

Although the game is split into separate missions your fleet of ships is the same from one to the next, and if one is destroyed there’s no getting it back. The pace of the game is slower than many modern gamers might expect but in part that’s to make sure you don’t rush any big decisions. Homeworld 2’s zoomed out tactical view is one of the most obvious improvements, along with being able to control whole squadrons as one unit, and not having to worry about refuelling smaller ships.

We’d give someone else’s right arm to play the game with a VR headset.)Īlthough both original games are included here in their original forms the remastered versions apply the improvements from the sequel to the first game, so that both merely seem like two halves of the same story. (It strikes us that this would be one game that would definitely benefit from a real 3D effect, but although there’s support for resolutions up to 4K there’s no 3D option. This all works as well as can be hoped, but it takes a lot of getting used to and even experience players can lose track of things when multiple units are converging from different directions. The game does try though, allowing you to attach the free-floating camera to specific ships or objects, and also doing what it can to keep the action on a 2D plane. What kept Homeworld from greater mainstream success is the inescapable fact that controlling objects in 3D space (literally in this case) is difficult, no matter how clever you make the interface. And the gameplay is absolutely of the same standard. From the laboured movement of the bigger capital ships to the tiny fighters wheeling between gun turrets bigger than themselves, Homeworld is a joy to behold for any sci-fi fan. (And just like the second half of the Battlestar Galactica reboot the sequel gets bogged down in increasingly uninteresting spiritual mumbo-jumbo).īut the enormous space battles of the game are pure Star Wars. The game’s basic plot and set-up is straight out of Battlestar Galactica, with humanity having just taken a drubbing and its few remaining ships leaving to discover their ancestral home. not just a remaster where they can take a few shortcuts.But it’s the gigantic spaceships and their legions of smaller craft that makes the game so mesmerising. The point is if they want to do it right there has to be an archival version like HW1 and 2. there could be some back end stuff that a lot of functions require to work but since you do not see it you do not reproduce it and low and behold you now ever a siege cannon that never detonates and flies around in circles. they would get something close but not everything in an engine is exposed to the player. However to do such a rewrite from scratch they would not reproduce cataclysm.
#HOMEWORLD REMASTERED COLLECTION CATACLYSM CODE#
However those two are level designers and even admit they never worked with original code directly. Ultimately all code can be reproduced its why we have a thousand and one calculators on the market. they started wit the studio versions which had considerably higher polies and textures. With homeworld they did not start with the retail assets for art. but it would be from scratch (ramming, sentines shield and positioning, leeches, infection beam, linking, etc.)Īctually the Only thing we have for cataclysm are the master copies of the Audio. Yeah, the gameplay mechanics would also have to be recoded, but as the developers of cata said in a podcast, that wouldnt be hard to replicate today. So that would aready not be a remaster, but a remake. They could do this for cata just as easily EXCEPT when it comes to the cinematics and music, dialogues, which the original files are lost. Took the textures and upped the resolution. They took the 3d models and added more polygons. They took all the assets from homeworld 1,facelifted and imported them. GB used the homeworld 2 engine and just updated it. Funny, I believe it is exactly the opposite.

#HOMEWORLD REMASTERED COLLECTION CATACLYSM PLUS#
to reverse engineer from that even if you manage a decompile would take 7 plus years from trained specialists. its the engine source that is the issue this is where all the mechanics are and on a retail CD its all obfuscated in raw binary. art assets are a non issue, audio a non issue, level data are a non issue. The real answer is they didn't want to completely remake 3 games instead of 2, 50% more time required. Not like they couldn't easily extract everything from any cd of Cataclysm if they actually wanted too keep any of it. Kind of irrelevant, considering they basically remade every single asset of HW1/2.
