Video Game / Halo Wars

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"This is Spartan Group Omega. If they want war, we'll give them war."

A Real-Time Strategy spin-off of the Halo franchise released in 2009 by Ensemble Studios. It was toted as an ambitious attempt to bring the RTS genre to consolesnote  and fulfilled the original concept of Halo as an RTS series instead of a First-Person Shooter.

The game takes place in the early part of the Human-Covenant War in 2531, roughly twenty years before Halo: Combat Evolved and its sequels. It centers on the crew of the UNSC Spirit of Fire, a former colony ship turned warship that uncovers a plot by the Covenant to accelerate their genocidal campaign on humanity through some newfound Forerunner treasures. The prequel setting draws from all corners of the Halo expanded universe, including more Spartans, preceding Arbiters, other human colonies, and even a Forerunner shield world. It also introduces numerous new units and vehicles, from enormous Vulture airships, to Cyclops mecha and mini-walker Locusts, among others. Being an RTS also dramatically increases the scale of Halo battles. Thought fighting two Hunters as the Master Chief was a challenge? How about twenty of them, supplemented by a fleet of Banshees?

Multiplayer allows one to play as the Covenant as well as the UNSC, with both sides offering different bonus and exclusive units based on the specific leader of the player's army, whether upgrading units quicker, creating mobile mini-bases, allowing ODST troopers dropped across the field, or even calling a Covenant ship to rain fire from above.

A sequel, Halo Wars 2, is slated to be released on Xbox One and Windows 10 in 2017.

Halo Wars provides examples of:

