Welcome to the RTSC
Homeworld 2 pages!
Homeworld
2 (HW2), developed by Canadian developers Relic
Entertainment and published by Sierra
in 2003, is the long awaited sequel to Homeworld.
Straight out of the box the first thing that strikes you is the
high quality graphics and sound and an epic, wide screen galactic
tale. Our heroic Kushan exiles from the first game are now the happily
established Hiigarans, until they get visited
by the galactic equivalent of Ghengis Khan crossed with the Crusades:
the Vaygr. The Vaygr, recently unified
under a messianic leader called Makaan,
are highly mobile foes with the emphasis on speed and striking power,
roaming the galaxy in self contained invasion fleets with the intention
of conquering the lot. They've left a trail of ravaged worlds behind
them and now have the Hiigarans in their sights.
Structurally, its a fairly regular RTS. The sequel isn't trying
to come up with anything too new: its more an evolution from the
original. Some of the game elements that made Homeworld so unique
have been stripped away and replaced by more "mainstream"
RTS conventions - although its still all about grand space battles
played out in epic splendour in a true three dimensional battlefield.
You get a giant headquarters in the form of a Mothership, there
are gangs of workers mining resources, you build up an armada of
armed vessels with the right factories, research a build tree to
release and upgrade your forces, and then sally forth the blast
the enemy to space dust before they do the same to you. There are
even old fashioned resource expansions: small pockets of strategically
placed asteroids to hold and exploit before the enemy comes calling.
Homeworld 2 feels less like the epic history
of a refugee civilisation crossing the galaxy and more a straightforward
militaristic RTS campaign. The Hiigarans get attacked, and fight off
their attackers by seeking out some magic plot trinkets to secure
victory before their enemies can do the same. The singleplayer campaign
is disappointingly shallow compared to the original plotline, but
the multiplayer is a definite step up, offering more strategy and
depth. However, bear in mind that Homeworld 2's multiplayer is a lot
faster and less forgiving than before, and there's a definite learning
curve while you try and work out what each ship can and can't do.
But the losses to the new instalment do give some old Homeworlders
pause. Salvaging and Support
are struck from the game, and formations have
been effectively restructured out of existence. While formations
are used by the game engine, there is little human control over
them. Certainly, you can't ask for those artistic Spheres or giant
Walls anymore. A pity. Refueling is completely gone and Strikecraft
can now fly forever without running out of juice. The lone "Harvester"
Resource Collector has been split up into squads of (very groovy)
worker Resource Collectors, whose character and function will be
instantly recognisable to any old StarCraft player.
There are many compensations. Graphics and sounds have, naturally
enough, made a great leap forward. The game interface and controls
have been streamlined: at long last you can control everything from
from the Sensors Manager and flick between
build, research and launch screens without having to return to the
main display all the time. The camera has scored some extra controls
and is a lot more flexible than before. However, a great deal of
screen real estate is now consumed by stylish interfaces with lots
of useful heads up displays and messages. You can opt to turn these
off completely for a pristine game screen - but you won't have as
much time for sightseeing this time around. This is also a bit of
a shame - because one of the biggest losses has been the ability
to record and play back games - you can't anymore!
A big swag of nifty new features have been added. Subsystems,
Strike-Forces, and Squadrons
are the biggest changes. While the dear old loved and much abused
Salvage Corvette might be banished from
the game, you get to hijack vessels with Marine
Frigates. All these new features and enhancements change the
gameplay a fair bit from the original, but I think ultimately for
the better. It does require a little practise and a few single player
missions to get the feel of things - jumping into
Homeworld 2 blind will be frustrating and confusing at first.
The AI will quickly show you the holes in your build and tactics.
And if you loved setting up different formations in the old game just
to watch them fly into battle against a magnificent sunset backdrop
you'll almost certainly feel cheated: a lot of time seems to be spent
in the Sensor Manager trying to keep up with
those fast, touch and go battles. Homeworld 2
is less about goggling at the gorgeous view in space than buckling
down a little for some serious strategy gaming. Although it has to
be said, it all looks bloody amazing and has an equally impressive
ambient soundtrack to complement it.
