Entry No.86e
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IT Writers Awards
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Ed Dawson Homeworld: Cataclysm Review 26 October 2000 www.gamespot.com.au/features/au_cataclysmfull/index.html Submitted for Best Technical category |
This game opens to the scene of the Kushan
civilisation still rebuilding their homeworld Higaara, years after the entire
surface was razed in the Taiidan war. This once pernicious enemy, the Taiidan
Empire, is now fragmented by civil war and no longer a major threat. However war
vessels are still docked in orbit around the world in order to respond to
sniping attacks from the rising Turanic Raiders and the occasional vengeful
strike by the genocidal Taiidans. Minor political struggles characterise the
gradual reconstruction of the Kushan world and the transition from the military
authority system to one based on the opinions of the populace.
Yet
something very sinister threatens the hard-won tentative peace that the Kushans
have achieved. Despite their fundamental foes the Taiidan Empire slipping into a
self-inflicted funk, the Kushans are soon confronted by a terrifying biological
entity known as the Beast. This nefarious space being can control the minds and
behaviour of any spacecraft crew it can "infect". The hapless crew is
then utterly converted to the Beast cause and will work tirelessly to aid its
proliferation. The Beast acquisitions to date are so numerous that the captured
fleet it controls is large enough to threaten entire civilisations. The author
of the inspiring narrative for Homeworld, Marcus Skyler has written the
continuing storyline for Cataclysm, and once again it is a plausible and
intriguing window into an alternative universe.
Homeworld
took the rather dried-and-preserved 2D isometric strategy game and blasted it
into three dimensions, throwing away the anchoring surfaces of planets
completely. Not only did they pull off the engine and mechanics required to
drive such a game very well, they also pioneered a impressively fast, simple,
and effective camera control system that works by locking itself down to
contexts - such as a mothership or a fleet of units on the move, making
navigation and manipulation of the game view incredibly easy. On top of this
they still retained the familiar procedure of box-dragging to select units, yet
in Homeworld your "drag envelope" is actually a vastly complex
expanding 3D cone based on your point of view and shifting camera angles. Yet
Relic Entertainment managed it. It functions just as quickly and simply as it
does in the comparatively primeval 2D environments of old. On top of that, they
created an ingenius 3-space location setting tool based on relative planes of
orientation set by the attitude and orientation of your mothership, which is the
game's only constant. Couple this with seamless local scale and galaxy scale
frame of reference switching, and its easy to admire their efforts.
A
follow up to Homeworld was utterly inevitable. Yet where mission packs are prone
to simply adding units and missions to the existing game creating a painfully
similar (and often tiresome) landscape, Cataclysm, forged by the development
outfit responsible for Half-Life: Counterstrike, is a complete re-working of the
tech tree, races and storyline. Cataclysm continues beyond the events played out
in the original game, with a significant time passage in between allowing for
major restructuring of the technology and political situation facing the Kushan
race as you begin the game.
Barking
Dog have totally stretched the traditional realtime strategy mould, designing
the units in the game as if one was a paranoid Kushan engineer in wartime,
facing complete extermination at every turn. As a result the units in Cataclysm
are almost never cut and dried in terms of their capabilities. Most of them have
multiple upgrades that can be researched to adjust their performance, resistance
or combat role. Several units can even "pair" with another of their
own type, creating a new unit with different characteristics, whilst in the
field, long after manufacture. The result of this mentality is an extremely
flexible and survival-oriented force, that can respond adequately to a wide
variety of assault forces or defences.
This
opens up the options available to the player, especially at the end of a game
where their resources are for the most part committed into tangible units. It is
a laudable approach that allows a player to retain lingering shreds of hope in
the most oppressive circumstances. Even the chilling realisation that you have
spent all your resources creating a particular kind of force while the enemy was
shrewdly formulating one perfectly suited to annihilate it. In traditional games
this almost certainly spells doom. In Cataclysm the player can combine units
together, research some upgrades to their unit force, upgrade the units by
docking them with the mothership and viola, they have a significantly different
kind of fleet, hopefully more suited to tackling the invaders. Naturally this
opens up a new layer of post-production strategy, as the enemy is then invited
to retool his or her fleet to better oppose the changes enacted by their enemy.
As
a basic example, the basic "worker" units can harvest resources
straight out of the hangar, then with upgrades they can acquire the ability to
repair friendly units, and eventually salvage damaged enemy units, which
basically amounts to capturing them and replacing the crew with one of your own.
Each upgrade must be researched, and once complete each new unit will be able to
use all researched upgrades, while existing units in the field can briefly
return to base to receive a quick patching. This gives the worker units some of
the qualities of the most valuable units from the original Homeworld, putting
them within easy reach for all players at the beginning of the game.
The
graphics in Cataclysm are still gorgeous, they still hold a certain quality of
rendering that never ceases to impress. The new ship designs and new backgrounds
are equally superb, with a little more extravagant flair and attitude expressed
in the units designs. Naturally Cataclysm still flies at 1024x768 on an average
machine with a TNT2 accelerator or better. This game is one of the few platforms
that gains particular benefit from the application of ultra-high resolutions.
Also, the weapons effects and animations have been revamped, and the new effects
are truly jaw-dropping.
Playing
Cataclysm is quite a refreshing experience on the whole. However if you found
the pace of the original a little too slow, Cataclysm offers the option of an 8x
time compression function that allows you to accelerate harvesting and other
mundane processes, or shorten lengthy flights. Cataclysm does offer at least the
same level of complexity as the first game, which is mostly a good thing, yet
players who found the original game brain-taxing may short out while playing
Cataclysm. However it is worth pointing out that the niggling maintenance issues
that sometimes detracted from Homeworld's gameflow have been savagely
streamlined in Cataclysm.
Overall,
Homeworld: Cataclysm is a very well planned augmentation of the original game.
Taking bold strides into uncharted strategy territory, the game brings a new
flexibility and "grunge" to the previously white-collared world of the
Kushan and the quest to defend their planet of origin. Highly recommended.
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Producer Gamespot ZDNet Australia (02) 9936 8797 |
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