  • Arbitrary Headcount Limit: Halo Wars has a quite restrictive limit on the number of units you can have at a time. Not that you can't kill your way through several dozen Covenant with Scorpions, Hornets, Spartans, Warthogs, and MAC Blasts.
  • Arbitrary Minimum Range: Some vehicles such as Scarabs are unable to attack extremely close range opponents.
  • Ax-Crazy: The Arbiter of this game, unlike his more calm and rational successor in the FPS games.
  • Badass Normal:
    • Sergeant Forge. Not just any marine can face an Arbiter one-on-one and WIN. And that's not all. One of the game's unlockables hints he got into fight with a Spartan and held his own.
    • The Marines you can train in-game fit as well, but the ODSTs take the cake.
  • Bittersweet Ending: The Spirit of Fire's crew manage to destroy the Shield World and prevent the Covenant from acquiring the Forerunner ships on the planet, but they had to sacrifice Sgt. Forge and their slipspace drive to do so, meaning that they have to go into cryostasis without anyway of getting home. At least, not anytime soon.
    • Halo: Escalation initially seemed to turn this into a downer ending, as the final panel of issue six shows empty cryotubes on the Spirit of Fire while Flood infection forms are floating around, with the ship itself flying into a planet. However, Halo Wars 2, which takes place after Halo 5: Guardians, seems to indicate that the Spirit and its crew survived that incident mostly intact.
  • Bond One-Liner: Forge to the Arbiter: "And for the record, I'd have kicked your ass the first time if the lady hadn't stopped me!"
  • Boring but Practical:
    • Warthogs. While they start off like dung, they can be outfitted with Gauss Cannons and troopers on the side with grenade launchers.
    • The basic Marines, which can be turned into ODSTs.
  • The Cavalry: 20 minutes into "Arcadia Outskirts", Spartan Omega Team will come to give your army a hand. (Funnily enough, this is enforced; beating all the Covenant before Omega arrives will not end the mission, all so Omega can still come and "rescue" you.)
  • Clown Car Base: The Elephant. You can train 40 squads - that's 80 Hellbringers or 240 marines - out of it, despite the fact it looks like it can hold no more than 20, maybe 30 (and even that's pushing it). In fact, if you kill off your guys, you can train even more units all the way to infinity from this wondrous pachyderm. An achievement requires you to train 100 infantry out of an Elephant in a campaign level.
  • Cold Sniper: Jerome-092 is listed as a Sniper in the game. He actually uses a Spartan Laser, but due to its long range and pinpoint accuracy, it acts like a sniper rifle.
  • Construct Additional Pylons: The only way to get the additional resources needed to build the upgrade buildings and factory buildings needed to get more military manpower.
  • Continuity Nod: The Pillar of Autumn is mentioned when the Spirit Of Fire arrives at Arcadia. It aids in deploying Rhinos for the third mission there.
  • Crippling Overspecialization: Hellbringers, who wield flamethrowers. They're fantastic against infantry but since Video Game Flamethrowers Suck and most players prefer to pump out vehicles instead of infantry, Hellbringers tend to be too short range to be of any help. Compare that to the Covenant anti-infantry unit, Jackals, whose beam rifles give them very long range. Hellbringers are best used against ODST and Hunter rushes but against aircraft and tanks they're useless.
  • Deadpan Snarker: Serina.
    "Recalling surface squads so we can all die together, aye sir."
  • Death by Irony: After the Arbiter almost beats Forge to a pulp, he gets ready to run Forge through with an energy sword, when Forge tells him to look him in the eye. The Arbiter grabs Forge by his head, lifts him up, and says, "My face will be the last thing your pathetic eyes ever see." Forge promptly stabs the Arbiter in the face with a knife, steals the energy sword, and runs the Arbiter through with it, not only killing the Arbiter the same way the Arbiter intended to kill him, but making his face the last thing the Arbiter sees.
  • Defeat Means Friendship: A collectable Black Box reveals that Douglas-042 got into an argument with Forge after Anders was captured by the Covenant. The Spartan recommended that the Covenant ship be destroyed to prevent classified information from getting out, leading Forge to fight him and hold his own against the Super Soldier. From then on, Forge and Douglas always ate together in the mess hall. That said, the cutscenes imply that the Spartan in question was actually Jerome-092.
  • Distressed Damsel: Anders is captured by the Arbiter so the Covenant can use her to activate the Forerunner ships. Though once their back is turned (literally), she escapes on her own.
  • The Dragon: Arbiter Ripa 'Moramee takes up this role for Regret and the other Hierarchs. He's much more threatening than they are as well.
  • Dyson Sphere: The last arc takes place on a Forerunner Shield World.
  • Earth-Shattering Kaboom: The Forerunner Shield World is destroyed by having the Spirit of Fire's slipspace drive overload in its sun, causing it to go supernova and destroy the planet.
  • Elite Mooks:
    • Spartan Group Omega; Spartan-II super soldiers distinguished by their roughly 7-ft. height, olive-colored Powered Armor, and ice-cold combat dialogue.
    • ODSTs as well, who are basically space Force Recon Marines.
    • The Prophet of Regret's unique units, Honor Guard Elites, which can cloak, have shields, and wield energy swords.
  • Enemy Chatter: In true Halo fashion, units (infantry in particular) have a staggering array of context-sensitive lines - they complain about the cold on snow-filled maps, they cry out in panic when a friendly leader or powerful unit dies or an enemy leader attacks them, and they cheer when they're winning.
  • Enemy Exchange Program: Like in the shooters, Spartans can hijack most enemy vehicles.
  • Expy: The Grizzly Tank = The Mammoth Tank. They each have 4 sets of tracks, 2 cannons, and crush anything when deployed en masse.
