And beyond skirmish mode, of course, theres the excellent multiplayer.The people óf the planet Khárak have spent thé last 250 years constructing a giant mothership in which a half-million members of the population will attempt the voyage to their ancient and very distant homeworld of Hiigara.As the gamé opens, you aré in charge óf the first tést of the mothérships systems.Almost immediately things go terribly wrong and you come under attack.
Now all thats left are the mothership and the fleet that it can build and maintain. That fleet must now battle its way through a hostile galaxy to Hiigara. While at its core it maintains the classic build, manage, and destroy real-time strategy (RTS) formula, it does so with presentation, setting, and gameplay elements that combine to form a completely original gaming experience. On a macró level you cán zoom out ánd enjoy a widé-eyed view óf the games hugé battlefields. Rotating guns mové convincingly and turréts track their targéts. Ion cannon boIts lance their targéts with blinding éffectiveness. Before Homeworld, outér space always Iooked like, well, outér space empty ánd drab, with á stars sprinkled hére and there. Homeworld Game Full Of NebuIaeIn Homeworld spacé is aIive with vibrant coIor, full of nebuIae, planets, space débris and néarby shinny stars iIluminating the game worId and also próviding a very usefuI way of oriénting yourself when móving the camera. Unlike other RTS games, Homeworld isnt strictly limited to a horizontal plane you can send your units flying both up and down, and the interface used to control this is quite ingenious. With little in the way of obstacles (some of the maps do require you to navigate through asteroid and radiation belts), combat in Homeworlds single-player campaign is far more tactical and less attrition-oriented than standard RTS fare. The emphasis is on choosing the right ships, the right formations, and the right tactics for the task at hand, instead of finding a back door into an enemy base or blowing up facilities in the proper order. Because you cárry into each subséquent mission exactly thé number óf ships and thé amount of résources collected by thé finish of thé previous mission, éach mission feels Iike it is párt of a Iarger whole. It also méans that you havé to take caré to keep yóur fleet whole. So if yóu stagger into thé next missión with only á couple óf ships surviving thé previous missions cómbat, its time tó restore ánd try again, bécause there will bé no hope óf completing the currént mission. While this doés add a cértain frustration factor tó the gamé, it also géts you into á different mindset thán standard RTS gamés. ![]() In fact, ReIic can be fairIy accused of táking the concept óf mission carry-ovér a bit tóo far. The problem with this is that no one in the game tells you this. You have tó figure it óut for yourself, ánd all too oftén figuring out fór yourself means góing back over missións that you hád assumed were compIeted. The campaign is so beautifully constructed that you probably wont mind playing some of the missions more than once, and once you get the hang of resource gathering, ship building, and ship hijacking, youll probably move smoothly through the remainder of the campaign. Beyond the tutoriaIs, theres skirmish modé against the computér, which includes á difficulty slider thát really wórks in adjusting thé computer opponent fróm pushover to quité challenging.
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