does not work here anymore he has little say it what goes on (sorry Thunder).  Thunder has returned to the loving embrace of his home country and city of Vancouver.  There he entered a magical cocoon and will one day emerge as a giant moth defending his home city from massive radioactive lizards to the cheer of tens of thousands. 

    In all honesty, Thunder is a great guy and worked with Ensemble Studios first as a fan himself running a fan site and then later as our community manager for Age of Empires 3 and Halo Wars.  He was homesick for Canada so he decided to take his dog and pony show home.  Thunder will be missed here at Ensemble.

    Scrambled Transmission
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  • Halo Wars: Spartans in a Strategy Game

    Admit it. You love being Master Chief.

    What’s not to love? You get this swank, indestructo suit of armor. Sure, it may chafe a smidge here and there, but it sure is shiny.

    Then there are those catchy little taglines. Who hasn’t found an extremely inopportune moment to say “I need a weapon” in a husky man growl? All members of the opposite sex surely scattered to the four winds at that point, but you felt *** cool.

    And, to top it off, you jaunt around and save the galaxy’s collective ass on more than one occasion. Spartan work is definitely good work if you can get it. Assuming you aren’t horribly maimed or disemboweled by the training…

    Yet, how is that relevant for Halo Wars? We’ve already disclosed that Master Chief isn’t even in Halo Wars. Halo Wars is set 20 years before the events Halo: Combat Evolved FTLOG! Heck, at this point in the Halo Timeline, Master Chief is probably off leveling up in WOW XXIII or sniping pigeons in New Liberty City.

    Funny geek jokes aside, Master Chief lords over Halo Wars even though he’s not in the game. His eyes, his character have provided the only perspective players have ever had on the Halo Universe. There’s no way anyone can ponder doing a Halo game without thinking about how Master Chief has skewed the perception for approximately 14.9 bajillion players.

    People expect Spartans to kick serious ass. The Halo FPS games have trained folks to believe Spartans are uber. There’s nothing wrong with that per se, but it does create some issues when you think about a strategy game setting.

    Typically, strategy games feature a rock/paper/scissors relationship system (“RPS” for those hardcore strategy game fans) of some form between the types of units in the game. No matter what type of units I choose to create, there’s always at least one way to do something to counteract my strategy and turn the tables. The best strategy games have really good balance between the units and winning is a blend of dexterous skill (how I use my units) and intelligent strategies (which units I bring to the fight).

    Halo Wars is no different. We have a pretty clear punch/counter-punch game play at work. We want a lot of back and forth in the game. No one wants a strategy game where there’s a single big battle. Well, we don’t at least. We want a lot of smaller skirmishes that lead into big battles that lead into huge wars that eventually end in the eradication of all known life for one team. In 15 to 20 minutes.

    Earlier on, I mentioned that people have expectations about Spartans being excellent units. Implicit in that statement is the simpler expectation of players just wanting Spartans in the game in the first place (note the plural there; we’ll come back to that). Turning that expectation into a reality is part of what will make Halo Wars great.

    That goal has actually made the problem a bit harder, though. Not only do we have to deliver on the actual quality of Spartans in combat, but we’ve got to make them show up quite a bit. Fans familiar with strategy games can probably recognize the issue with giving players access to uber units early on in the game. They’ll wreak havoc on the fun/pace of the campaign and be a total screw in multiplayer skirmishes.

    The traditional balance tack of reducing the combat quality of the unit in the early phases of the game doesn’t work because then it’s not a Spartan that meets player expectations. No one wants to see their Spartans wasted in the first 5 seconds of a firefight. Yet, if we move the Spartan to the end of the game where he can be uber, then we risk him not showing up in enough games. It’s not really a Halo game if you hardly ever see Spartans.

    So, what have we done?

    (Editor Note: Dave is actually not invisible in this picture.  He is lurking behind the camera person, ready to strike.  The editor also likes Full Metal Jacket.)

    Multiple Spartans. Earlier on, we talked about Halo Wars being a prequel to the previous Halo games. If you’re a fan, you know this means that multiple Spartans were alive and kicking in our timeframe. That’s a huge advantage for us. Fictionally, we can tell a story with multiple Spartans now, something gamers haven’t had a chance to experience yet. Design-wise, we can actually use this to help address the quality expectations people have. Individually, our Spartans are very good. But, together they’re great. If you want that “Spartans kick ass” vibe, you can get it as long as you train a few Spartans.

