Wot I Think: Homeworld Remastered Collection

Disclaimer: I played Relic’s space strategy game Homeworld [official site] when it first released (because of course I did), but unlike many of its fans I didn’t continue to live and breathe it, so I am simply not your guy to get into the fine detail of how the new version does or doesn’t differ from the original. I’m sure other places and even our own comments section will provide that stuff, but this piece is essentially looking at whether the Homeworld games, newly remastered by Gearbox, still hold up today. I should also note that I’m discussing this as an overall package rather than comparing the two games within it to each other.

Two questions:
1) Is it pretty enough?
2) Is it still any good?

These are questions I ask about my reflection in the mirror every day, but turns out they’re also the biggies to pose at this semi-remade version of cult classic space strategy series Homeworld.

Homeworld was always pretty, to the point that (with some help from mods and tweaks) it’s staved off the ravages of technological age far more naturally than many other games of that era have. Hard angles, painted metal, no faces – these were things even aged graphics cards could handle well. In terms of strategy games which ‘need’ remastering, Homeworld was probably somewhere at the bottom of the list. But in terms of strategy games which really, truly benefit from remastering – well, this is a chart-topper.

Light, shadow, texture and high resolutions are part of it, of course, but they wouldn’t mean much without scale. Small fighters are insects, the mothership is this enormous obelisk, the stellar backdrop is palpably infinite-feeling, and the camera zooms all the way in and out to show how all these things compare to each other.

Combine this with a celestial score (plus, of course, the rightfully iconic, still-powerful usage of Adagio for Strings at the start of Homeworld 1) )and starkly industrial sound effects and you’ve got space. It’s a universe away from the squat, constrained worlds of almost any other real-time strategy game. I know it can be ugly to bust out hyperbole in a game review, but I’m extremely tempted to say that Homeworld was and is a masterpiece of visual design.

The new textures help, though even then some still look blown up and blocky when you get in close, but it’s the crispness that the Remastering most benefits from. Resolution and anti-aliasing (plus assorted less obvious shader tricks) mean these looming industrial shapes, these man-made visitors to a vast and empty space, look that much more 3D and tangible, that much less like simple game models.

They’re colourful too, borrowing respectfully from Chris Foss rather than Star Wars, and this with their unusual shapes (broadly avoiding any jet or shuttle inspiration) take on true character. That’s needed, because while Homeworld’s a game about saving people, it usually avoids showing people. That it lets its spaceships take centre stage is a huge part of why it’s stood the test of time. A 1999 face is much trickier to scrub up than 1999 metal is.

Far from the only reason, though. There’s much that Homeworld does which subsequent and contemporary strategy games do not, and it remains an expert lesson in how to make an RTS feel so much bigger than its individual levels. Each one connects directly to the last, feels like the next stopping point on this dramatic journey into the unknown, while whatever units and resources you’ve made (and kept intact) carry over between levels. The carry-over ships probably won’t last too long, but when a new level begins and you see them come out of the (gorgeous, cuboid) lightspeed warp along with your mothership, they feel like old friends.

This is a journey, rather than a series of conquests. It’s difficult to overstate how different that feels from the norm; now that I’ve come out of the game to write about it, I feel this slight, gnawing guilt that I’ve left my ships and my people out there, waiting for me to come back and help them travel onwards. I close my eyes and picture the mothership hanging there, so massive yet so vulnerable without me.

The minimalist interface, while spit’n’polished here, still feels ahead of its time too. Homeworld wants us to concentrate on the game-space, not the menus. They live on the edges of the screen, designed to be brought up and hidden with logical hot keys, and able to disappear entirely when you want to take in the vastness of it all (and the pace of the game entirely allows this).

There is, perhaps, an over-reliance on memorising hotkeys or abstract icons, which can make truly getting to grips with the game a slow affair, but I’d certainly rather it this way than have half the screen occupied by gerbil-sized icons and some goon’s disembodied head gawking at me. There are definitely some duff icons, and some oversights such as not being able to click on your population list to select all ships of that type, but in the main the UI feels modern and design-led rather than functional. That’s unusual enough for today’s strategy games (Endless Legend being a particular exception), let alone in 1999.

Likewise, making the map something you switch to (with spacebar) rather than a persistent screen element both keeps space free and means you look at the game rather than condensed replication of it. It’s on the fiddly side, at least if you’re coming to this from a traditional, ground-based RTS, but this isn’t so much to do with Homeworld being old or unrefined as it is trying to achieve so much more. Space is 3D, after all, and while I couldn’t say this was the most elegant method imaginable of representing and controlling movement across all planes, not obfuscating it with too many elements and icons goes a long way to making it feel natural.

Pacing, too, feels rare. Nothing happens quickly in a Homeworld game – construction is drawn out, even the quick-to-build smallest ships performing a casual undocking manoeuvre before they’re ready to use. Nothing can be destroyed instantly; a fight is never over until it’s over. Slowly sending parts of your fleet across space to meet your enemy or set up a mining outpost can sail very close to patience-testing, but the game gets away with it because it’s selling a slow-burn mechanical war set in a limitlessly vast environment, not a few burly blokes duking it out in the hills.

I keep wanting the use the word ‘celestial’ again – Homeworld really does feel like galvanised galactic gods waging war across the aeons.

While all this means it gives space and time to breathe and plan, that too a rare thing for the genre, mastering Homeworld is not at all easy. At times I struggled to select the right ship, or spent too long referring back to the controls menu, or sent craft to a completely different place than my angle on the map had suggested. I don’t think I can say that’s a criticism, but it is a warning.

This comes from a development mindset which made far less concessions than today’s, and that presumes patience and dedication from its audience. By God I don’t want every game to do that, but it is wonderful to see it happen here, because it weaves so completely into the sci-fi nautical fantasy Homeworld seeks to create.

So, to answer those starting questions:

1) Yes, and then some. A few textures and some noticeably absent shadowing is all that gives the 16-year-old truth away. Part of this is down to careful replacement of textures and shader effects, but a lot of it is down to the less is more ethos of the original. It’s also well-optimised enough that I was able to max out everything and run it at 4K (via dynamic super resolution stuff in drivers; I don’t have that posh a monitor) and get around 80 frames per second. The sole exception was depth of field, which dropped me to 25 frames if left on. I should also mention there’s a much-appreciated UI scaling option, which keeps the game playable if you’re running at high res on comparatively small screens. All tech witter aside, this is as beautiful an electronic sight as I’ve seen any time in the last few years. Almost every wrinkle is gone.

