It has been a hot minute since the last proper Homeworld game, and after being delayed multiple times, Homeworld 3 is finally here.
To keep things organised, I'm going to divide my thoughts into categories, starting with...
Technical aspects
The game runs well on my 3080ti and 5950X at 4K, max detail, and no raytracing; no hiccups, loading is basically instant, and so far (mission 7 or 8 of the single player campaign) even the larger battles have gone smoothly. I did encounter a bug where opening/closing the sensor manager would result in the camera pointing in the far distance and I had to refocus it on one of my ships; minor stuff.
There are plenty of options to choose from, including HUD scaling, but when you adjust that, you don't see how big the various windows would end up being.
Interface
HW3 allows to choose between "modern" and "HW2 style" layouts, and I went for the modern, but I think I'll go back to HW2 style, all the hotkeys are messed up for me. Sensor manager is still the spacebar, but movement is now V instead of M; you can click anywhere to move ships without the movement disk, but it's very imprecise...at least if you're used to previous Homeworld games. Docking no longer has an hotkey by default, and instead of directly choosing formation and stance with function keys, you need to cycle through them, as function keys are now for quick-selecting all your fleet, cycle through builder ships (mothership and carriers), all strike crafts, all collectors, etc etc.
Vertical movement is performed by holding down the left mouse button and dragging without the need of the shift key.
It takes a bit to get used to, but modern style is not bad, but you'll have to reacclimatise yourself if you have committed HW1+2 interface to hearth.
The HUD is an evolution of the HW2 HUD, and there are things I like, and things I don't. I like how compact is the build/research manager, though clicking on a builder ship doesn't automatically swithc to that ship's build queue, and carriers have no names, so it's impossible to check at a glance who is doing what and where they are.
All selected ships have their icon grouped in the right lower corner, but those icons are big and past 10 units, the others are hidden: smaller icons (like in Starcraft 2) would have allowed to show more units in one go and reduce screen estate taken by this interface element. You can scale things down in the options but that will scale everything, including the build manager which is of perfect size.
The sensor manager now shows how many ships are in one area when zoomed out: at first I thought they were group numbers, but then those small numbers shown up on enemy groups. It's fine for enemies, but I know how many of my ships are located in an area and I would have preferred group numbers for allied ships.
Some special actions now require to select units one by one, you cannot select a group of them and order to deploy mines, for example. There's no order queueing like in Starcraft 2 either, you need to select units one by one and use their special order every single time. So far this applied only to minelayers and turrets, abilities like the fighter's overdrive can be triggered in groups.
Luckily the game allows to issue orders while paused, and you can slow down game time to micromanage your fleet...and camera...more effectively.
Story
HW3 has the same writer as HW1 and HW Cataclysm onboard, so I thought they would ditch or downplay the mysticism of the hyperspace cores and instead go back to a more "technological" story...how wrong I was.
So far the story seems to double down on how the three hyperspace cores are this manna from the Progenitors and how they could change the galaxy forever. OK, I might not like the direction, but if the story is compelling...
And this is where HW3 drops the ball real hard. All HW games had missions introduced by black and white hand drawn still pictures with minimal animations with voiceovers narrating what where the outcome of the previous mission and introducing the general setting for the upcoming one; in the first HW you never saw any character, it was "Intel", or "Fleet Command", or "Captain Soban" talking, and kept an aura of mystery. HW Cataclysm and HW2 did show a couple of persons, but it was more like the ships where the protagonist of these games, and I quite liked that, it made Homeworld unique.
In HW3 we have these lavishly animated cutscenes where you see all of the characters, and they talk, talk, and talk. You even see the Big Bad Guy of this game, and...
...
Sorry...
...
I know I should pay attention to the story, but I'm trying my hardest not to laugh. Seriously, I cannot take the current fleet command, Imogen S'Jet, seriously because she looks like a deer staring down a truck's headlights barrelling down the road, and here comes a vision of the Big Bad Guy saying "clever girl" way too many times. I know I shouldn't always think about memes first, but damn that line felt like one after the Big Bad Guy unveiled their evil plan in a way that didn't felt threatening at all.
Right now the story feels more like a generic sci-fi flick, and even a step down from HW2. Yes the story in HW2 was a mess, but it still had that sense of mystery and your opposition was unknown and foreboding, here in HW3...we have our fleet command talking to the Big Bad Guy through hyperspace telepathy.