  • Embarrassing First Name: The Arbiter's given name is jokingly stated to be 'Shirley' in the Main Menu tips. His real name is Ripa 'Moramee.
  • The Greatest Story Never Told: Especially since the game ends with the Spirit's crew stranded in space.
  • Harder Than Hard:
    • Legendary difficulty, which features endless respawns of Covenant dropships every minute and dropping a dozen Hunters outside your base.
    • Gold medals require you to lose none of your units.
  • Heroic Sacrifice/Unplanned Manual Detonation: Sergeant Forge stays behind to detonate the Shaw-Fujikawa drive bomb.
  • Hot Scientist: Anders is a decided example.
  • It Has Been an Honor: Jerome to Sgt. Forge, after the latter takes his place as the guy to activate the slipspace bomb.
  • Kill It with Fire:
    • Hellbringers, aka flamethrower marines, which are great against other infantry. Against vehicles and aircraft... not so much.
    • Flamethrowers are an excellent way to deal with the Flood's forces, so your base's defense turrets can include them.
  • Large and in Charge: The Arbiter is noticeably larger and more muscular than even the normal Elites.
  • Lonely Piano Piece: "Spirit of Fire", the leitmotif of the eponymous ship.
  • Macross Missile Massacre: The Vultures, especially after the upgrade. Likewise with the Wolverine units.
  • Magikarp Power: Marines are a relatively low-power starting unit for the UNSC, and are easily outclassed by higher tier units. However, pour enough investments into them, and they get upgraded to ODSTs and can be dropped ten squads in a row anywhere on the map via Drop Pods.
  • The Medic: Unlike the UNSC, Covenant cannot heal their units whenever they want. Instead they must build Engineers, which serve as passive healers. Combining them with the Scarab makes it nearly unstoppable.
  • Mini-Mecha:
    • The UNSC Cyclops, which is based on the Mark III exoskeleton (a predecessor project to the Spartans' MJOLNIR Powered Armor). It's not as big as the later Mantis from Halo 4, but it still towers over humans and some vehicles.
    • The Covenant Locust, best described as a mini-Scarab.
  • No Campaign for the Wicked: Ensemble wasn't even going to consider having a Covenant campaign in Halo Wars unless they were some kind of rebel heretic faction, and therefore presumably not evil enough to fall under this trope.
  • Obvious Rule Patch: Vultures and Scarabs are already so powerful that they can not be driven by Spartans (aside from one campaign mission for the latter).
  • One-Man Army: Covenant leader units like the Arbiter, Brute Chieftain, and Prophet of Regret are powerful enough to engage dozens of enemies on their own. Spartans do well against infantry armies too, though without hijacking they'll need support against vehicles.
  • Orphaned Series: Or game, at least. For six years, as soon as Robot Entertainment left, 343 Industries treated it as a distraction at best. However, a sequel was ultimately announced for a Winter 2017 release on Xbox One and Windows, bringing back hope that the series might continue even beyond that. Notably, Halo Wars 2 will be employing a Time Skip in order to bring the Halo Wars cast into the Halo 5: Guardians era.
  • Planar Shockwave: When the Shield World is destroyed.
  • Powered Armor: The Cyclops powered exoskeletons, and of course the Spartans' MJOLNIR suits.
  • Pragmatic Adaptation: The perspective from which the game is played created some necessary exaggerations. For example, Spartans commandeering vehicles do a lot more elaborate gymnastics in the process of doing so, because more subtle animation would be hard to pick out at that scale. Likewise, the Cyclops's original design called for something similar to the early, pre-Spartan, MJOLNIR Powered Armor as Mighty Glacier infantry. However, this was changed to make it a Mini-Mecha because the scale made it difficult for players to identify them at a glance on a busy screen.
  • Psycho for Hire: The Arbiter, who is described by his own allies as evil and picked up right out of prison, to boot.
  • Shout-Out:
  • Shoot the Medic First: Engineers are priority target when fighting against the Covenant, as enough of them can heal units faster than you can damage them. Since they are air units, Vampires excel against them.
  • The Stinger: Beating the game on Legendary will play a voice clip of Serina waking up Captain Cutter from cryosleep and telling him that something has happened.
  • Stop Poking Me!: Grunts will sometimes say "Yee! Tickles!" when they're selected.
  • Tactical Rock-Paper-Scissors: Infantry are cheap Zerg Rushers who can fielded by the dozens, but are wiped out by vehicles who are rarer, more powerful, and durable. Said vehicles are then weak to aircraft, who tend to be weaker but faster with a healthy range of firepower, and then those aircraft are trumped by the infantry.
  • Units Not to Scale: Due to gameplay limitations, the Scarab is much smaller here than in Halo 2 and Halo 3, but everything else is the same size the rest of the series depicts it as.
  • Wake Up Call Mission: The first three missions won't give you too much trouble. Mission 4, "Arcadia City", will come as a shock - protecting multiple fragile targets and managing at least two bases, all whilst under almost constant enemy attack, serves as a notice to players that things only get harder.
  • War Is Hell: The opening of the game really drives this home:
    "Captain's Report, Feburary 4th, 2531: Five years. Five, long, years. That's how long it took us to get Harvest back. At first it was going well. Then setback after setback, loss after loss, made what was going to be a quick and decisive win into five years of hell. Of course that's all Harvest is today. It's hell down there. But now it's ours again."
    • The Spartans manage to turn this into a Badass Boast: "War Is Hell. And I'm the Devil."
  • X Meets Y: Halo meets Age of Empires IN SPACE.
  • You Can't Go Home Again: Might be the fate of the crew of The Spirit Of Fire due to sacrificing their FTL reactor so that all the Forerunner ships are destroyed.
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