    No More Nerfing. It’s really easy to work on a strategy game and balance everything by reducing the stats of too-popular units until people begin to use other units. The problem is that nerfing makes for boring games. No one wants units that only do a bit of damage. They sure don’t want Spartans to just plink away at Wraith tanks forever. They want their Spartans to beat the living hell out of those evil mothers on the other side and tear them to pieces. So, for all the whining I’ve done about the potential for overly strong units, we actually just decided to embrace that for Halo Wars. Every unit is a screw Spartans can deal massive damage and, left unchecked, tear through an army really quickly. But, with the right counter units and focus from a player, Spartans can be killed in some spectacularly gratifying ways.

    Jacking. So, a band of Spartans can belt out some mega damage. That’s cool, but if you’ve followed Halo Wars at all, you know that we’ve got a system where each unit gets a special ability. That’s another golden chance for us to live up to the Halo lore and get Spartans to stand out more as fun units. Simply put, we decided early on to ensure that the Spartans had the coolest unit ability of them all.

    But which ability? We could have gone the whole upgradeable hero route with the ability and let it get better over time. But, that didn’t really feel “Halo” nor was it a simple fit for the quicker, more adrenaline-soaked game play we wanted. We needed something more visceral and immediate. Looking at the “in the moment” choices that happened during combat, we came up with two obvious ideas: picking up enemy weapons and vehicle jacking. Those both felt really Halo to us and were certainly something players would expect to be able to do.

    We seriously thought about both and even did a little test work before making our decision. In the end, the weapon thing never really got past the “What’s that tiny little thing on the TV over there?” problem. We didn’t want to overdo the cheese factor by having Manga-sized weapons bouncing up and down on the screen, so that meant you just couldn’t see the weapons once they dropped. Plus, while the eventual act of wielding a Fuel Rod Cannon is very impressive, the act of picking one up doesn’t make anyone say “Holy Crap!  Did you see that?” It just wasn’t exciting enough.

    Cue up the Jacking. There was never any doubt that it was cool, but it took a long time to get right and really become the “money shot” we needed it to be. Sadly, any Halo Wars team member can probably relate “fond” memories of the countless times I’ve pantomimed the whole Spartan Jacking sequence in front of the team in our theater to help communicate what I wanted it to be. I even got excited enough to start doing sound effects a few times. I hope there aren’t any pictures of that anywhere…

    Anyhow, I’m actually very, very happy with how the Spartan jacking turned out. Seeing a Spartan jack a Wraith or Locust is kinda like the first time we showed off the Age of Mythology and had a Cyclops pick up an unlucky spearman and huck him across the screen. You don’t have to say anything; that little moment is a perfect demo of why the game is cool all by itself.

    Jacking a vehicle is as easy as selecting a Spartan and tapping Y on top of that Wraith. We definitely exaggerate the running and jumping animations of the jacking maneuver to make it larger than life. Strategy games do need to exaggerate key actions to make sure they “read” as more important than the general battle action when you’ve got a ton of troops that you’re looking down over... Your Spartan might even do a back flip en route to his perch atop the tank. Anyone who’s watched a fragged Spartan go flying off into the abyss with his arms flailing away will feel right at home watching the jack sequences.

    Back to the details… Once atop the enemy vehicle, a bevy of heavy Spartan punches beats the living crap out of the Wraith. The hatch is eventually chucked out of the way followed closely by the former tank occupant. The Spartan jumps in the seat and now the Wraith is yours. Throw in some amped up effects and sounds and this sequence becomes a showpiece for the entire game. Jack a few vehicles at the same time with multiple Spartans and people will grab their buddies and literally drag them over to see it again (if the E3 reception is any indication).

    But looking cool and achieving that “Whoa” factor isn’t really enough. We needed to make Spartan Jacking matter from a game play standpoint for folks to really want to do it a lot. In Halo Wars, each unit has a Level. This is the simple sum of his upgrades (technologies that you can spend resources on to improve a unit) and his veterancy (combat bonuses that are layered onto units that survive a lot of battles). The higher your level, the larger your swagger on the battlefield. When a Spartan is inside a vehicle, he adds his level to that vehicle’s level. So, that Level 4 Wraith tank can suddenly become a Level 10 Wraith tank, something that’s well beyond what a normal Wraith can achieve.

    Now, we’ve got something that looks badass but also is badass from a game play standpoint. Spartans have become a true ‘kingmaker’ unit, which gives them an interesting, unique role inside Halo Wars. Spartans and Spartan-manned vehicles are something every UNSC player wants in his army because they strike some serious fear into the opponents. The fact that some of those vehicles might also be originally built by the enemy is just icing on the proverbial cake.

