Originally released as an Xbox 360 exclusive back in 2009, Halo Wars was heavily billed as an RTS-lite experience for console gamers and newcomers to the genre. After all, real time strategies have traditionally not fared well in the absence of a mouse and keyboard. The sequel, Halo Wars 2, differs somewhat in as much as it is intended for a PC release from day one, but it seems this fact hasn’t much changed the design philosophy of the game itself.
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Speaking in an interview with GameSpot, Creative Assembly’s executive producer David Nicholson explains that much of the game’s core mechanics are designed in such a manner as to be accessible to the masses. He describes the classic Resource Management of so many similar games as a plate-spinning act before going on to ask “what happens if we take a couple of those plates away from you, for example you don't need to worry about resources? Don't worry, we've got that covered for you.