2) Yes, far more so than I’d expected (based on distant memories of how fiddly Homeworld had seemed to me when I first played it). From a UI point of view it’s remarkably elegant and cohesive, and from a strategy point of view it makes every moving part absolutely count, taking it to a place where it feels like the fantasy it’s evoking, not just a strategy game set in space. In a time where so much real-time strategy has adopted this manic, hyperactive mindset (even though it requires more precision and practice than Homeworld ever did), these games feel like epics.

I’m not sure the Homeworld games were first built with the expectation that they’d stand the test of time like this, but because there was so much care, because there’s been nothing quite like them since, and because the remastering has been sensitive, this package comes across as beautifully timeless, and as essential as real-time strategy gets. Welcome home.


  1. Dominic White says:

    Good to hear it’s a good update. And there’s two big things to look forward to later this year, regarding this release:

    A: A new multiplayer release. Not ready quite in time for launch, but they’re rolling out a combined Homeworld 1+2 upgraded multiplayer side to the game. They’ve apparently completely redone the netcode up to modern spec too, which is nice, and even made some efforts to balance the HW1 factions against HW2s counterparts.

    B: Mods. This HD update was produced in close collaboration with the HW2 mod scene, who produced a lot of the tools that Gearbox needed. In return, Gearbox gave them access to the full mod toolkit for the upgraded version. Several major mods are set to upgrade to Remastered status in the next couple months, including the impressive Complex:

    link to youtube.com

    So, Homeworld Remastered: Good now, even better later? Seems that way.

    • Philopoemen says:

      Star Wars: Warlords kept me playing HW2 much longer than It ought to have, and the BSG mod wasn’t too far behind.

      Need to see what the current mod scene is like.

      • Cinek says:

        I really hope they’ll release new version of Warlords for the Remastered edition. And I don’t expect any new models, just integrate the mod into HWR and I’ll be delighted :) Same with BSG mod.

    • 0positivo says:

      Incidentally, I don’t think the background on that Complex video makes what’s happening justice. Not only the colors clash quite violently and hides stuff happening, but also throws the scale way off

      But yea, extremely excited for the game. Even more, if possible, for what it means for its modding

    • Sic says:

      I just hope modders can save the wreckage that is HW1R. Currently, it’s HW2R with the HW1 campaign. Seems to look real nice, but that’s about it.

      I’ve read endless amounts of complaints from people, and the gist of it is that pretty much nothing, in terms of combat/ship behaviour, works like it should. They’ve just stuck old HW2 ship AI into the new assets.

      A community patch that simply fixes the game (without any additions) should be top priority right now.

      • tetracycloide says:

        I’m sure it feels that way to someone that still remembers the first game but for someone new to the games it doesn’t feel like it really needs fixing. So far the only thing that has been odd is the tutorial claiming formations increase combat effectiveness while in practice they seem mostly cosmetic.

        • Sic says:

          I’ve played around with it a bit today, and quite honestly, the only thing that is better in the remaster is the new textures/models and shaders, the rest is a stinking pile.

          I’m sorry to say it, really. The artists (sans the UI team/person) did a phenomenal job of brushing up the old assets. They deserve all the praise they get. The rest of the team, not so much.

          The new UI is absolutely atrocious, for example. It is a cluttered buggy mess, and ugly to boot. So many basic design rules are just thrown right out the window with this one. The original one is an utter beauty in comparison. Clean, concise and logical.

          … and to be honest, as long as you don’t zoom in too close, the original looks pretty good. I wouldn’t hesitate for a second recommending new players to play through the original first, and then take it from there. If you’re not allergic to low resolution textures, it is the better experience.

  2. ran93r says:

    I know we have had our differences with them but I quite like Gearbox and as much fun as it would have been to grab some popcorn and watch them fuck this up, I’m glad it turned out ok.

    • P.Funk says:

      It would seem to me that Gearbox strategically limited their fuck up exclusively to the music selection for the launch trailer.

    • K_Sezegedin says:

      Oh, but they did fuck it up, – Alec’s review reads as if HW1’s gameplay has been preserved and presented to a new generation.

      He talks about how well the thing has held up over the years, as if it hasn’t been fundamentally changed with this remaster.

      Its not Homeworld 1 not even Homeworld 2 , – its some weird mashup. Somehow whoever put this together managed to break both strike groups AND classic formations, – neither work as well as they did in their respective originals.

      Meanwhile there are loads of bugs and while teh UI is mostly succesfful there are some baffling decisions, like that abortion of a launch window they came up with. Have fun individually clicking pictures of the ships you want to launch, oh and they’re listed in one long column (in a window with room for 3) in the order in which they docked.

      How that could be construed as elegant and cohesive..well, – maybe if one sticks to auto-launch they wouldn’t notice. that’s probably how GBX teste dit given that the launch manager always flips back to auto on hyperspace exit.

  3. frymaster says:

    This makes me very very happy. The weekend really can’t come fast enough

  4. Kreeth says:

    Man I wish I had time to load this up before the weekend. Still, I guess I’ve been waiting years for this, I can put it off a couple of days…

    Btw, just to add annoying nitpickery – it’s not Adagio for Strings that plays in THAT scene, it’s Agnus Dei. Same tune, but the choral version.

    • Furiant says:

      This! So tired of people getting this confused. It is an arrangement of the same music, but an entirely separate piece in its own right.

    • Sic says:

      Whaaaat? They changed the intro music?

      • Kaeoschassis says:

        No, it was never Adagio for Strings, that’s the point they’re making.

        • Sic says:

          Ah, I read it as they changed it into Adagio for Strings. Jolly good.

  5. Premium User Badge

    Aerothorn says:

    As a youth (bad at strategy games), I really struggled with the carry over. I know now the conventional wisdom is “salvage everything,” but not knowing that at the time, I recall getting a fair ways in and just feeling screwed – that I’d expended too many resources and had to start from scratch.

    That is, of course, rather the point, and in that sense Homeworld is almost a roguelike – but it was very frustrating all the same!

    • jonfitt says:

      Yes, this is one aspect I would like to have been addressed in the Remaster. In HW1 the only real way to win was to capture as many ships as possible, and harvest every scrap of RU from the map before moving on. Sometimes that meant leaving your harvesters to do their thing on an otherwise empty map and going off for a coffee. In HW2 they changed it so that it auto-harvested the map when you left. That patched a flawed concept, but it wasn’t perfect.
      HW1 at least *required* you to do well in previous missions to get further, and there was no indication that you’ve dug yourself into a hole. So you could end up quite stuck with the way out being to go back to an older save (you did make an older save didn’t you?) and replay potentially an hour of previous mission trying to do better.
      I loved both games, but that aspect is not something I would relish going back to. What it really needs is an AI director that scales the missions based on what you come in with. So you get an easier time if you rocked previous missions, but not too easy, and a harder time if you brought nothing, but not too hard.

