On the battlefield, just tap the A button on a unit to select, say, a Spartan super-soldier move your cursor to a location via the left analog stick and tap the X button to send him there. Almost every action in Halo Wars can be accomplished with two button presses, and production choices are made from a Mass Effect-like radial menu that never has more than eight options. This game was built from the ground-up for the Xbox 360, and the control system shows it. The Ensemble developers seem to have had just that experience, because they took a totally different approach with Halo Wars. As a result, many of these ports simply don't work as advertised, and gamers end up shaking their fists at an angry and vindictive God. Actions that were designed to be managed with the precision controls of a keyboard and mouse are shoehorned onto a controller with a limited number of buttons and a slower system of on-screen navigation. Many console strategy games are ports of their PC counterparts, which causes design problems from the outset. In stripping the RTS experience down to its core function of creating an army to defeating an enemy, Halo Wars brings something fresh and lively to the console RTS landscape. Rather than strike out on its own with an approach more akin to its wide-open Age of Empires series of real-time strategy games, Ensemble has stuck to the Bungie formula in Halo Wars. Halo has always been about intense bursts of run-and-gun gameplay with pretty graphics and a robust and addictive multiplayer component, all wrapped up in a compelling story. And although Spartan warrior John-117 doesn't appear in the game, developer Ensemble Studios has otherwise closely followed Bungie's formula for success. For the first time, a non-Bungie development studio has tried its hand at expanding the series in the form of Halo Wars, a real-time strategy game set in the universe popularized by the enigmatic Master Chief.