![]() ![]() Homeworld made its name, in part, off an innovative Z-axis movement system-meaning you moved not just in a two-dimensional plane, a la most RTS games, but in all six directions. ![]() And the question I’ve seen repeated most often is, “Can this really be a Homeworld game if it doesn’t take place in space?” What I’m saying is: Heavy hangs the crown of twelve years’ dreams and expectations upon Homeworld: Deserts of Kharak’s head. To others, it's like a beloved museum display someone decided to tamper with. To some, the faithful, Deserts of Kharak arrives like a resurrection. The arrival of Homeworld: Deserts of Kharak, the first wholly-new game in the series since 2003’s Homeworld 2, is more than surprising. Take twelve years and you see “ Homeworld is a great real-time strategy series” become “ Homeworld is one of the greatest.” It’s the half-memorized speech we give even as we retire the series to wherever games go when we’ve decided they’re past their prime, when we’ve entered their greatest feats into industry canon. Even more so when it comes more than a decade after the fact, playing pretender to a throne buried under the weight of collective nostalgia. ![]() ![]() Creating a follow-up to a legendary game like Homeworld is an unenviable task. ![]()
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