Halo Wars 2 (X1/PC) Creative Assembly. Awakening the Nightmare, a full Campaign/MP expansion out later this year (p6)

Anything to do with games at all.
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RockerShaun
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out late 2016. Open Beta 13-20th June & Screenshots
by RockerShaun » Sat Jun 11, 2016 12:53 pm

Anyone know if we will be able to pre-download the beta before Monday?
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Monkey Man
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out late 2016. Open Beta 13-20th June & Screenshots
by Monkey Man » Sun Jun 12, 2016 7:29 pm

A screenshot from a CGI trailer which I assume is from Halo Wars 2 -

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The guy who's leaking some of the MS stuff says -

HW 2 campaign looks awesome :) and release date is feb 2017

The trailer i saw said Feb 21 2017 at the end so 99% it's true.

Also there are 2 different editions + season pass

Deluxe includes season pass and if i remember correctly costs $80~
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Garth
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017??. Open Beta 13-20th June & Screenshots
by Garth » Mon Jun 13, 2016 7:27 pm





In Halo Wars 2, the Spirit of Fire and her crew, led by Captain Cutter, face a deadly new faction known as The Banished. Their chief, the Brute warlord Atriox, is both a deadly warrior and brilliant military leader in control of a massive army. The key to victory is knowing your enemy, but Atriox is a threat no one is prepared for.

343 Industries and Creative Assembly bring you the explosive return of real-time strategy to the Halo universe in Halo Wars 2. Build and command powerful armies of vehicles and troops in epic battles on the biggest Halo battlefield ever. Experience an all-new story across 13 action-packed campaign missions. Play with or against friends, or matchmake with the Xbox Live community in a variety of multiplayer modes supporting up to 6 players. Join the Multiplayer Beta 13/6/2016 - 20/6/2016.
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Monkey Man
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017. Open Beta out now until 20th June.
by Monkey Man » Mon Jun 13, 2016 7:29 pm

Beta out now, 13.2gb.

With that said, you won’t have to wait until next year to play Halo Wars 2. In the Xbox booth at E3, you can play the Strongholds game mode on both the Xbox One and Windows 10 PC versions of Halo Wars 2. Also, starting today, anyone with an Xbox One and Xbox Live Gold can download the Halo Wars 2 Multiplayer Beta, which features two game modes over the course of a week. Here’s more on each mode:

Domination will be available from today through June 16. Domination is the classic RTS gameplay from Halo Wars, now with all-new units, leaders, special abilities, and the amazing depth of Halo Wars 2. Players will build their bases and armies, and battle for control of the map and supremacy on the Ark.
Deathmatch will be available from June 17 until June 20. In Deathmatch, you’ll plan and build your base and army – but instead of fighting for map control, you’ll fight until only one player remains standing.
This represents a beta in its truest sense, a snapshot of our game in-progress. This isn’t a “marketing beta” right before launch; we are eight months away from release, and so there will be bugs and kinks that you’ll experience in our multiplayer beta. Getting feedback and telemetry in a public beta setting will be crucial to our gameplay tuning for launch, so we wanted to give everyone access to the game as soon as we could. We want your help and feedback in order to to make Halo Wars 2 amazing!

http://news.xbox.com/2016/06/13/halo-wa ... lable-now/
Last edited by Monkey Man on Mon Jun 13, 2016 7:51 pm, edited 1 time in total.
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Garth
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017. Open Beta out now until 20th June.
by Garth » Mon Jun 13, 2016 7:50 pm

The first game is getting a re-release on Xbox One and PC too, Halo Wars Definitive Edition:

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KjGarly
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017. Open Beta out now until 20th June.
by KjGarly » Tue Jun 14, 2016 10:19 am

Went to start the Beta just now, loads up and then performs an update at the games menu and restarts and now won't even get past the press start screen :|

Deleted and downloading again to the internal drive. Before I realised you can simply move to other drives without redownloading :fp:

Edit*

Bloody Halo, decide to carry on my Halo 2 game, switch to old graphics and back and it freezes up and quits the game back to the home screen :fp:
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Peter Crisp
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017. Open Beta out now until 20th June.
by Peter Crisp » Tue Jun 14, 2016 1:00 pm

That seems to be a placeholder price by amazon as a lot of the E3 games are that price.
jiggles wrote:Nobody with a VR headset is going to be using it regularly this time next year, let alone in 4 years time.


Posted 16th March 2016. Let's see.
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Garth
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017. Open Beta out now until 20th June.
by Garth » Tue Jun 14, 2016 7:02 pm

Peter Crisp wrote:That seems to be a placeholder price by amazon as a lot of the E3 games are that price.


It's Halo Wars 2, Halo Wars Definitive Edition and the Halo Wars 2 season pass in one bundle.
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HSH28
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017. Open Beta out now until 20th June.
by HSH28 » Tue Jun 14, 2016 8:19 pm

Winckle wrote:£64.99 lol what


Seems like a reasonable price for a game with all its DLC and a remastered version of the game before it. All available on Xbox One and PC.

In fact it seems like more than reasonable.
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Super Dragon 64
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017. Open Beta out now until 20th June.
by Super Dragon 64 » Wed Jun 15, 2016 7:05 am

I thought that the beta was also for PC :(
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NickSCFC
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017. Open Beta out now until 20th June.
by NickSCFC » Wed Jun 15, 2016 10:25 am

Monkey Man wrote:No cross-platform play for Halo Wars 2 - http://www.eurogamer.net/articles/2016- ... tform-play


Does the PC version have mouse/keyboard and touch controls?
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Monkey Man
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017. Story Vidoc (p2)
by Monkey Man » Thu Aug 11, 2016 7:56 pm

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Halo Wars 2 Beta: Thanks to You, the Game is Changing

Hey Guys,

I first wanted to take a moment to thank everyone who participated in the Halo Wars 2 Multiplayer Beta this past June. As a reminder, this was more a technical preview of where we are in development, or as I like to refer to it, a true development beta. This not only enabled us to test our backend and tuning, but also to put the game in the hands of players early enough that we could respond to feedback.