    Oh, and in case it’s not obvious, Spartans can commandeer your own vehicles, too. This makes them useful in more ways, which is great. Plus, who hasn’t ejected some lowly, faceless UNSC goob from a Warthog driver’s seat? So, when Halo Wars ships, watch out for the Level 14 Spartan-controlled Grizzly tanks. They’re pretty darn good.

    So, kudos if you’ve waded through this whole thing to make it this far. Hopefully it’s been useful or at least mildly bemusing. I’m sure you’ll let us know what you think in the forums.

    Dave Pottinger
    Lead Designer, Halo Wars

  • Leipzig Day 2 and 3

    Leipzig Day 2


    8:00 am
     FREEBIRD!
    (Live band at the Volkspalatz in Leipzig)

    What would a convention be without a party? 
    Before we could even answer our own rhetorical question we are once again whisked away in our XBOX 360 party van.  Before long we are back in our small room at the convention center that has become our home for the past couple of days.

    9:00 am
     I will throw this in your face!
    (Wake up time…)

    We are just about to kick off another marathon session of demos.  If it’s anything like yesterday then we are going to need our strength.  So it’s time for our pre-show ritual of great espresso on our favorite patio.

    12:00 pm
    He is sending out pulses from his hive mind
    (Graeme talking about the controls)

    We have been going strong for a few hours now and finding that today is equally as demanding as yesterday.  We have standing room only in several sessions and are actually having to tell some people that they won’t get hands on time with the game but can watch if they really want to see it.  That seems just fine for some and we continue to see smiling faces leaving our demo.  The word is that we are looking good and people are “getting” Halo Wars in Germany.

    12:30pm Lunch
     Hello Ladies
    (Graeme Devine, Stephen Rippy, Jason Pace)

    It’s just enough time for a quick break for lunch and time for another coffee.  Perhaps that party wasn’t the best idea we had last night? 

    The demos have been rolling along.  For each group we do a quick control overview and then give as many people as possible a chance to play against the AI.  We actually had to bump the difficulty up for a few of our groups.  Some people need almost no instruction on how to attack this game.  It was fun to just sit back and watch them play.

    I am a bit worried about Graeme’s voice holding out for the whole show.  Not only is he doing the full intro presentation but he’s also handling all the television and radio interviews.  I bring this up and he looks at me like I am worried about nothing. 

    I <3 Lamp

    2:00 pm
     
    (convention floor)
    We had a scheduled break this afternoon and I took some time to actually walk the show floor.  They really do put on a great conference here and the show floor was full of excitement and buzz.  The closest thing I have seen to this is the old E3 format.  This show seems even bigger and its definitely cool to see the looks on the fans as I walk around with my Halo Wars shirt.  I think most of them just wonder where they can get one of these.

    Can you taste the fan musk?
    (XBOX 360 Live)

    I also took a moment to check out the XBOX stage.  This place was pretty insane, and the crowd was really into the proceedings.  It just goes to show that people will do absolutely anything for a free faceplate.


    6:30 pm
    King of tiny chair land!
    (Here we are … perhaps a little tired)

    The final demos were packed and we had standing room only for the rest of the afternoon.  This was great and we knew that it was our last chance to get Halo Wars in front of these people before our long journey back to Texas.

    My worries about Graeme’s voice were mostly unfounded.  Although he did have me do the final two control overviews so that he would still be able to talk at dinner.  He’s a real pro at this and was a great sport about everything we asked him to do during the show.

    Now, about those beers…

    7:00 pm
    Tunnel of love 

    Leaving the show the plan is to have one final night of celebrating and see if we can keep up with our friends from Rare and Lionhead.  It’s been a whirlwind show and our Halo Wars build performed like a champ.  By my calculations we showed the game to over 130 members of the media during this event.

    We packed up our stuff and left the show with our hard drives in tow.  Halo Wars has left the building. 

    Leipzig Day 3 – Prologue

    Bier Hall of the Gods 
    (Auerbach’s Celler)

    Last night we did indeed head out and celebrate.  We had one great German meal at the famous Auerbach’s Keller (Celler) restaurant.  This restaurant has been going since 1538 and is the setting for the play Faust.  I don’t know what type of Faustian bargain the chef’s have made, but the food was just as delicious as the flowing German biers. 

    A couple of us are actually heading to Berlin for a day of sightseeing, but this seems like a perfect place to bid farewell to Germany on behalf of the Halo Wars team.

    Germany has been a great place to show off Halo Wars.  The German fans really seem to understand what makes a strategy game like Halo Wars so fun to play.  After this trip it’s even easier for us to remember why these games are so much fun to make.  We can’t wait to get this out in front of our fans all over the world.

    auf Wiedersehen!

