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There's actually a good reason why people watch Star Trek.
It's not the amusing Klingon put-downs or end of episode card game
puns. It's not the ridiculousness of the 'alien' species who are
all remarkably bipedal and speak better English than most of us
can. It's not even Seven of Nine (well for some it is!) No, the
overwhelmingly special bits are without doubt the space battles.
Some of them even brush shoulders with Star Wars' best offerings,
when the giant armadas of different races assemble within mere miles
of each other and set about cataclysmically annihilating the opposition
with gorgeously deadly weaponry and mesmerisingly graceful craft
of wondrous design. While Homeworld 2 is neither Trek nor Wars,
it creates an atmosphere of intergalactic warfare like very few
other games out there in a galaxy far, far away where no gamer has
ever gone before.
Continuing
where its predecessor left off, the wandering Hiigarian civilisation
continue through space in all that is left of the home - the behemoth
Pride of Hiigaria mothership, which accommodates the few million
left alive and acts as your resource and production centre, ever
pursued by the obliteration-obsessed Vagyr, the mortal threat to
the Hiigarans' very existence. Your mothership must needless to
say be protected at all costs, as it is initially the centre of
your expansion (just like Total Annihilation's commander), made
all the easier with the new addition of static defence platforms
that once deployed root themselves at that point and act as defence
turrets with various armaments, which are also useful for defending
resource deposits or static structures such as teleportation gates.
Once
your resource collectors start sucking up various galactic rubble
and converting it into resource units, the technology tree begins
to open up and the vastness of what's on offer comes to light -
corvettes, frigates, bombers, probes, defence platforms, carriers
and many others await your construction. But success comes with
upgrading different unit types with extra attributes, such as increased
speed or enhanced firepower. It's sometimes confusing when it comes
to choosing which direction to go in, but as long as no branch of
your forces is neglected then you stand at least a chance of succeeding
- or so it would seem. Unfortunately, simply not upgrading your
bombers' armour at the right time can cause serious trouble for
you domination efforts, the balance between research and production
often seeming too fine. Considering this, a bit of trial and error
is a rewarding endeavour and Homeworld 2 illustrates this well,
if not forcibly.
The
single player immediately immerses you in the rich, though quite
straightforward, storyline and eases you into the basic resource
collection/unit production mechanism that its predecessor shared.
At once you are forced into the three dimensions of the play area,
where ships must be controlled not only on a 2D-axis but also up
and down, immediately opening up your brain's spatial awareness
and causing you to think in true 3D. For those of you who recall
Descent or more recently Forsaken, do you remember trying to negotiate
those extra dimensions after years of simple first person movement?
[Yes, and it was a nightmare! Ed]. Same principle, different genre.
The first thing that will strike you is how really beautiful this
game is; no sooner than your first scout ships have begun manoeuvring
than the screen is graced with glowing engine signature trails and
softly flashing ship system lights, while the epic backdrop of the
universe teems with vast, colourful aurora and faint patterns of
the distant unknown. A lot of work has gone into the styling of
Homeworld 2 and although it has aged and does not take advantage
of the myriad of effects now available, it still stands out as a
serenely beautiful experience.
The
long range scanner screen functions as a mini map of the current
levels area and a means to command your units over the huge distances
of each scenario - some later levels stretch dozens of miles across
space. The ability to produce individual units and mix and match
them as you see fit has been surpassed with a more polished feeling,
but it's a somewhat debilitating feature, as the bulk of your units
are contained in small groups this time around; gunships come in
threes, scouts and fighters in fives and so on. These can be joined
together into larger groups and arranged into formations as before,
but now there are states of awareness such as passive or aggressive;
these features add a lot of possible combinations but, as the game
plays out, things start to get very complicated. You have to customise
multiple groups while maintaining resource collection, assigning
escort craft and more - suffice to say, it's far from easy. The
controls are sufficient for the job, but with so many of them a
pain to learn and remember under the constant pressure of the campaign
mode, you've really got to keep your wits about you.
It's
when the action really kicks off that the intensity and immersion
is at its best. Perhaps two or three levels into the game everything
will be going to plan; you're getting to grips with the long-range
movement orders and any intrusive enemy patrols are quickly vanquished.
Then suddenly a resource collector disappears from the map. An investigating
scout party meets the same fate some distance out in unknown regions
and you begin to panic for the first time; it's not long before,
slowly and horrifyingly, a Vagyr fleet menacingly approaches your
mothership out of a gloomy nebula, bristling with heavily armed
frigates and aggressively buzzing perimeter gunships. You frantically
regroup your forces while trying your utmost to produce a few more
squads to face your adversaries - and then it begins. Ion beams
arc blindingly, scattering fighter formations while bombers swoop
determinedly at the larger capitol ships, desperately concentrating
on taking out the vital systems - another new feature is the ability
to individually target the systems of a larger vessel such as engines
or weaponry. Frigates send high velocity shells ripping into swarms
of lesser craft all around them as they vicariously snap at their
aggressors, all while you try to direct and maintain your strategy
in the tumultuous and deceivingly simple span of open space. The
audio, atmospheric and refreshingly unique in standard play, also
excels in these moments, with bassy, whirring engines and thudding
long range missiles pounding across the cosmos as viscous lasers
lance through metal with angry screams.
Particularly
later in the game, when seriously massive vessels make an appearance,
it's these epic spectacles that are the high points of Homeworld
2, where everything you've produced turns out to do just the job
it's there for and you emerge victorious after nerve-wrackingly
long and destructive battles. It shares this same quality of all
excellent strategy games, and indeed the game's biggest downfall
is also blatant in these righteous moments - nothing is more frustrating
than having a personally constructed fleet go haywire because of
the inability of the panning camera system to allow simple, small
strategic movements in the all-important dimensions of a close quarters
battle, something that the chaotically beautiful combat simply doesn't
cater for. The multiplayer meanwhile is a challenging and strategic
affair, allowing the player to choose either Vagyr or Hiigarian
forces and pit their dimension-based wits against each other.
With
any modern system able to run the game well on full settings, and
a rock bottom price tag, if you fancy a challenge and a refreshing
and still unsurpassed space strategy game then Homeworld 2 will
satisfy hugely and reward those who persevere with a very rich experience,
as long as you can withstand the few unfortunate flaws in a game
of impressive complexity.
Reviewed by Chris Davies for AceGamez (All Rights Reserved).
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