The Halo Wars team, across 343 Industries and Creative Assembly, felt it important to share with you our key takeaways, and how we will be adapting the game based on your feedback. You took the time to play, so now we are taking the time to respond to things YOU have made a direct impact on. Community feedback, forums, user research tests, and our own backend systems and observations all drove development changes that the game will undergo post-beta period.

Probably the biggest criticism we heard about the beta was issues with connectivity, de-synchs, etc. I’m happy to say that, thanks to you, we’ve already addressed these issues in the final game.

There are a significant number of individual changes and adjustments being made, including unit tuning, game mode pacing, UI improvements, stability, and flow improvements based on the data we received from the beta. At a high level, there are five main areas of focus that we’ll be adjusting, in addition to the general improvements listed above:

Controls
Leader Abilities
Bases
Resources and Energy
Population
Controls

We received a great deal of varied feedback around the control scheme in the beta, and based on this feedback, we’ve already made a number of adjustments to the controller layout to make it faster and easier to engage the actions players want to take. In addition to the layout changes we’ve already completed, we are investigating multiple controller configurations. It’s still to be determined what we can get done in time for launch, but we’re hopeful to add more choice when it comes to control schemes.

Leader Powers

While the Leader Powers were popular among those players that invested time in them, many players found their use unclear, and that the evolution trees were confusing, or not distinct enough. We are currently working at ways to make the Leader Powers usage more straightforward, easier to use, and understandable as to how the powers are evolving. Basically, we are tuning Leader Powers to better balance cost versus impact.

Bases

Arguably the biggest point of feedback regarding bases was that it wasn’t clear enough how buildings were evolving, or the amount of damage they had sustained – both for the attacker as well as the defender. As a result, we’re working to change the appearance of individual structures within the base to better reflect their current state. This will help players eyeball their base, or that of their opponent, to quickly assess its stage of development. We’ve also already added UI feedback so that players will know when their own structures are working on upgrading or creating units.

Resources and Power

Power collection was highly discussed topic; we heard loud and clear that costs seem too high, and players were forced to have Supply Depots and Reactors occupy a high number of build slots. As a result, we are changing the costs to scale with the stage of the game. For example, in the early stages, with lower power units, you will mostly focus on Supplies. As you progress to the more advanced stages, Power will become more of a factor, and you’ll need to start planning an approach to resource buildings. The goal here is to facilitate management of resources early in the game while giving the players choice about how to grow their armies. In general, the benefit of having a two resource economy is that it gives players greater depth and control in defining their own strategies. Supply and Power are used for different things (i.e. buildings and units vs. technology upgrades and Leader Powers) and focusing on one over the other is an important strategic decision during each match.

Population

Without a doubt, it was clear that you want a higher unit population count. You got it! While the unit cap for the Beta was purposely lower than what we’ll launch with, we’ve already raised the population and are working to possibly increase further for the final game.

More to Come!

This is just a subset of the high level changes we are making, based on all of your great feedback. Thank you for all the time you invested in playing the beta and sending us your feedback. Our team takes all the feedback very seriously and it’s exciting to have you help us shape what Halo Wars 2 will become. Plenty more surprises to come, but we wanted to, again, thank you for taking this journey with us.

The beta showed only two of the many multiplayer modes we’ll feature in the game. The range of modes are intended to satisfy a number of play styles and appetites; we’ll have modes that run from hours of play to modes you can play in as little as 5 minutes. We’ll outline more around these modes as we approach launch, and you’ll have a chance to play these in the coming months.

They’ll be more upcoming chances to play Halo Wars 2 at events like gamescom, PAX West, and a few more events around the globe. Please note that the changes I outline here are ongoing work streams, and you won’t necessarily see them at these events, but they’ll be present in the final game. Also, keep in mind that we’ll be having another Beta coming in early 2017 that will be on BOTH Windows 10 and Xbox One!

Thank You,
Dan

http://news.xbox.com/2016/08/11/halo-wa ... -changing/
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Lucien
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017. Open Beta out now until 20th June.
by Lucien » Fri Aug 12, 2016 12:01 am

Winckle wrote:£64.99 lol what


But it comes with cut out content and Halo Wars, the same backwards compatible Halo Wars I picked up for £3 a few weeks ago.
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RockerShaun
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017. Story Vidoc (p2)
by RockerShaun » Fri Aug 12, 2016 10:28 am

Looking forward to this. We've been playing the original Halo Wars again for old times sake.
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Lucien
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PostRe: Halo Wars 2 (X1/PC) Creative Assembly, out Feb 2017. Story Vidoc (p2)
by Lucien » Fri Aug 12, 2016 4:59 pm

I did enjoy Halo Wars so getting to play this new game, probably, at some time in the future would be good. :toot:

One thing that's a bit of a letdown is it's just one campaign of 13 missions. It'd have been good if they put in two campaigns (Command and Conquer 3 has three campaigns).
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FatDaz
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PostRe: Halo Wars 2 (X1/PC) announced, out late 2016
by FatDaz » Sat Aug 13, 2016 11:50 am

Peter Crisp wrote:I thought the first game was the best attempt yet at an RTS on console so I'm over the moon that they're trying again.


Red alert on PSone was a cracking RTS

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