![]() Despite some slowness in cut scenes and between missions, Homeworld 2 combines intense action, an immersive story, and detailed 3D graphics to create an enjoyable space-strategy game. Gamers must collect resources, construct space fleets, and battle the Vaygrs to survive. In this sequel, a renegade clan called the Vaygrs threatens the Hiigarans' existence. The sense of a strategy game in space that Homeworld had in the 90s, we're taking it to just a whole other level.In the original Homeworld, descendants of Hiigara fought their way to their ancestral home. "I think players are really gonna be blown away by it. " some of the later missions, we do lots of cool experimentations with 3D space and terrain that really mess with your head a little bit and create lots of interesting strategic situations that you just haven't experienced in a strategy game before, and really play with 'How would 3D combat elapse in space?'" McGuire teases. More specifically, players enter a new mission with the fleet they had at the end of the prior mission. That means the weight of gaining or losing a ship is magnified, and it hammers home the idea that this is your fleet, with every success or loss depending on what you can pull off not just for one mission but the campaign as a whole.ĭetails are scarce right now, but McGuire indicates that the team will be using the more advanced processing power of modern computers for scenarios that simply weren't possible two decades ago. While the missions in this preview were mostly straightforward, it sounds like that won't be true for other portions of the campaign.Īn iconic feature of the Homeworld franchise is the idea of a persistent fleet. That doesn't mean there won't be new kinds of challenges. BBI (Blackbird Interactive) as a whole is pushing towards this cohesive suite of accessibility options that we are looking to provide to all of our games, as far as we can," Neale says.Įveryone is dedicated to making this the Homeworld experience the community is looking for, and with that, there's super-high expectations there. ![]() "Accessibility was one of the forefront conversations that kept coming up. There's also a full tab of accessibility options outside of the usual game settings, and while I didn't have too long to tinker with optional modifiers, I'm told it's something the team is taking seriously to ensure that everyone who wants can play Homeworld 3. It just hasn't been done." Building a game for everyoneĮven with the new modern control scheme - a classic option is also available - it can be a bit overwhelming, though the developers did note that the full game will include a tutorial. It's not like there's a couple of examples. "Ships maneuvering in 3D space around convex and concave polygonal objects has not been done. "It has been fraught with technical challenges," McGuire adds. ![]() "It was definitely one of our biggest, complex points to focus in on, and I think we've done a good job of identifying how to make it feel really immersive while also not losing the strategic components the player is meant to love." "We focused in on trying to push as far as we could to get the ship AI to feel smart and responsive when you are interacting with the environment while also keeping the strategy in the hands of the player," Neale says. Speaking with Kathryn Neale and Rory McGuire, associate game director and chief creative officer at Blackbird Interactive, respectively, it's clear the developers had to spend a long time improving the AI to the point that this was possible. It felt incredible to pull off, and I'm amazed at how well this system seems to work. Using the new cover system, I was able to weave groups of fighters around hulking chunks of debris, blocking the missiles and closing the gap to where the fighters' short-range weapons could fire. During the second mission I played, pirate cruisers used torrents of missiles to shred anything that charged at them. Homeworld 3 features a new intuitive cover system, where ships moved near objects of sufficient size - including asteroids, monolithic structures, and even the fresh wreckage of other ships - will use those objects as cover. Ships maneuvering in 3D space around convex and concave polygonal objects has not been done.
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