      • Razumen says:

        Honestly, it should be the other way around, if you killed it on the last mission, the next should be slightly harder to keep the challenge going, whereas if you beat the last mission, but took quite a beating and only had a few ships remaining, the next mission should be slightly easier so it’s possible to get back up to strength faster.

        • jonfitt says:

          Yes that’s what I meant. I said it in an unclear way ;P
          When I said easier but not too easy, I meant in the affect: If you rock a mission you’ll find it easier because you’re doing well, but not too easy (because AI the difficulty goes up to balance). If you suck you’ll find it harder than normal but not too hard (because the AI difficulty comes down to balance).

      • David Bliff says:

        I’m late to the party here but it seems they did add auto-salvage to the end of every HW1 mission.

  6. Justoffscreen says:

    If only they could have gotten the proper music for the credits. It just isn’t the same without the song the game was written around.

    • SMGreer says:

      Woah, they didn’t get Yes for the credits? Is that true? Oh man…this remaster, so close, yet so far…

    • LegendaryTeeth says:

      Ahh, really? That’s too bad. Hearing that song after everything… that’s still one of my favourite moments in gaming ever. It was just perfect.

  7. Jonfon says:

    Never played these for some reason, so just jumped on to Steam to have a look. Currently for me (in Ireland) it unlocks in 1 hour and is 15% off for the next 48 minutes.

    That’ll do, Steam, that’ll do.

  8. Rolento says:

    I’m looking forward to having a play this weekend. Can’t wait to get to the “Garden of Kadesh” level – the conversation at the start of that level is pur awesome.

    Alec, how does the voice of the mothership sound? I understand the original VA rerecorded her part.

  9. Zenicetus says:

    Does anyone know if it runs fullscreen on a 4:3 monitor, or is it letterboxed for the widescreen remaster?

    • Jinoru says:

      Cinematics are Letterbox 16:9. Otherwise, the game to display aspect.

    • Napalm Sushi says:

      I’d say two and a half podkings short of a nautical drollock.

  10. DanMan says:

    Do you still have to wait for the resource collecting at the end of a level?

    • vecordae says:

      Homeworld 1 was ported to Homeworld 2’s engine and then the engine was significantly upgraded. What does that mean? It means that the HW1 campaign benefits from a lot of HW2’s convenience features. I’d bet any number of human babies that the “gobble up all the resources on the map” feature from HW2 is among them.

      Side note: This means that HW1’s excellent formation controls are now available in the HW2 campagin.

      • DanMan says:

        Your bet isn’t good enough, I’m afraid. Does anyone know for sure?

        /me tips Alec on the shoulder

        • FriendlyFire says:

          Having just tried it, my resource count jumped from ~500 to ~1000 when I hyperspaced out of mission 1 of the HW1 campaign, so I’m assuming they’ve added automatic resource gathering too.

      • Catweasel says:

        Does that mean that bullets from guns don’t actually hit stuff to do damage and it just does random chance hitscans with tracers for show? 2 used this while 1 had actual bullets that hit stuff, and that’s one change I do NOT want to see in HW1.

        • TechnicalBen says:

          Interesting. That would make this a remake of HW2 only. With 1 being a mission pack dlc into the HW2 game. :(
          It would still be worth it for HW2 gameplay, and HW1 replay for the cutscenes, but the HW1 gameplay was specifically different, in a good way.

          Hopes mods can do al we want! ;)

        • Sic says:

          I read elsewhere that they botched the animation of ships firing as well. That recoil from shots is all but gone (a few ships still have them, apparently). Not sure if this is a bug, or if it is intended; but it’s severely disappointing if true.

          Proper HW1 combat needs to be patched in if it for all intents and purposes is HW2 combat right now (which it truly seems like it is, what with the movement/formations also being HW2, as most people are reporting).

          Shame, really.

          • Catweasel says:

            I really shouldn’t be too nitpicky but man if that doesn’t bum me out. I’m going to wait on this one I guess, to see if there are other issues too, and more importantly, if they get fixed. Apparently no fuel at all either, which isn’t a big deal, but if there are a lot of missing little things it can add up.

          • Sic says:

            I’ve been reading up on the Gearbox forums and in the Steam community, and sadly it seems like the game currently is a dud.

            It’s basically the sequel with different assets. Homeworld is gone, I’m afraid.

            I’ve bought it, and I am currently installing it, but mostly for the classic version of HW (I’ll check the remastered games out for the visuals, and maybe play through HW2, though).

            I mean, it’s not like I wasn’t wary of the whole thing, it’s Gearbox after all, but after the fact, I’m somewhat disappointed; and, again, since it’s Gearbox we’re talking about here, I have next to no hopes for any worthwhile patches.

            Ah, well. You win some, you lose some.

          • Premium User Badge

            Waltorious says:


            Question about the classic version of Homeworld 1 that’s included… is it truly the original game, in every way? Original engine, original UI, etc.? I’ve never played the Homeworld games and I’d love to try the original, but all this talk of changed mechanics and whatnot makes me wary; I’d want to see what the original was like. But it sounds like the actual, true original is included along with the Remastered versions? Meaning it’s now a legitimate way to get my hands on the original game? I just want to be absolutely sure of this.

            Also, most of the talk here is about how stuff from Homeworld 1 was changed to fit the Homeworld 2 engine, which many find disappointing. What about playing the remastered version of Homeworld 2, though? Any reason someone would want to play the original Homeworld 2 over the Remastered version? Sounds like some Homeworld 1 stuff was incorporated, but most people seemed to think that was a good thing…

          • Sic says:

            They couldn’t get the rights to the Yes song in the end credits, so that’s out, but other than that, I think it’s supposed to be exactly the same.

            Haven’t heard anything to the contrary, at least.

          • Sic says:

            … an update on that.

            It seems Gearbox didn’t use the proper version of the game as a starting point, so people are now discovering differences.

            Some things are just thrown out, like LAN support. No idea why that was done at all. Other things are simply strange bugs it seems, or just different mechanics. Things like what you can build simultaneously are apparently different. I guess we’ll just have to see if there are other things.

