Homeworld 2

  • by Star Dingo
  • July 01, 2003 00:00 AM PST

The game that introduced the z-axis to RTS gamers comes home, grown wiser from its years abroad.

The original Homeworld was a PC landmark, an RTS confined to the boundless depths of space, and the first real-time strategy game to do more with 3D than just model terrain. Unfortunately, the addition of a z-axis meant only budding Ender Wiggins could play (the enemy�s gate is down!). Homeworld 2 does a few key things to make the game feel less like trigonometry homework and more like a game, not the least of which is an insanely welcome targeting circle that snaps to the nearest laser fodder. Individual smallish ships are now automatically grouped in squadrons, while specific portions of larger capital ships can be targeted in precision strikes.

The backdrops in the preview build were more interesting than in the original, with scenarios staged as insterstellar set-pieces with ethereal planetary backdrops. The sense of scale was sensational, and made for a minor emotional roller coaster�zooming out brought a sort of serene, zen detachment to the massive chaos, while bringing the camera up close tickled the more visceral parts of the brain, as barrages of lasers and glowing ship trails weaved a weird sort of light web. Spaceships, tracers, and high-level math: it makes for some of the most hypnotically epic battles in gaming.

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