Eh.
Game
Finally here, at the meat of the post.
Strike craft fuel is gone. Yeah! Formations and stances work. Yeah! Back to bulding one ship at a time, including strike crafts. Mhm, it's OK I guess.
Unit balancing is in the middle between HW1 and HW2. Strike crafts like fighters can damage capital ships if they strike their weak spot but not as effectively as HW2; units like bombers and other anti-capital crafts absolutely tear through them, so you need to keep fighters on hand to deal with them. Dedicated anti-fighter frigates are good too, but if you actually micromanage your strike crafts they won't be able to retaliate as they lack speed an maneuverability.
Most maps now have structures you can "interact" with, taking cover and even using tunnels to move undetected. These structures do play an important part in all missions they are present, but also pose a new threat to the player: this is the first HW where I had to reposition the camera due to terrain obstructing the view, and was particularly dire in the last story mission I played. Well, dire for Homeworld standards, I have seen way worse cameras.
So far the single player campaign has been rather uneventful. Launching the mothership with not all systems ready? Check. Asteroid fields? Check. Mission in which you have to either wait for your strike crafts to dock or leave them? Check. Capture one or more enemy ships? Check.
Oh yes, capturing is back, and it's done by your resource units; it's more fulfilling than in HW2, but so far I haven't encountered any particularly dangerous enemy ship what would greatly bolster my fleet, so outside mission objectives, I relied on my own ships. By capturing you can break your unit cap limit, but you aren't exactly strapped for resources in HW3, and building even large capital ships is not such a huge investment in resources or time.
Also, external modules are gone, research is done internally inthe motheship, and resourcing has been greatly streamlined, with resource controllers doing their job quietly and effeciently, moving around resource fields on their own.
HW3 has about the pace as HW2, though its mission design feels less franctic, probably because I still have to encounter a particularly hard enemy (like the inhabitants of Kadesh from HW1 or the Progenitor Movers in HW2), and even the big scary defence mission wasn't all that hard...in fact I prepared for a secondary attack that never happened, diverting forces from the main area of interest, and still having a fairly easy time with the enemy assault (lost a single support frigate).
To keep things organised, I'm going to divide my thoughts into categories, starting with...
Technical aspects
The game runs well on my 3080ti and 5950X at 4K, max detail, and no raytracing; no hiccups, loading is basically instant, and so far (mission 7 or 8 of the single player campaign) even the larger battles have gone smoothly. I did encounter a bug where opening/closing the sensor manager would result in the camera pointing in the far distance and I had to refocus it on one of my ships; minor stuff.
There are plenty of options to choose from, including HUD scaling, but when you adjust that, you don't see how big the various windows would end up being.
Interface
HW3 allows to choose between "modern" and "HW2 style" layouts, and I went for the modern, but I think I'll go back to HW2 style, all the hotkeys are messed up for me. Sensor manager is still the spacebar, but movement is now V instead of M; you can click anywhere to move ships without the movement disk, but it's very imprecise...at least if you're used to previous Homeworld games. Docking no longer has an hotkey by default, and instead of directly choosing formation and stance with function keys, you need to cycle through them, as function keys are now for quick-selecting all your fleet, cycle through builder ships (mothership and carriers), all strike crafts, all collectors, etc etc.
Vertical movement is performed by holding down the left mouse button and dragging without the need of the shift key.
It takes a bit to get used to, but modern style is not bad, but you'll have to reacclimatise yourself if you have committed HW1+2 interface to hearth.
The HUD is an evolution of the HW2 HUD, and there are things I like, and things I don't. I like how compact is the build/research manager, though clicking on a builder ship doesn't automatically swithc to that ship's build queue, and carriers have no names, so it's impossible to check at a glance who is doing what and where they are.
All selected ships have their icon grouped in the right lower corner, but those icons are big and past 10 units, the others are hidden: smaller icons (like in Starcraft 2) would have allowed to show more units in one go and reduce screen estate taken by this interface element. You can scale things down in the options but that will scale everything, including the build manager which is of perfect size.
The sensor manager now shows how many ships are in one area when zoomed out: at first I thought they were group numbers, but then those small numbers shown up on enemy groups. It's fine for enemies, but I know how many of my ships are located in an area and I would have preferred group numbers for allied ships.