    • Werthead says:

      Auto-harvesting appears to be a bit broken at the moment. A bunch of players were experimenting with it and it was all over the place:

      link to reddit.com

      So far, whatever is in your harvesters when you end the mission are automatically stored. What the game looks like it’s supposed to do is also collect all the RUs from the areas of the map you’ve explored and can see. If you don’t explore the whole map you won’t get everything. The big test of this is Supernova Station, as you explore most of the map during the mission but most players don’t harvest at all on this map because of the radiation damage. However, one player reported getting 34,000 RUs from the map and another only 17,000. They also experimented on other maps and sometimes everything in sight got automatically hoovered up and on other maps it didn’t.

      I’ve also had experiences of dust clouds and asteroids sitting there telling me they have hundreds of RUs still to be mined, but hitting the harvest button just gets a “Nothing but gravel out here,” message back.

      • revan says:

        It definitely doesn’t auto-harvest for me. Just tested it on the second mission of the original Homeworld. Lot’s of RUs were left behind when I engaged hyperspace. Reloaded my earlier save and resource collector is still harvesting space dust.

  11. Hanban says:

    Homeworld 1&2 are hands down my favourite games of all time. They just clicked for me. I have a set of HW1&2 with the packacing unbroken if I ever lose my original CDs. Getting the remaster was a no brainer. So happy about this!

  12. aircool says:

    I could never get to grips with the whole 3D thing. I kept putting units in the wrong areas and then resorting to the surround formation.

  13. Fitzmogwai says:

    Has Cataclysm been remastered too? Of all the Homeworld games, that one was my favourite. Well, still is. In face, I might just dig out the disk now and see how it runs under Win 7.

    • vecordae says:

      They weren’t able to get the source code or original art assets for Cataclysm. They would have done it, otherwise, I think.

      • Asurmen says:

        I personally don’t think it’s needed. Have this feeling they’re waiting for the results of this release before trying to recreate Cata.

    • Phasma Felis says:

      The word is that they have the original assets for Cataclysm including studio-quality audio, but the source code is lost, and there’s rights issues because Cataclysm was farmed out to a different studio, Barking Dog. Source.

      …Which doesn’t really make sense to me. They’ve got the source code for the original Homeworld engine, and they’ve already ported that, so why is the source code so important? It would be useful to have, but it’s not critical. And Barking Dog was bought by Rockstar, so it’s not one of those things where no one can agree on who owns it, and I can’t really see Rockstar belligerently refusing to let go of the IP for a single game that they can’t market themselves.

      What I want to know is, how long until the modders get on the stick and recreate Cataclysm? Homeworld has a robust modding community, and Remastered is supposed to be highly moddable; I’m rather surprised that no one’s announced it yet.

      • Werthead says:

        There isn’t a rights issue at all: HW:C is part of the franchise, Gearbox has bought the franchise and everything in it. The sole problem is the source code, and there were significant differences in the way HW:C worked compared to HW1 and HW2 that would make it tricky to port. There’s also the fact that the HW1 team don’t seem to have been too keen on HW:C and there’s question marks over its canonicity.

        The good news is that I played HW:C on W7 last year and it worked absolutely fine with no problems at all.

        • Phasma Felis says:

          The source code issue doesn’t make any sense either, seeing as they clearly didn’t use any of the HW1 source code in porting it. So apparently the lack of Cataclysm comes down to “eh, didn’t feel like it.”

          That kind of sucks.

  14. vecordae says:

    Here’s a handy guide to what has changed and what hasn’t.

    1) HW1 and HW2 are now both running in an upgraded version of the HW2 engine. It seems Gearbox took some time to merge the better features from both games into the combined experience.

    2) The UI is now identical between both campaigns. Gearbox is responsible for the new UI as well.

    3) Fighters in the HW1 campaign don’t use fuel. Not sure how that impacts The Garden and Cathedral missions.

    4) The formation controls from HW1 have been added to the core engine and you can use them in HW2 now.

    5) The salvageable wreck mechanic from HW2 has been added to the HW1 campaign.

    6) Researching technology drains RU’s over time during the campaigns, rather than simply being free unlocks. (From what I understand. Might want to verify)

    7) You can’t play as the Taiidan in the HW1 campaign.

    Bonus 8:) The black and white cutscenes use slightly different art in some cases. The sandcrawler from the intro cinematic, for instance, has been replaced with the much larger vehicle from the Shipbreakers concept art.

    • romanlevin says:

      Unless I’m developing false memories, I’m pretty sure you could play the HW1 campaign as the Taiidan in the original release.

      • vecordae says:

        In the original release: Yes. In the Remaster: No.

        • romanlevin says:

          Ah, right. Not developing false memories, just going blind.

        • romanlevin says:

          No big lose, anyway. Taiidan players are traitors to Hiigara to and to the memory of Kharak.

          • BlazeL says:

            Except when the taiidans are the real hiigarans and the kushan are responsible for the destruction of Kharak.

            Some played it that way through the whole impactful campaign. For them, it’s hard to accept the kushan as the victims and exiles.

          • SomeDuder says:

            Well Blaze, then they are WRONG and should feel p. stupid for being wrong. Homeworld for Kushan! Taidan go home!

          • Kaeoschassis says:

            I always played the Kushan just because of how wonderfully ugly and clumsy their strike craft were. Really sold the whole “newcomers to space” thing. It was also a lovely contrast once you started getting their more graceful looking capships online.

    • K_Sezegedin says:

      “4) The formation controls from HW1 have been added to the core engine and you can use them in HW2 now.”

      Too bad it sounds like formation behavior is pretty borked, – even when set to aggressive ships don’t behave like they should when set to different formations – what’s the point of sphere or claw if ships break formation or fail to surround the target they’re attacking or defending?

      Interesting that formations merit no mention in the review, – their jettisoning from HW2 was a pretty big demerit if I remember correctly, and their inclusing in the remastered Hw2 is a great thing….if only they worked.

      • Phasma Felis says:


        • K_Sezegedin says:

          Multiple threads on steam’s discussion forum – I’ve yet to boot the game myself, but sounds like formations are bugged, also another poster mentions that HW1 corvettes with their limited forward turret arcs are using HW2 movement AI.

          HW2 Corvettes had 360 degree firing arcs so you can see how that might be a problem….

          Another poster mentions that he captured an enemy carrier only to have it start launching enemy fighters as soon as it was released from the mothership.

          Sounds like Gearbox messed up some of the essentials, though a good working knowledge of the originals may be required in order to really notice.

          Anyway, I look forward to seein for myself later today.

          • EhexT says:

            Formations aren’t “buggy” because they’re not intended to work like in HW1 – and neither are stances. The HW1 campaign is a port for HW2 – it doesn’t have HW1 mechanics, because they didn’t rebuild the HW1 engine. The only reason the formation controls exist is because mission 1 requires them and they’re trivial to implement in HW2 in a limited fashion (that being “ships at rest assume this formation shape”).

