Homeworld is back: that's Homeworld 3 in a nutshell. It's the real-time strategy series you remember and, probably, wha…
But now they can. They can handle this big idea of using space wreckage as cover to hide behind, fly through, sneak around - use it like a theatrical set you can play tricks on your opponents with. I'm over here - no not really, I'm over here! And I've played Homeworld 3 for about an hour and the idea really works. More importantly, it's simple to use. No fussy controls govern it; your cursor shows how ships will interact with a piece of scenery and then they do.
This is what I mean when I say"Homeworld is back". It is the experience you remember but improved and evolved. And I got all this from a remote demo via Parsec, so my inputs were inherently delayed and the image compressed, meaning I wasn't getting the full sharpness of detail or the full hit of ray tracing - and given the dramatic contrast light and dark have in space, I'm particularly excited about this.
Can you see the mothership in the distance there - above that storage facility? The mothership is big so that facility is massive. It actually tractor-beams up a part you need to attach to the mothership. Well, yeah. We had a pitch for Homeworld 3 back in those days, and Gearbox were intrigued, but for whatever reason, it wasn't the right time for both studios to pursue Homeworld 3. But the kernel of the - I guess you could say the spark of Homeworld 3 - was seeded somewhere around 2017. After Deserts of Kharak. All we're talking about here is a year or two between spark and ...
And we thought, 'Well, the one thing missing in empty space is a terrain to make strategic decision making more interesting,' so we got all excited about that.
Yeah. So in the Ars Technica interview you said you were originally given a million dollars and a year to make Homeworld 1, but that eventually became $3m and three years. That original budget, it's similar to what you raised on Fig for Homeworld 3 - but I'm assuming that's only a fraction of what it has cost?Yeah, I mean I won't comment on the game's budget, obviously, but the Fig campaign: we were already fully funded prior to the Fig campaign.
That's exciting. So I haven't played the demo yet [I have now, obviously - my impressions are at the top] - I'm seeing that tomorrow. But I wondered what you hoped to see people take from it. What do you hope that people take away from the demo?It's a teaser of what's to come. The intent there is to show people that this is Homeworld 3 - this is what it looks like, this is what it feels like and here are some of the key gameplay innovations and features.
So if you're looking for a bunch of guys to take cover behind an object, you don't have to faff around with keys trying to bring up GUIs, you can just literally click on the bit and make micro-adjustments in real-time to exactly where you want them to be. Extremely easy - you don't have to click anything, you're just moving your mouse around.
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