ALISTAIR HOPE TALKS HALO WARS 2

"In a way we are going back to those roots"

ALISTAIR HOPE TALKS HALO WARS 2
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The predecessor to this game, the first 'Halo Wars', was developed by Ensemble Studios, a studio who's unfortunately are no longer with us. How did this long-awaited sequel end up with you at Creative Assembly instead?

It’s been quite a few years now since the first 'Halo Wars' came out. It has been a while! But ever since its release, it’s basically been the “number one” title that people most wanted to see a sequel to. So, it’s thanks to the fans that it’s happening now. And I think Halo-studio 343 Industries had also been looking for the right partner to collaborate with on a sequel for quite some time. Given Creative Assembly’s background and legacy in making strategy games and since we’re all big fans of the 'Halo' series and the first 'Halo Wars' this really felt like a perfect partnership for them to pursue.

Any contact with the people who made the first game?

From the first 'Halo Wars' title? No, no.

Not that you would need advice. Given your long list of strategy-titles. What do you think makes you so great at mastering this genre?

I think part of what makes it work, something true of all our games, is that we’re really fortunate to be able to work on projects we’re genuinely passionate about. No matter what the subject is, I think that passion shines through. Whether it’s about recreating Rome and striving for realism in the 'Total War' series, diving into fantasy with 'Warhammer', or capturing the look and feel of the 'Alien' films in 'Alien: Isolation', we have cared deeply about each one, and that’s definitely been the case with 'Halo Wars 2' and the fantastic sci fi universe of 'Halo'. We love digging into this kind of material, deconstructing what makes it work, and then re-building it in our own way. That is how we create something new that still feels authentic to its universe.

On a side note, I have to praise your direction on 'Alien: Isolation', and while I have you I’ll take the chance to pitch VR for that game?

Right?! (laughs)

This is such a massive and beloved franchise. How did it feel, personally, to get this chance to leave your own mark on it?

It was an exciting opportunity to make a strategy game in this universe, and also to create a sequel that felt faithful to the first while pushing things further with new ideas. Personally, wow! I’ve always been a huge Halo fan. I like to think I was one of the very first people in the UK to own an original Xbox console along with 'Halo: Combat Evolved'. I actually imported one from the US just to play 'Halo' the same year it came out there. I instantly became a huge fan and have been ever since. So yes, being asked to make a 'Halo' game was pretty special, not least as a fan of the fantastic first 'Halo Wars'.

Did you feel the weight of introducing all new elements into the franchise's universe?

We were very aware, and very careful, about that. Everything we wanted to do from a gameplay perspective also had to feel true to the tone and logic of the 'Halo' universe. Take the new Kodiak unit, for example. It’s something completely new, but it still feels like it’s always belonged there.

How much creative freedom did 343 Industries give?

They’ve been absolutely fantastic. With our experience in strategy games and 343 Industries as the guardians of the franchise and universe, it became a very natural and honestly a wonderful collaboration. We’ve been able to expand this universe enormously, adding a new faction and significant new characters like Atriox and all new units for both the United Nations Space Command and The Banished, such as the Kodiak, we worked very closely with 343 on all of that.

How did as director approach telling the games' story?

There is only one way we tell the story, and that is through battle, of course, difficult choices and moral decisions remain a big part of the narrative journey but the story unfolds through mission design and cutscenes, it is actually a great way to tell a story and I genuinely think real-time strategy games can tell compelling stories. We also worked very closely with 343 Industries on the narrative, and we also owe a lot to the first 'Halo Wars' in that regard, we were very lucky to continue collaborating with Blur Studios, who created the cinematics for the first game and who we again worked closely with for 'Halo Wars 2'. They’re truly world-class.

From the very start, 'Halo: Combat Evolved' was actually meant to be a strategy game. Do you think there is still something at the core of 'Halo' that makes it so fitting for the genre?

First and foremost, I think it works because the universe is just so huge! (laughs) It is rich with history and characters, so from a world-building perspective there’s so much to draw from. The lore provides an incredible amount of material to build on. I think 'Halo' and real-time strategy are a great combination precisely because of that depth. And it’s interesting that 'Halo' was originally conceived as a strategy game before it became a first-person shooter. In a way with 'Halo Wars 2', we’re going back to those roots, and I think it feels like a very natural fit for the universe.

'Halo' was also originally planned for PC before becoming an Xbox-defining title. Strategy games, of course, have traditionally lived on PC. How was it approaching this one for console as well. This is your first strategy–game on console?

As we mentioned earlier, Creative Assembly has a long legacy of making strategy games for PC but we have also made several console titles, and since we use our own technologies, we have become quite adept at working across different platforms. As a studio, we’ve built a really interesting portfolio of games. 'Alien: Isolation', for instance, was one of our big console successes, so working across both Xbox One and Windows 10 here came very naturally to us.

But surely there are differences in what players expect from a strategy game on PC versus on console?

That’s a good question, and an interesting one. With the Xbox One version, we saw a chance to make a game that could appeal to everyone, a 'Halo Wars 2' that could introduce new players and fans to the strategy genre, a genre we at Creative Assembly love and want more people to experience. Combining strategy with 'Halo' felt like a great opportunity, a way to bring console players into strategy while also offering PC players something big and meaningful, it was a chance to reach new audiences on both sides, including those completely new to the series.

