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Reviewed: November 3, 2003
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Released: : September 16, 2003
Recommended System: |
![]() Homeworld was the game that first introduced me to the RTS genre and, in turn, left me an addict. Relic’s masterpiece was complex, engrossing, visually stunning, and accessible. Followed by its brilliant expansion pack, Cataclysm, the Homeworld series quickly became one for which I had greatest respect. Picking up where Homeworld left off, the galaxy of Homeworld2, now free of empirical rule, has fallen into a state of disarray. A new enemy threatens the Hiigarans and an ancient prophecy appears to be nearing its own “End Times”. Once again playing the role of Karen S’Jet, you must protect Hiigara and fulfill your unclear role in the Prophecy. Told through in-game dialogue and animated cut scenes, Homeworld2’s plot, while far more mythical in nature than the one found in Homeworld, is excellent. Conveying a greater sense of urgency than either Homeworld or Cataclysm, the story goes well beyond what one would expect to find in an RTS and helps to draw you into the Homeworld universe. Homeworld2 is purely evolutionary in so much as plays out like a finely-tuned Homeworld. Although a few small additions have been made to the original formula, these are largely negligible and will go unused unless required by a mission’s objectives. For the most part, Homeworld2’s strengths rely on the original’s core gameplay and a bevy of tweaks. Thankfully, these tweaks are sufficient to ensure that HW2 is vastly enjoyable and that the “more of the same” effect never feels like a bad thing. Easily the most welcome modification is a mission structure similar to Cataclysm’s “unfolding universe” approach. Where as Homeworld contained many rigid, puzzle-like missions, Homeworld2’s levels are filled with sudden changes that require the player to think fast and be flexible. Be it a friendly Armada warping in to assist, or enemies suddenly appearing behind your defensive perimeter, Homeworld2 will keep your synapses firing. While Homeworld2 does have a few scripted “triggers” that force you into situations you’d normally avoid, the game provides enough freedom that you can (with a few retries) bend the mission to suit your playing style. Some excellent tweaks to the user interface also make HomeWorld2 a more pleasant experience. Transitions between the map and battlefield views are fluid (much as in Cataclysm) and unit manipulation is very intuitive. Gone are Homeworld’s confusing fighter skirmishes that were about as easy to control as a swarm gnats, and in their place are relatively manageable battles. This is accomplished not only by including the usual ability to assign groups of units to a numerical hot keys, but to simple assign them to a strike groups. This allows you to select groups of units with a single click and bring up their unit types, their overall health, and easily issue commands. It may sound like a small tweak but it is one that allows for a good deal of strategy--even when the screen is overwhelmed by tiny fighters. Fine-tuning aside, Homeworld2’s gameplay retains the solid core established by its predecessors. As with any RTS, mad rushes for resources and technological advancement play a major role at the beginning of most levels. Tackling the “Tech Tree” first, HW2 does little different from other RTS’s except that instead of constructing buildings around your command center, you add modules to your Mothership and other capital ships. These modules then give you access to research options. While the amount of possible technologies available could hardly be considered staggering, they are numerous enough to keep you researching throughout any given match. Also of note are the considerable different tech trees available to the Hiigaran and Vygar fleets. Unlike most RTS’s, the two tech trees branch out in entirely different directions. This requires the player to make some serious tactical adjustments when playing one side or another and helps to add replay value top the PvP / PvCPU mode. As for asteroid harvesting, Homeworld2 gives the player mobile refineries to take some load off of the Carriers and the Mothership. Of course, these units are not terribly strong and require a good deal of defenses. Because of this, the first half of most matches are all about obtaining and securing asteroid deposits. So long as your opponent is up to the challenge, this run for resources can turn into ever-escalating battles that last through the game. This is where the game really begins. The combat system in HW2 is simply excellent. A deep tech tree, versatile enemy AI, and a healthy variety of units allow for any number of strategies to be equally successful. Starting with only the most basic of units, initial skirmishes are generally decided by who has the closest capital ship pumping out