          • Sic says:


            … but what the hell is the point of the remake, if the ships doesn’t work like they’re supposed to, and neither does the combat?

            I mean, “it’s not supposed to work” isn’t a very good response if one asks a developer why things are behaving weirdly.

          • Dave L. says:

            @EhexT: They absolutely are buggy. Since the game recognizes the HW2 Strike Group formations as formations, there wasn’t a need to implement the classic HW1 formations. Since they did, and they don’t actually work like the classic formations (ships break formation as soon as a move order is given, when ordering a group that’s in sphere formation to guard another ship they don’t surround said ship, when a formation is made of mixed ships they don’t all go the speed of the slowest ship in the group (weirdly, they DO do that if you use the HW2 strike groups), etc), they’re bugged,

          • SomeDuder says:

            Man, that’s just… fuck. Kinda disappointing… They sound like bugs that might be able to be solved with some dedicated patching, but I’m glad I didn’t buy it on launch.

            Any word from Gearbox on this?

    • P.Funk says:

      I’m concerned that the AI behavior of HW1 is basically compromised. Seems like when they ported things over they didn’t manage to incorporate everything and erred on the side of HW2 when conflict was there, those formations aside.

      I mean if they can’t even get the fighters to have fuel needs then that tells me they made some real compromises but the question is if this fundamentally changes the nature of gameplay for HW1 and as such does this actually constitute a proper Gameplay remaster?

      Will I actually have cause to use the vanilla code as a result of this if I’m a proper picky gameplay snob for the first game?

    • Werthead says:

      I’ve got 5 missions down and there does seem to be an issue with salvaged ships counting towards your limit. After capturing all the Ion Array Frigates in the mining mission and one of the Taiidan Destroyers a bit later, I noticed the number of ships on my list jumped up, whilst in the original game they didn’t (i.e. built ships count towards your unit cap, but salvaged ones don’t, and you could reach the final mission dozens and dozens of captured ships over your cap).

      I haven’t gotten far enough in to see if you do hit the cap with salvaged ships, but it looks like it at the moment. And that kind of sucks for those who loved the “capture the entire Kadesh multibeam frigate fleet and guide them through the whole game” strategy.

      Also, the Diamond Shoals mission (the one where you have to fly through an asteroid belt) is seriously borked. The asteroids now disappear when you shoot them and reappear in smaller fragments after a short delay (instead of splitting seamlessly into the smaller asteroids, allowing you to maintain continuous fire). This makes it very difficult to destroy them before they hit the Mothership. With repair corvettes chugging away at the Mothership I just about stayed on top of it, only to find that the game’s cut scene telling you to destroy the asteroids and research destroyer drives hadn’t triggered, so I had to replay the whole thing from scratch.

      Also, the strike craft mechanism from HW2 is in the game, which is great for simplicity’s sake but takes away the micro-managing skills of the original game. Now you just assemble your fleet into one big force and select-attack the enemy and watch the AI do everything for you. Which worked really well in HW2 as the game was designed with it in mind, but it makes some HW1 missions almost trivially easy.

      • K_Sezegedin says:

        I find all that truly galling, considering that Hw1 is such an favored title of mine.

        I hate to be that guy, but after going to all the effort to pretty up the games, is it too much to ask that the AI and gameplay mechanics of the first game not be screwed with? Update the UI fine, – but screwing with formation behavior and salvage limits…ugh.

        Titanic missed opportunity here.

        • Werthead says:

          Someone on Steam pointed out on the original game that the captured ships did fill up the limit and then went over it, and it appears to be the same on the Remaster so that, at least, doesn’t seem to be a problem. Had a bit of a panic attack there :)

          Considering they’ve moved HW1 into the HW2 engine and HW2 does have a very different feel and atmosphere to 1, they’ve surprisingly preserved a lot of the atmosphere of HW1. They’ve done a very good job indeed overall with it. Formations/tactics is a little off compared to the original game, but it’s not too bad.

          There is a very common problem though: antivirus software seems to be identifying the HWRemaster exe as a virus and not launching the game, so you have to manually exclude it. Rather annoying.

          • Sic says:

            Does anyone know anything about what Catweasel mentioned above?

            Are the ships firing actual projectiles that hit, or has the HW2 engine borked this up as well?

          • Werthead says:

            I was keeping an eye out for it and couldn’t really tell. There was one instance where one of my corvettes fired, missed and the enemy took damage anyway so I think it’s the HW2 system, but I wouldn’t swear to it.

          • EhexT says:

            It’s not using HW1 combat mechanics because it’s not using the HW1 engine. It’s HW2 combat mechanics (dice-rolls).

      • Catweasel says:

        Incredibly disappointing, I hope they’ll address this and not consider it a closed case. I liked HW1 (and Cataclysm) so much more than 2, I don’t want to play what amounts to HW1 modded into 2.

      • Schiraman says:

        Yep, I had the exact same issues with Diamond Shoals last night.

        As for strike craft no longer needing fuel – I have to say that’s one feature of the original Homeworld release that I definitely don’t miss.

        • Sic says:

          Except that it makes them useless on their own now, since they never automatically redock for refueling AND repairs.

          To keep them alive you now have to micromanage all of them.

  15. elevown says:

    You mentioned you vaguely remember it having a more clunky interface but that its a lot better than you remember or something – did you realise, homeworld 1 has been given homeworld 2s GUI? The one from the origional game WAS a lot clunkier than the interface they made for hm2.

    • Werthead says:

      It’s arguable. HW1’s is only clunkier because hitting research/build/launch takes you to a totally different screen, but I actually preferred that to having half of the main screen filled up with transparent menus. HW’s interface is splendidly minimalist whilst HW2’s completely goes overboard with manual buttons you’ll never, ever use. HW:R does a good job of allowing you to completely de-clutter the screen, but you’re still stuck with the menus overlaying everything.

      Weirdly, GROUND CONTROL (HW’s nearest ground-level ‘real 3D RTS’ equivalent and every bit as good) did the same thing. GC1 had a fantastically minimalist, far-ahead-of-its-time interface and then the sequel ditched it for an ugly, bordered thing that overloaded the screen with useless information. For games as visually spectacular as these, it was a really weird design decision.

      • EhexT says:

        The Remasters interface is TINY. It’s not HW2’s default giant bars, and it’s even tinier than HW2’s minimalist mode UI. Anyone complaining about the remasters UI being “large” or “obscuring things” is insane (or hit the UI scale button accidentally).