Some special actions now require to select units one by one, you cannot select a group of them and order to deploy mines, for example. There's no order queueing like in Starcraft 2 either, you need to select units one by one and use their special order every single time. So far this applied only to minelayers and turrets, abilities like the fighter's overdrive can be triggered in groups.
Luckily the game allows to issue orders while paused, and you can slow down game time to micromanage your fleet...and camera...more effectively.
Story
HW3 has the same writer as HW1 and HW Cataclysm onboard, so I thought they would ditch or downplay the mysticism of the hyperspace cores and instead go back to a more "technological" story...how wrong I was.
So far the story seems to double down on how the three hyperspace cores are this manna from the Progenitors and how they could change the galaxy forever. OK, I might not like the direction, but if the story is compelling...
And this is where HW3 drops the ball real hard. All HW games had missions introduced by black and white hand drawn still pictures with minimal animations with voiceovers narrating what where the outcome of the previous mission and introducing the general setting for the upcoming one; in the first HW you never saw any character, it was "Intel", or "Fleet Command", or "Captain Soban" talking, and kept an aura of mystery. HW Cataclysm and HW2 did show a couple of persons, but it was more like the ships where the protagonist of these games, and I quite liked that, it made Homeworld unique.
In HW3 we have these lavishly animated cutscenes where you see all of the characters, and they talk, talk, and talk. You even see the Big Bad Guy of this game, and...
...
Sorry...
...
I know I should pay attention to the story, but I'm trying my hardest not to laugh. Seriously, I cannot take the current fleet command, Imogen S'Jet, seriously because she looks like a deer staring down a truck's headlights barrelling down the road, and here comes a vision of the Big Bad Guy saying "clever girl" way too many times. I know I shouldn't always think about memes first, but damn that line felt like one after the Big Bad Guy unveiled their evil plan in a way that didn't felt threatening at all.
Right now the story feels more like a generic sci-fi flick, and even a step down from HW2. Yes the story in HW2 was a mess, but it still had that sense of mystery and your opposition was unknown and foreboding, here in HW3...we have our fleet command talking to the Big Bad Guy through hyperspace telepathy.
Eh.
Game
Finally here, at the meat of the post.
Strike craft fuel is gone. Yeah! Formations and stances work. Yeah! Back to bulding one ship at a time, including strike crafts. Mhm, it's OK I guess.
Unit balancing is in the middle between HW1 and HW2. Strike crafts like fighters can damage capital ships if they strike their weak spot but not as effectively as HW2; units like bombers and other anti-capital crafts absolutely tear through them, so you need to keep fighters on hand to deal with them. Dedicated anti-fighter frigates are good too, but if you actually micromanage your strike crafts they won't be able to retaliate as they lack speed an maneuverability.
Most maps now have structures you can "interact" with, taking cover and even using tunnels to move undetected. These structures do play an important part in all missions they are present, but also pose a new threat to the player: this is the first HW where I had to reposition the camera due to terrain obstructing the view, and was particularly dire in the last story mission I played. Well, dire for Homeworld standards, I have seen way worse cameras.
So far the single player campaign has been rather uneventful. Launching the mothership with not all systems ready? Check. Asteroid fields? Check. Mission in which you have to either wait for your strike crafts to dock or leave them? Check. Capture one or more enemy ships? Check.
Oh yes, capturing is back, and it's done by your resource units; it's more fulfilling than in HW2, but so far I haven't encountered any particularly dangerous enemy ship what would greatly bolster my fleet, so outside mission objectives, I relied on my own ships. By capturing you can break your unit cap limit, but you aren't exactly strapped for resources in HW3, and building even large capital ships is not such a huge investment in resources or time.
Also, external modules are gone, research is done internally inthe motheship, and resourcing has been greatly streamlined, with resource controllers doing their job quietly and effeciently, moving around resource fields on their own.
HW3 has about the pace as HW2, though its mission design feels less franctic, probably because I still have to encounter a particularly hard enemy (like the inhabitants of Kadesh from HW1 or the Progenitor Movers in HW2), and even the big scary defence mission wasn't all that hard...in fact I prepared for a secondary attack that never happened, diverting forces from the main area of interest, and still having a fairly easy time with the enemy assault (lost a single support frigate).
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