Can you ever really please everyone?

We’ve certainly worked very hard to try. We’ve created a wide range of modes so there’s something for every kind of player. If you’re new to strategy games, we’ve got accessible modes like Stronghold which is more arcade-action oriented, as well as the main campaign with its strong narrative, which also serves as a great introduction to the game’s design and mechanics. For experienced players, we have modes like Deathmatch and Domination, which are all about showcasing skill and mastery.

The first 'Halo Wars' took place roughly twenty years before the original 'Halo'. When does this one take place?

This one also takes place before 'Halo: Combat Evolved', twenty-eight years after the events of the first 'Halo Wars'. We follow Cutter and his crew aboard the Spirit of Fire as they awaken from cryosleep above the Ark. They don’t know why they’re there or how they got there, but beneath the Ark they discover this incredible installation, encounter The Banished and Atriox, and as they explore, they begin to uncover the story and understand what’s going on, and what they need to do.

So in a way, 'Halo Wars' is like a prequel series?

I think that’s pretty cool! Because if you’re completely new to the series, this is a great entry point, especially since Cutter and his crew, having just woken up (laughs), don’t know anything about what’s happened before or after this point either. They don’t know what’s going on in 'Halo' 1, 2, 3, or 4, they’re in the same situation as the player. So players discover this universe alongside them. And if you’re already a fan, there’s so much here to enjoy, we’ve expanded the universe with tons of new content and details you won’t want to miss.

Any appearance from Master Chief?

'Halo Wars 2' is about Cutter, Atriox, the UNSC, and The Banished. That’s really what it’s all about.

What about The Covenant or The Flood?

So yes 'Halo Wars 2' is only about...(laughs)

So who are Atriox and The Banished?

Atriox is their leader, and he is a fascinating one. I think he is a new kind of character for the 'Halo' universe. He’s not as clear-cut “good or evil” as villains often are. On one hand, he is a brutal warrior, but at the same time, he’s a clever and grand, commanding leader for his people. He has a great backstory, and I think fans will really like him. He leads The Banished, a faction that broke away from a previous one. They make use of whatever technology and materials they can find around them. And in that sense, they do have something in common with The Covenant, they’re cut from similar cloth, but they’ve got their own look and feel.

What do they bring on gameplay-wise?

We have added lots of new elements, one of which is the Blisterback, which is this flying unit that’s somewhat insect-like, with six legs. It is pretty cool, when deployed, it slams down into the ground and then rises up to fire rockets from its back. It’s an amazing unit. The Banished feel fresh and powerful, a worthy opponent for Cutter in the campaign, and they’re also great fun to play as in multiplayer.

There’s also a new character we haven’t talked about yet, Isabel?

She’s an artificial intelligence who’s something of a trickster. She can do some really interesting things, like using holograms to confuse enemies. She plays an important role in the story, but she’s also a fun and quite unique leader in multiplayer and in Blitz mode she offers a very different style of gameplay.

Blitz mode?

Blitz mode is really interesting. It was born from desires to create a mode that could attract a wider audience and make strategy games approachable for everyone. What we found was that the combination of strategy and card-based mechanics made it both accessible and deep. It’s really straightforward to get into yet the choices you make have real impact on your tactics and chances of victory.

When you mention “wider audience” and “card-based,” it’s hard not to think of certain other popular games right now?

(Laughs) Yes. But that honestly was not our goal. Blitz mode truly came from our mission to make strategy for everyone and we explored different ways to streamline the experience. We wanted to move focus away from base-building and leveling, and instead find alternative ways for players to assemble their armies. You do that through managing decks of cards, planning your strategy ahead of time, almost like you’re playing offline, without the stress and chaos of doing it mid-battle. Then you go into combat, and see how effective your pre-match-choices were, combined with the leader you selected. Each leader has their own abilities and playstyle. So there’s still tons of depth and strategy to explore.

You said “almost like playing offline.” Will it actually be possible to play multiplayer offline?

You will always need to be online for multiplayer and co-op. The campaign, however, can be played offline.

The mainline 'Halo' series has started moving closer and closer to the professional competitive scene. What do you think about the chances of 'Halo Wars 2' finding a place there?

Our goal has been to create a truly fantastic and fun experience across all modes. We absolutely love the eSports scene and want to support it, but I think it’s really up to the fans and players to make that decision for us. That said, one of the great things about Blitz mode is that it is not only fun to play, but also fun to watch, trying to predict how matches will go. That’s one of the most exciting parts of our beta releases too, seeing how people play, and how many enjoy simply watching the matches unfold. It’s very exciting! But as for what the future holds for 'Halo Wars 2', I think that’s up to the fans.

You can play with an Xbox controller on PC, but what about the reverse, using mouse and keyboard on Xbox?

On Xbox One, our entire focus has been on the controller. Our main–goal has been to make the controls feel as natural and responsive as possible.

Any chance that might be added in the future?

Uhm.

No?

(Laughs)