      • elevown says:

        I guess you didn’t find the gui rescale option?

        • Werthead says:

          Yes. At 1080, Option 1 is unreadably tiny. Option 2 takes over a very large chunk of the screen but is just about usable. 3 and 4 are far too big to be usable (I’m guessing they are for 4K).

      • Sic says:

        Yeah, the new UI is an atrocious mess.

        I could write you an essay of all its faults, but for now I’ll just say that anyone who thinks it looks good needs to replay the original HW and see how it’s done.

  16. Geebs says:

    This is a cakewalk

    • CMaster says:

      I almost feel sorry for them.

      The chatter (and voice acting all around) was really part of what made homeworld for me.

    • Shadow says:

      I’m not sure what you gentlemen mean.

      • Frye2k11 says:

        Both lines are from the original games’ combat dialogue.

        The cold, detached voices with the eerie music really worked.

    • Phasma Felis says:

      “The subject did not survive interrogation.”

      I just bet he didn’t.

    • Kaeoschassis says:

      “Hull breach, hull breach–”

      I think I’ve lost count of how many times I’ve commented on HW’s voice acting on RPS. In a medium where it’s so often got horribly wrong, or just half-assed, Homeworld is pretty much my go-to example for how to do it right. Something so understated should not be able to evoke that much emotion but it so does.

      Actually, I think that’s WHY it does. It’s how calm and professional your crews are even in the heat of battle. It’s how calm and professional they struggle to remain in mission 3 of the original. It’s how totally that contrasts with, for example, the last transmission from the support ship in mission 2. (Yes I’m trying to avoid spoilers for Homeworld of all things, what of it?)

      Not just voice acting, of course. The sound design all around was incredible. I present exhibit A – the low, mournful wail of a dying capital ship in HW2.

  17. Urthman says:

    Do I remember right that you can pause the single-player game at will? I’ve never been able to handle a RTS that doesn’t let me pause and look and think. (I miss you, Freedom Force.)

    • 13tales says:

      I love that game. Freedom Force was so good.

    • DanMan says:

      I’ve been told you can, too (have yet to play it myself).

    • vecordae says:

      You can pause and issue orders, yes. You use the ‘pause’ key by default. I find that to be a bit clunky these days, but the game uses the space bar to switch between local tactical and strategic views.

      • JiminyJickers says:

        I never finished Homeworld 1 back in the day, but now my hands are a bit slower a pause and issue orders function means I will give a try again and finish it this time.

      • Kaeoschassis says:

        Does it let you rebind the pause function now? As someone who still plays HW2 I can tell you that it didn’t originally, and it doesn’t recognize the ‘pause’ key on my laptop keyboard. That, believe me, has made me a much better player, but it does get frustrating sometimes.

    • RegisteredUser says:

      Just in case this makes a difference in the world: I, too, miss Freedom Force and think there need to be more games like it.
      The modern F2P superhero meh-ness is just that. Give us another involving, multi-faceted hero-troupe with comic book storyline and storytelling.
      We’re in an age where “Comic Book Men” is a real series and people pay thousands for classic comics, surely we can make a cool game again?

  18. Iskariot says:

    I have been searching for a normal boxed edition everywhere. I cannot find one.
    Is this only available as a digital download? That is a big shame, if true.
    I know about the very expensive collectors edition, but that was beyond my means.

    • vecordae says:

      For the moment, yes. The Collector’s Edition was the only boxed copy that was produced as far as I am aware.

      • SomeDuder says:

        Does it have the insanely detailed and lore-filled manual of the first game? Cuz that was a piece of art.

        • Cinek says:

          Yes, it does. It’s actually even longer than the original manual. Got concept arts in :)

        • Werthead says:

          Yes, and it’s even bigger as they poured tons of concept art into it as well.

          • Dave L. says:

            It’s actually about the same size, since the concept art pages are taking the place of the ship technical info.

        • salattu says:

          Aww dang, I had forgotten about the manual. Shoot, should’ve thought twice about the CE.

  19. Razumen says:

    I just wish they had been able to include Homeworld Cataclysm into this release, that was my favorite of all the Homeworld games…

  20. yan spaceman says:

    Can anyone help me solve a pressing quandary? I suffer from mental health issues which makes games that offer a fairly gentle learning curve easier for me to play.

    I have whittled my next purchase down to two games – Homeworld Remastered or Elite Dangerous. I am interested if anyone can compare the two games, especially regarding learning curve, enduring playability and good single player game (I am not confident enough to do multiplayer). I enjoy strategy, shooters and open-world sandbox genres so both games look good to me. Many thanks.

    • SomeDuder says:

      I can’t comment on Elite, but Homeworld eases you into sending the last people of a desperate race to their deaths. Shame on you for being so bad.

      But yea, first mission is a tutorial of sorts and tells you all you need to know. It quickly ramps up tho, and the 3rd mission will make you hate yourself if you suck at videogames. Homeworld isnt a complex game, as in, various interlocking systems, but it does require more tactics than selecting all units and right-clicking the enemy. That just results in badfeels.jpg

    • Alec Meer says:

      Elite Dangerous is a pretty steep learning prospect for anyone, I’d say.

    • Razumen says:

      If you prefer singleplayer then Homeworld will be by far the better choice, not only is there two campaigns to play but also skirmishes against the computer. Also, even though it’s a real-time RTS, you can still pause the game whenever you want to take a few moments and analyze your situation.

    • vecordae says:

      Elite: Dangerous can be a meditative experience where you drift from place to place delivering freight and exploring the galaxy. It can be tough, too, but you have a degree of freedom in your experience. The primary difficulty is simply learning the controls and how your systems work.

      Homeworld 1 (and, to a lesser extent HW2) is a brutal, desperate trek through hostile territory against an opponent who’s strength scales with your own. The bigger your fleet, the more enemy ships there are. Learning how to play efficiently is more important than building a big ship-mass and sending at the enemy ship-mass. Until you learn how to properly use salvage corvettes, in which case the game quickly devolves into a sort of galactic-scale ship-jacking simulator.

      • Razumen says:

        Eh, I think the issue about the game’s difficulty that arises with it scaling with your own fleet size is a bit exaggerated, I’ve played through several times and never really had to worry about how big my fleet was. It was really more about learning what ships to build and how to use them most effectively.

        Of course, if all you do is amass a large fleet and send it all at once without regards to tactics, you’re going to run into problems regardless.

        • vecordae says:

          I don’t think complaints about the difficulty scaling are exaggerating the issue at all. They simply reflect how certain kinds of traditional RTS playstyles don’t translate well in this particular game and how frustrating some folks found it.

