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The pure purpose of that is as a training ground, teaching you how to do a variety of things like base-building, leader powers, unit selection, attacks, and counters. GB: Does the tutorial take people through how to get used to that? You can have up to four control loops at a time and easily switch to them, easily add or take units out of those control loops. But we’ve added the ability to have control loops on the console through using the D-pad. The original title had all units and local units, which we’ve maintained. We’ve done that with things like control loops. We think it’s boiling down the things people want to do – what do you do with your units, how do you control them – and getting that as intuitive and accessible as possible with a limited number of button combinations. But the original Halo Wars is arguably the very best implementation of RTS controls on a console.
Nicholson: There have been some valiant, but maybe less successful attempts at doing RTS on a console. GB: There’s always the crowd that enjoys the genre on PC, but has a hard time on consoles. How can we make it more readily accessible, more understandable, but also get them exposure to the depth of an RTS that keeps you playing it? But there are also people who’ve bounced off RTS in the past, who have not found it appealing. We’re trying to understand what they’re looking for and how we can satisfy those guys. There are people who love RTS and don’t play everything else. The difficulty, the challenge comes from trying to build the RTS for everyone. We broke that down and built on what was successful about it.
Ensemble did a great job with the original Halo Wars.
Nicholson: We had a very strong original title to start from. GB: It seems like a difficult job, trying to do this on a console. We wanted to get Halo fans interested in an RTS, and we wanted to expose RTS fans to the fantastic story behind Halo. We wanted to bring Halo back into the RTS space, and we wanted to make an RTS for everyone. GB: How long have you been working on Halo Wars 2?ĭavid Nicholson: I think we started late in 2014.