  • Leipzig Day 1

    Leipzig Update – Day 1

    We're all tired and heading to bed (it'a almost 1am here), but I wanted to give a quick update about how the day was going.
     
    8:00 am
    We started this morning with a quick ride to the conference center the swanky XBOX360 van.  The Leipziger Messe is pretty close and really an amazing sight to behold.  Here is a picture:

    City of the Future 
     
    8:30 am 
    We set up the room and checked all the connections one more time.  Everything seems in order and we had 10 minutes to spare so we decide to have a quick shot of espresso before the fun begins.  We took that coffee on the outdoor patio:

    Stool Sample
     
     
    9:00 am 
    Our first demo started promptly at 9:00 and we did 4.5 hours back to back (4 people at 30 minutes each) and finally got 20 minutes for a lunch break. Honestly it went by so quickly that nobody was that hungry or realized how long we had been going.  The feedback was amazing and the strategy-crazy German press was being convinced one by one that a strategy game could work on the console.  Time will tell, but the feedback was consistent and clear.  We want/need Halo Wars now!

    Lore Master

    1:40 pm - Lunch time
    We had a quick lunch at the kitchen (Spatzel and soup I think) and during that lunch Graeme got pulled away for his first TV interview with MTV. We are still trying to track down when and where this will be aired in Europe.  However, the interview went awesome and it was great to see them come to the MS booth just to see Halo Wars.


    2:00 pm
    The rest of us went back to doing non-stop demos until 5:30 pm (Graeme rejoined us after 30 minutes.)  The feedback was once again consistent and we heard some great feedback. 

    The controls were extremely well, received with everyone that played having a great time.

    Nerd Kingdom

    They come in pints!5:30 pm
    Here we had the second of our specialty interviews.  This time we let Graeme loose on the European XBOX insider guys.  A nice video interview ensued with Graeme knocking questions out of the park.  This stuff should show up on XBOX live in both Europe and the States sometime soon.
     
    6:00 pm
    Here we had our final demo of the day and a chance for the PR team to come tell us that we were the most requested game at the front desk (we are behind closed doors at Leipzig so you need an appointment.)  That was pretty cool to know and so we headed back to the XBOX van with smiles on our faces and German biers on our minds.

  • Halo Wars Monthly Update 07.31.08

    It's been a busy month for us! Please excuse me for sneaking this update in here on the last day...

    E3 Awards

    We were all pretty excited by the response of those who sat down to play Halo Wars at E3. Our demonstration of the game involved a brief talk on what the game was all about, a look at the Five Long Years movie, and then the press sat down with a buddy to play against two AI players. The controller was placed in their hands and away they went in their co-op 2v2 game. It was very encouraging to see how many of these folks got the hang of playing the game with our control scheme. They got it and beat down their AI opponents! Getting the controls right is such a huge part of making an RTS game work on the console and it looks like we’ve cracked that part of the equation.

    It was really cool to watch the game being demonstrated on G4, especially with the enthusiasm of the hosts. They seemed honestly impressed with the game and even nominated Halo Wars for the best Xbox 360 game of E3! Not bad for our first console game. The nominees for the Game Critic Awards have also just been announced and we're up for Best Strategy game there as well.

     

    Legendary

    We had to make sure the game was solid for E3, so we spent a lot of time playing the co-op 2v2 part of the demo against the AI to check for bugs, and difficulty level. Most of the games would be played on the easier or normal difficulty levels at E3 so we played a lot of games on those settings, but for those of us who have played the game for a number of years against each other this wasn’t much of a challenge. It became a bit of a contest to ratchet up the difficulty level to see if you could beat the two AI players on legendary, where the enemy was made especially difficult in a number of ways.

    One evening late in the process of getting the E3 build ready, I was paired up in the playtest lab with Jerome Jones, the designer who is in charge of the scenarios for the campaign. I wasn’t too sure how good Jerome was at the game since I hadn’t played him in a multiplayer match, so when I noticed he was taking his sweet time getting a second base going in our game on heroic difficulty I wasn’t sure if he was just messing around or not. We beat the heck out of the AI players, despite Jerome’s slow start, and then he suggested we take things up to legendary, which is quite a jump in difficulty right now.

    As we got underway on our second game on the harder difficulty, Duane “Saint” Santos and Brad Robnett were in the middle of a legendary game. Duane was having a rough time of it and by the time Jerome and I were mopping up our two AI players after double teaming them one at a time, he was declaring that the legendary AI could not be beaten, which was followed by plenty of laughter and jabs from our side of the lab. Great game Jerome, you can be my wingman any day.