          The scaling mechanic combined with the persistent fleets really punished the kind of short-term, units-are-disposable thinking that was the staple of RTS games at the time. As you said, the emphasis has to be on making the best use of the resources you have. Once you get the hang of that, the scaling issue isn’t so much of a problem.

          Of course, once you figure out how to steal things efficiently, the scaling mechanic simply means more ships for your fleet.

      • Werthead says:

        The difficulty scaling is a much bigger problem (or was) in HW2 compared to HW1. In HW1 I never noticed a massive difference based on your fleet size and I’ve completed the game seven times.

    • Iskariot says:

      Elite is a first person experience. You are the pilot of your own ship and you do combat, trade, mining etc. Currently you can not leave the pilot´s seat, but that will be added at a later point. You will also be able to do planetary landings in the future. It is a gorgeous game, but it is in the midst of development. Some have no patience for that. ED´s learning curve is called steep by some, but that is mostly because it takes time to learn the things you can do, not because it is really difficult. There is a lot of info and help out there, for example youtube tutorials, official and unofficial manuals. Personally I love the game, even in it´s unfinished state.

      Homeworld is a real time strategy series. It is as genre defining in RTS as Elite is in the Spacesim genre. In my opinion Homeworld has the best spaceship design I ever saw in a game. And the atmosphere of the game is unique. The music is awesome. It is difficult to say anything about the game´s learning curve. I have played it so often that it has become second nature to me. I don´t believe I ever felt it was difficult to master.

      Homeworld and Elite Dangerous are totally different games in different genres. They can not be compared. They bother feature space and spaceships, but in very different ways. Both games are wonderful in their own way.

      • Iskariot says:

        Sorry for the typos. Can´t edit them.

      • Phasma Felis says:

        Maybe they can’t be compared holistically as works of gaming art, but you could certainly compare their learning curves, which is Yan Spaceman asked for.

        I have not played Elite, but my recollection is that Homeworld has a reasonable learning curve as long as you’re willing to admit when you’ve fluffed a previous mission and need to go back to it. You should definitely keep saves at the end of each mission; since your fleet carries over between missions, doing poorly in one can make things very difficult for the rest of the game. Usually you’ll know when you’ve been battered, though; it’s not a Space Quest-y thing where you can’t finish the end of the game because of some silly oversight at the beginning. There were several times when I chose to replay the mission I just completed, but I don’t think I personally ever had to go back more than one.

    • rodan32 says:

      I would vote for Homeworld in this case, but I guess it depends on specifics (which of course I won’t badger you about. Brain stuff sucks.). My oldest son deals with some anxiety and attention issues, and one of my daughters is autistic, so I speak out of those experiences. Homeworld has a very steady ramp, which helps you to get familiar with the controls. There’s going to be some need to reference hotkeys once in a while, perhaps, but it’s not too bad. The other advantage I see with Homeworld (at least based on my experiences) is that it’s more of a directed experience, where the campaign steers you along. I love the sandbox stuff, and both of my kids with mental issues will play Terraria all day, but Elite is a whole different level of sandbox. Elite might give you more play, long term, being so gigantic, but I think Homeworld might be the better experience.

    • Neutrino says:

      From what I’ve heard Elite Dangerous doesn’t even have any content yet, i.e. storyline or really anything to do. My favourite version of Elite was Frontier First Encounters, the scripted missions and storyline really added a lot to the experience.

      I backed Elite Dangerous but I’m quite disappointed that they didn’t build on what they’d already achieved in FFE and abandoned realistic flight, offline play and storyline.

      I have however just found this new improved version of FFE link to frontierastro.co.uk which I can’t wait to have a play with.

      • yan spaceman says:

        Many thanks for all your answers … and the winner is … diddle-diddle-diddle (that’s a drum roll) er, I just can’t decide, though I may be just leaning slightly toward ED. The first person perspective and do-shit-when-you-want-to sandbox looks mighty appealing. I will watch some more Lets Plays and retreat to a corner to mull it over with a chocolate milkshake and a cigarette. Thanks again.

  21. infusednz says:

    Listed of fixes for the game including the scaling issue here link to forums.getrekt.com

  22. TechnicalBen says:

    For anyone wondering, you can also increase (to realistic proportions) the scale of the size of the ships in the game. It’s called “nlips” and it basically rescales things when you zoom or go to the map. So if you turn it off you see the true tiny size of a fighter up next to a destroyer. :P

    • TechnicalBen says:

      (As the edit button is now dead to all time…)
      “and some oversights such as not being able to click on your population list to select all ships of that type”

      In HW2 it was a double click or as you said a hotkey. I forget which, and am currently downloading the second half of the game as we now hit release, so will get back to you on the hotkey.

  23. JellyfishGreen says:

    Very pretty…. I always liked the 3D battle idea and now the graphics are just dreamy. I wonder how this would look if coded for the Oculus Rift or your favourite tabletop holotank display?
    Added to my Steam Wishlist.

  24. newguy2012 says:

    Multiplayer requires Shift account :(

  25. Phasma Felis says:

    How do fighters work in Remastered? I only played the first one back in the day. I heard something about fighters in Homeworld 2 being grouped into wings, though. That sounds good to me; micromanaging individual fighters always seems like a strange thing for a fleet commander to be doing, and it never really made sense to me that telling 50 fighters to focus fire on one enemy fighter was an optimal tactic. Of course I also don’t know if the Homeworld 2 system addressed those issues…

    • Razumen says:

      HW2 had fighter wings, which was nice because if only a few fighters in a wing were destroyed, they would be restored when they docked (At an appropriate RU cost I believe). Apart from that though, it was more or less the same as just making fighters more powerful, as with large amounts of wings you still had the same problems as before unless you made them into hotkey groups before battle.

      My favorite strategy with fighters in HW1 was just to group them into large fire teams and then tell them to group attack, they’d pick their own targets in order and I didn’t have to worry about continually telling them to attack, unless there was a specific target I wanted down asap.

    • vecordae says:

      In the HW1 campaign or when playing as one of the HW1 races in skirmish fighters are built singly. They can be put into formations using the formation commands (things like wall, wedge, sphere, claw, etc) and manually assigned to hotkey groups. Ordering a group of fighters to repair will repair individual fighters, but not replace lost fighters. This is much like what you’d see in Command and Conquer or Warcraft.

      In the HW2 campaign or when playing as one of the HW2 races in skirmish fighters and corvettes are built in wings. They are arranged in formations and assigned to hotkey groups as wings, rather than individual units. Ordering a wing to repair will also replace missing fighters. Relic would go on to implement it in their Dawn of War and Company of Heroes RTS series.

