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Some of it is 100% "this isn't a facelift on homeworld 2" Which if they'd done that would be the warcry of "this is just homeworld 2 with no innovation".
I think the core issue is you can feel the game is built around the fast paced wargames mode and yet a LOT of hte old fanbase are slower RTS fans who want grand fleets clashing over large battlefields. Where the 10-15mins engagements are just the time you spent getting resourcing and scounting up and running.
In theory this IS something the developers can resolve as its just fiddling with the numbers. It's also something mods could resolve as well.
Figured I'd throw this out for perusal given the recent conversation.
I know *nothing* about the streamer. This video just popped up in my YouTube feed, and it caught my eye. Anyway, here's a 2v2 skirmish match with 3 AI players.
Use it to form your own ideas about the quality of the skirmish play.
b) It doesn't feel like its trying to take advantage of its beauty. Eg the mothership launch is a cinematic rather than an in-game which feels odd considering in other Homeworld games the launch/intro of the main ship was a huge part of the early first mission intro. There's other little bits too. It's still early game, but it feels like they built this beautiful engine and visuals that look raelly awesome and then - just didn't really take advantage of it
That's too bad. One of the notable things about the original game was that the the cutscenes were either the artistic stills (generally used for scenes that didn't involve starship exteriors), or in-engine sequences showing starships moving. The subsequent games followed this pattern. Even the mobile game uses it.
This message was edited 1 time. Last update was at 2024/05/15 04:27:27
Yep, there's still plenty of in-game cutscenes using the engine itself, it was just notable to me that the big launch sequence was animated rather than in-game. I wasn't expecting them to beat the experience of hte original (that's like trying to beat the first time Jurassic Park appeared on the big screens); but it was notable to me how muted it was. It didn't feel "grand space opera" even though the actual map they use is really stunning with loads of huge ships and a fantastic sense of life around the area.
Indeed they've put a LOT of work into making space feel alive and full, something a lot of space games mostly don't try to do or they end up doing it with just planets in a 4X style setup. So its fantastic to see such an alive space setting with super operatic huge hulls and vast structures and all.
As a big HW fan I was looking towards playing a lot of HW3, but refrained from pre-ordering it because I no longer trust promises from developers.
So imagine my disapointment to learn that the game is more of a Starcraft than the original space opera. I care little for multiplayer, and even less for Starcraft style squirmishes with/vs other players, and AIs
And that's even without taking into account Overread's comment about heavy scripting, and other issues.
I was going to buy it at launch but due to a trip I couldn't, now I'll wait, and see if the price goes down.
M.
Jenkins: You don't have jurisdiction here!
Smith Jamison: We aren't here, which means when we open up on you and shred your bodies with automatic fire then this will never have happened.
About the Clans: "Those brief outbursts of sense can't hold back the wave of sibko bred, over hormoned sociopaths that they crank out though."
The game doesn't particularly suit multiplayer either, because the maps are triny, and the unit AI is balancing between stupidly slow and aggressively insane. When I played the demo, it had severe pathing issues, to the point that the ships couldn't rotate towards their target properly and were consistently missing the mark. I read on Reddit that Homeworld 3 supposedly uses some sort of "standard issue" prebaked Unreal Engine pathfinding system with 0 improvements from the developers that goes crazy in unrestricted 3D environment, but I don't know if it's just a meaningless word salad or actually means something because I have no experience working with game engines. Judging by the footage of the released version, nothing has really improved in this regard.
Judging from the responses here so far, I can see why Mandalore Gaming, my go-to source for some reviews, is taking his time with his video and did not go for a release day review.
BrookM wrote: Judging from the responses here so far, I can see why Mandalore Gaming, my go-to source for some reviews, is taking his time with his video and did not go for a release day review.
If only a few other reviewers had taken a touch more time - there was one that's done the rounds talking about how there's no pause for singleplayer in wargame mode - when there is. You hit ESC and it pauses; but it seems to have scared a load of people away/antagonised them already