fighters. Eventually larger ships come into play and the player can begin to sustain larger mining and militaristic operations farther away from Carriers and the Mothership. The units will not surprise anyone who has played Homeworld as they are virtually identical. Each side has a new frigate unit that can capture enemy vessels but they are so hopelessly underpowered that they are little more than annoying distractions. For me, Homeworld2 hits its peak when capital ships en masse come into play. The Battle Cruiser is an ideal example. Bristling with the most powerful weapons that its creators have, these behemoths are capable of repairing friendly fighters, fighting off enemy fighters, knock out frigates, and melt enemy carriers and Motherships all at the same time. Since these titans can be fitted two modules, adding hyperspace capabilities and fighter command centers make Battle Cruisers the most valued and fearsome unit on the battlefield. The ability to hyperspace also plays a major role in Homeworld2. Not only can certain larger craft warp themselves from one end of the map to the next in a matter of seconds, they also have a sphere of influence that allows them to bring along smaller ships. This allows a few Battle Cruisers to fill up with fighters and “drag” a fleet of frigates to any spot on the map. It’s this ability to move hordes of units almost instantaneously that makes HW2 such an unpredictable and fun game. A player with a hyperspace-enabled strike group waiting in the wings can warp in to destroy budding enemy mining operations or help even the odds should a friendly capital ship fall under attack. Without a doubt, warping into enemy territory, launching a small fleet of fighters, destroying an enemy shipyard, and then warping back out before the enemy has time to respond is fun on level few games attain. At first glance, Homeworld 2 and its predecessor look almost exactly the same. Over time, however, a major upgrade in the polygon count, quality of shading, and texture quality become evident. Rather than overwhelm you with gratuitous use of shiny metal or hugely elaborate structures, Homeworld 2 instead paints a picture of a future universe that is believable yet attractive. Although subtle at first, after seeing a few of the larger self-shading ships in battle with fighters whipping around it, it becomes clear that Homeworld 2 retains the stunning-but-understated beauty of its predecessor while keeping up with modern graphics technology. Fitting the gameplay, Homeworld 2’s graphics are not about single units but fleets. Although no single unit unattractive, it is unlikely that looking across the bow of a battle cruiser will bowl anyone over. However, looking across that same bow at a fleet of fighters, frigates, and carrier all moving in formation is quite striking. With the smaller craft leaving trails behind them and the larger ships’ engines glowing against always-stunning backgrounds, it is hard to not step back and just watch the game in action. A small point to be certain but since the camera will be zooming in and out constantly, it’s nice to see that Relic has built an excellent LOD engine. As you draw away from a unit, the game’s switching to a lower detail models is virtually unnoticeable. If the sounds in Homeworld2 have been enhanced, it’s difficult to tell. Everything from the musical score to the sound effects all seem to be of the same quality of those found in Homeworld. Thankfully, this is a good as the soundtrack is as excellent as ever and sound effects still do a fair job of conveying the intensity of battle. As far as music goes, the Homeworld series is in a league of its own. Somewhat “tribal” in nature, the score manages to convey the vast, near-emptiness of space, the dangers that await you, and the somewhat mythical nature of Homeworld2’s plot. Nevertheless, it is a shame that the sounds of weapons firing are not a bit more “full” and intense. Between the singleplayer campaign and multiplayer/player-vs.-CPU modes, I’d guess that there is about 20-40 hours of entertainment to be squeezed out of Homeworld2. Some might feel cheated by the gameplay being so similar to the original but if you’re in it for the fun and enjoyed the first Homeworld, you’ll get your money’s worth. Although some might be disappointed with the lack of any major additions, I simply couldn’t have enjoyed Homeworld2 more. As far as space-based RTS’s go, this is as good as it gets. From its finely honed user interface to its nearly flawless campaign and PvP modes, Homeworld2 is a breath of fresh air when most games of its ilk are bogging themselves down with needless complexity. I wish HW2 would have taken a few ideas from Cataclysm in terms of what units to offer but it’s a niggling issue when stacked up against all of Homeworld2’s positives. Ultimately, Homeworld2 is an excellent title and comes highly recommended.
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