We really wanted to get that feel across. Devine: "Before we go get some fire practice in, let's take a look around the base.View shifts upwards to Warthogs under repairs near the base entrance. Why don't we get a little of fire practice in?" Serina: "The Covenant are on the move, north of the base.Marines exit from the Pelican, which then flies away. The aircrafts fly over a wall and arrive at a UNSC base inside a canyon. They are one of the new vehicles we are adding into the game." Two smaller UNSC aircrafts join the Pelican. Serina: "If you're through taking the scenic route, we need your help.One of the Pelicans fly away while the second flies over a lake. Built from the ground up for the Xbox 360." Opens to a cinematic: two Pelicans flying over a natural terrain. One crew member, the ship's AI Serina, will be helping me out today. We follow the adventures of the UNSC support vessel, called Spirit of Fire. Halo Wars is set in the year 2531, right as the UNSC has retaken the planet called Harvest. I am very excited to give you this early glimpse to the game. Graeme Devine: "Hello! My name is Graeme Devine, lead designer on Halo Wars.Transcript Įnsemble Studios logo is shown, followed by the Halo Wars title art. However, Devine (now controlling the game) proceeds to showcase some of the structures and buildings that make up the base facility. The Pelican drops off its troops, and Serina informs the player that Covenant forces are situated to the north of the base and about to attack. The track De Facto the Matter from the Halo Wars: Original Soundtrack plays in the background. The actual game footage opens with a panning shot of a Pelican dropship and two Sparrowhawk gunships (notably, the first time these aircraft were ever revealed) heading toward a UNSC base on an unknown Forerunner installation. The demo opens with Devine giving a brief rundown of the game's story and setting, before jumping into the action.
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The ten-minute pre-recorded demo showcases Ensemble Studios' lead game designer Graeme Devine playing through a short segment of an alpha build of Halo Wars, showing off a number of features for the first time. To showcase the demo, a number of spare devkits were taken to the event in case of issues, though they were ultimately not needed. The demo was positively recieved, with the console-centric controls picked up by the players without much issue. The build was put together in the weeks leading up to the event, and taken to Santa Monica by Producer Chris Rippy and Lead Designer Graeme Devine, wherein the demo was shown to around three hundred journalists over the course of three days, who were able to play the demo. 3 Changes from the final release of Halo Wars.