    With the rules and units of the game getting fleshed out and finalized, work on polishing, refining, and balancing the AI for the various difficulty levels is fully underway. These E3 AI opponents were just the beginning. Legendary will be a challenge that will be worthy for the most experienced players.

     

    Leaders

    Those of you who watched the E3 coverage on Halo Wars closely probably picked up on the mention of Leaders and unique units in the game. Dave Pottinger mentions Captain Cutter and the Prophet of Regret in this 1UP.com demo: http://www.gamevideos.com/video/id/20150

    Leaders give you access to some unique abilities, units, and bonuses, depending on which one you choose. As mentioned, the Elephant is unique for players who choose Captain Cutter as their leader, giving them a mobile barracks to train units out of and also potentially saving you a building site if you choose not a construct a barracks at your base. The Cyclops is another unique unit that will only be available to a specific leader, and the MAC Blast and Carpet Bombing abilities that you saw are usually divided up between two leaders. For the purpose of the demo at E3, we wanted to show them both so our leader had two abilities. In a normal game that wouldn’t be the case.

    Which leader you choose will influence what strategies you might want to try during a game, and various combinations of leaders can compliment each other well in team games. They are a pretty cool part of the game that we’ll discuss in much more detail in the future.

     

    Upcoming Milestones

    There really aren’t that many milestones left, so they are all monumental from here on out. We’ll have another situation report for you next month with what is going on with the project and how we’re progressing.

  • Halo Wars Monthly Update 06.20.08

    E3 Beckons

    Probably not many of you reading this have ever been to an Electronic Entertainment Expo, which is now called something like the business and media summit, more commonly referred to as just E3. These shows have been around for quite a few years, originally starting in the 90s in Los Angeles. E3 migrated over to Atlanta for a little while but eventually found its way back to LA where it has stayed ever since. They used to include a day for the public to come in and check out the games, but the show has been gradually becoming more of the closed door, press pass, VIPs only type of affairs. Last year it still had the big announcements but was lower key overall, with pretty much press and buyers the only folks allowed to get in and see the wares. So although we’re going to be showing Halo Wars there, you’re likely going to have to live vicariously through second hand accounts from members of the press.

    We will certainly update our website, as we did last year, with some E3 materials, links to announcements, articles, and any other information that comes from the show.

    What are we going to be showing? We’re going to be showing a recent build of the game. We have a milestone that is shortly before E3, so we’re going to take a few days to test it and make sure it’s running well, then take it to LA. A lot more of the game will be visible and hopefully we will be able to hand over the controller to let people try it for themselves. We’ve come a long way in the last year, so get ready for a new look under the hood.


    The Cyclops

    One of the new units that was revealed in the recent GamePro feature on Halo Wars was the UNSC Cyclops. People who’ve played our games may remember Age of Mythology, which allowed players to use the mythological Cyclops unit. The unit name is a nod to that game, and the fun we had with that unit. The GamePro article described the Cyclops in Halo Wars as a “gigantic bipedal mech”, which is something of a hyperbole. This naturally brought on nightmare-ish imagery to some Halo fans of a MechWarrior style machine of war with missile and guns on it. That’s really not the case.

    The idea of the Cyclops is simply a repurposed piece of equipment. It’s not a giant fighting machine, it’s not actually not much larger than your average Spartan, and certainly smaller than something like a Scorpion. These mechanical suits house a man who operates it, and they would normally be put to work moving around supplies, ammunition, or doing the heavy lifting on construction projects. When the Covenant come knocking though, you’ve got to fend them off with whatever you have at your disposal, including these awkward looking things. We don’t feel that a guy in a mechanical suit (Spartan anyone? Mark I?) is a big stretch for the UNSC.


    The UNSC Arsenal

    With UNSC vehicles and weapons in mind, we’re going to be rolling out some general information on the forces that they can wield here on the site. This will include some possible renders, concepts, or maybe some animations as well. In addition, we’re going to be revealing the structures that you can build at your base. Many of you will remember that we have previously talked about a socketed base system, where you construct buildings in predefined locations. A large part of the strategy in the game is not only based around what units you build and field, but what buildings you decide to set down and when. We’re sure you’ll hear about this during E3, and over the summer we’ll be providing more on how that all fits together to create the UNSC in Halo Wars.


    Screenshots

    A gaming news site that some of us visit recently posted some screen captures from our 2007 E3 demo and proclaimed them as new. Things like that really make you realize just how far the game has come. Even screenshots in our gallery from a few months ago really don’t do the current game justice. With that in mind, our screenshot gallery is going to undergo a few updates in the near future to feature some more recent images from the game. Some new, some from magazine articles etc which you may have seen before. So watch for that as well!

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