This is a title best played on a new generation PC using one of
the current crop of powerful graphics cards. Graphics and sound
are incredibly lush, but demanding. Like most 21st century PC games,
anything less than a 1Ghz box is really going to be struggling,
even with all the visual options turned down.
All things considered, Homeworld 2 does
have the final say in spaceship strategy games when it comes to
art direction. A huge amount of thought and effort has clearly gone
into how everything looks and this has also been translated into
gameplay. Vessels and space look vast; the design work has a maturity
and conviction that's breathtaking. Visual sophistication has clearly
been ramped up; ship models are more complex, with texturing appropriately
scaled for their sizes. Smaller ships have more human sized detailing;
big vessels have the same sort of distant feel as an aerial photograph.
But its not just detail for detail's sake. While many of its rivals
look like botched graphic demos with magnificent backdrops or bury
your screen under tonnes of graphical gimmickry and silly effects,
all of Homeworld 2's shipping and effects actually look purposeful
and wonderfully clear to the eye. The sci-fi book cover art feel
has been enhanced; its more like gorgeous artwork sprung to life
than photorealism - the art direction is as consistent and expressive
as the detailing. Watch the game in action, and you'll see the in-game
graphics engine comfortably trumping a lot of the VFX you see on
television and some films.
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Homeworld 2 OVERVIEW |
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Version
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1.1:
Relic's first and only patch addresses many multiplayer
issues, technical issues and a sizeable number of significant
gameplay balance problems. You can auto-upgrade from within
the game or grab the patch
from Ausgamers. |
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Spawns |
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Nope.
But what does, these days? |
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Demo |
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Yes!
A 141Mb download
from Ausgamers. |
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FAQ's |
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Sierra's
Homeworld
2 FAQ.
Graphic card issues? Try this Relic News forum
Bug
Report thread for useful tips and info.
Homeworld
Shipyards also has a FAQ.
Port forwarding for Homeworld
2, for those behind a firewall
or router.
Entertain yourself with some developer's
diaries from Relic.
The game's keyboard
shortcuts as a downloadable chart.
Wikipedia
description of Homeworld 2. |
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Networks |
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Up to
6 players on LAN
TCP/IP or through the Internet via GameSpy.
Game doesn't seem to lose packets; it simply slows
down.
Unlike the first game, Homeworld
2 CANNOT record games! |
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Maps |
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Apart from
being more spectacular and graphically intense, there are
new features such as dust clouds
you can hide in and hot looking nebulae
that can cook you.
Resources are clumped together in definite old
fashioned RTS expansions rather than scattered throughout
the map. |
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Units |
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All units
are spacecraft, or static platform defences.
All units are specialised counters to each other
with very strong Paper - Scissor - Rock trumping. There are
no all rounders in the game.
All Strikecraft are built
and controlled in Squadrons.
Damaged Strikecraft Squadrons score free
reinforcements when docked for repairs.
Pilot AI's are fairly sound; ships always attack
what they can trump first, unless told otherwise.
Shipping can be arranged into Strike-Forces,
self contained taskforces that use fleet AI's, assigning their
members to attack targets, and defend or support the members
of the group. You can determine what function a Strike-Force
has by what ships you assign to it. |
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Resources |
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Resource
Units (RU's), found in asteroids, retired ships, or
space wreckage.
Resource Collectors now
come in gangs, like regular RTS worker units.
Resource Collectors can salvage capital ship debris
for extra RU's.
When your Resource Collectors clean out an expansion
or a wreckage site, they stop and wait for further instructions. |
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Research |
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Subsystems
unlock lines of units and upgrades.
Tech tree is much more
extensive than the original game and comes in several concurrent
streams - picking the right ones are crucial for success.
All techs and upgrades costs RU's, and takes time
to research. |
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The Sierra logo, Homeworld, Homeworld 2,
Homeworld Cataclysm, and the Homeworld logo are trademarks of Sierra
Entertainment, Inc. Relic Entertainment and the Relic Entertainment
logo are trademarks of Relic Entertainment, Inc.
Last modified Fri, Jun 19 2009 by Lindsay
Fleay |