  26. Kaeoschassis says:

    I’ve gotta say I think of Homeworld as being really intuitive to control. All orders can be issues from any zoom level on either interface, the usual rts tropes like control groups and what have you make it super easy to select what you want, when you want it. Stuff like formations and strike groups takes only a little experimentation to figure out, there are context sensitive right-click menus for anything you’ve forgotten the hotkeys for, I could go on.
    I am a TERRIBLE rts player, and I’m not just saying that for effect. I love turn-based strategy but there are very few real-time ones I’ve ever been able to get into. I love Homeworld to pieces and consider myself fairly good at it, and I’m pretty sure I never would have stuck with it if it hadn’t been so easy to get to grips with. But it’s entirely possible that my younger self just had a better attention span, I suppose…

    • BlackAlpha says:

      I can tell you that your younger self had a better attention span… Homeworld is VERY clunky (just tried it again). Cataclysm improved the interface quite a bit. But Homeworld 2 made it really intuitive. Seeing as how the Remaster is using an improved Homeworld 2 engine, you get the intuitive interface for both games now.

  27. MythArcana says:

    I’ll stick with the original. I don’t need 12 gigs of high resolution textures from a game of yesterday. This might enlighten those who missed the original and those who can’t function without Steam, but I’ll go with the oldie version.

    • Phasma Felis says:

      Well, the important thing is that you get to be smug about it.

  28. Thrippy says:

    1) I’m thinking almost everyone will wind up scuttling depth of field and maybe motion blur just as a preference (and to be free of the only noticeable performance hits). Crank everything else up. I don’t believe the best possible next generation image quality was a primary goal. The point is to render hundreds of ships without lag using a modest visual upgrade by today’s standards. Homeworld fans have wanted a high performance multicore threaded engine. We got it. It only took over a decade and a few million dollars.

    That said, be sure to try out the enhanced dual light shadowing. Spooky. Eerie.

    3) How does it sound?

    After experiencing the 48KHz sound mix with music, voice and sound effects in native 48Khz , going back to the original is like listening to Homeworld with an ear infection. Preserving the original audio assets on DAT tape is the greatest unsung asset of this remaster.

    • revan says:

      I can’t play with motion blur, no matter the game, so it’s one of those options that is instantly turned off. It just makes me nauseous. Depth of Field is nice in some games, but has no point in Homeworld. It’s space. How can there be such an effect in the airless void? :) And it drags performance down considerably.

  29. eljueta says:

    Aw man…there’s just too many games and this one has the nostalgia factor :(

  30. Zekiel says:

    Question here from someone who played and loved Homeworld 1, but never got round to Homeworld 2 – I heard that difficulty was all over the place in HW2 (my friend reported he couldn’t get past something like the third mission).

    Is that true? If it was true with the original, is it still true now?

    • Chuckaluphagus says:

      Unlike Homeworld 1, in the original Homeworld 2 the enemy fleet sizes on any mission were scaled to — at a minimum — match your own. So, if you (quite reasonably) harvested everything, captured everything that wasn’t nailed down and built up your fleet as much as possible, at the next jump you’d be presented with an insane flotilla and a truly bastard-hard fight.

      I believe I recall reading that the Remastered edition mollifies this problem somewhat. Have to get that far in order to be able to tell you for certain.

  31. BobTChicken says:

    Bought this last night and spent an hour or so with it before giving up. I had a much stronger emotional response to the things they broke or left out than I expected (or is in any way warranted really). I guess I was a fan of HW1, and never really got on with HW2, and this is HW2 with HW1 assets. The capship AI is kinda broken, formations don’t work at all, and there’s a bunch of missing animations. It feels to me like they focused on making the game look good in screenshots, and didn’t bother with making it move or play right. It’s not a remastered Homeworld; it’s a different, lesser game.

    • Razumen says:

      So disheartening, I hope they actually fix all of these issues, or there’s the possiblity the community can do it themselves. The idea of unifying both games under the same engine sounded great on paper, but doing so added a lot of new issues they didn’t really bother addressing fully.

    • salattu says:

      This is the first mention of these issues I’ve seen, is there anywhere I could find a detailed listing of them? I was elated yesterday when upon release the news didn’t explode with negatives, but now you’ve got me concerned.

      • BobTChicken says:

        Sorry, don’t know about a list of issues. This was just stuff I noticed while playing. As I mentioned, I may be overreacting due to being overly attached to the original game… I noticed: Frigates often turn broadside to the enemy even though they have forward mounted guns in HW1. Formations break up as soon as they engage the enemy (even when set to aggressive tactics), so fighters are less effective and bombers and corvettes are useless. Some of the little animations on ships are missing (guns still aim, but there’s no recoil). Repair corvettes have much shorter range, fixed forward, repair beams.

        The corvette formation thing and the repair corvette thing mean that my favourite heavy corvette wall tactic no longer works. That may be why I got upset :)

      • Sic says:

        Go to the Gearbox forums, there is a “megathread” of issues and bugs that was recently pinned.

        80 posts long and counting. It has some of the issues…

    • K_Sezegedin says:

      Its basically a hatchet job done on HW1. Now that I’ve had it on for awhile I can see how badly the first game has been damaged, –

      Honestly I don’t get how someone familiar with the source material could give this a good review.

      Maybe if you have a burning love for Homeworld 2 you’re in luck.

      But call me naiive, I was really expecting a team of professionals to find a way to preserve each game’s unique character regardless of engine, but the implementation of Homeworld 1 mechanics is cringe-worthy – ships can’t even figure out how to get into parade formation let alone fight in formations.

      So HW2 seems to have survived intact, the HW1 portion is just a big missed opportunity. Still fun to watch in action though.

  32. RegisteredUser says:

    The biggest problem I’ve always had with space is that it is…space.
    The third dimension hugely annoyed me when trying to get into Homeworld, despite me having played many, many other RTS on a simpler isometric / 2D plane otherwise.

    It made the interface and control / overview a real issue and since that isn’t resolved with the remastering, either, I am still kind of sad that something almost everyone ever has raved about is quite inaccessible to me.

    • Razumen says:

      Why did you find it inaccessible if I may ask? Usually you don’t need to worry about the z-axis unless you’re trying to perform some very specific maneuvering, and most of the maps are usually designed around a flat plane anyways. Not to mention that moving units themselves is limited to the x-y axis it as well unless you hold down shift .

  33. postrook says:

    this game desperately needs a total war style ui bar with unit cards. is there some sort of mod i can download that adds that.