{"id":48989,"date":"2024-05-10T21:00:06","date_gmt":"2024-05-10T20:00:06","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/homeworld-3-single-player-campaign-review\/"},"modified":"2024-05-10T21:00:06","modified_gmt":"2024-05-10T20:00:06","slug":"homeworld-3-single-player-campaign-review","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/homeworld-3-single-player-campaign-review\/","title":{"rendered":"Homeworld 3 Single-Player Campaign Review"},"content":{"rendered":"<div>\n<section class=\"article-page\">\n<p><em>This review covers the single-player campaign of Homeworld 3. For thoughts on the multiplayer skirmish and War Games co-op mode, see the <\/em><a href=\"https:\/\/www.ign.com\/articles\/homeworld-3-multiplayer-review\"><em>Homeworld 3 Multiplayer review<\/em><\/a><em>.<\/em><\/p>\n<section data-transform=\"mobile-ad-break\"><\/section>\n<section data-transform=\"divider\"><\/section>\n<p>Considering Homeworld 2 came out more than 20 years ago (and was remastered in 2015) it\u2019s a welcome surprise how little had to change \u2013 and how little complexity had to be sacrificed \u2013 to bring this classic, large-scale space strategy gameplay up to modern standards and deliver a visually spectacular and mechanically varied campaign. Building and controlling an armada of strike craft, frigates, and capital ships in full 3D space is certainly a little tricker to wrap your head around than most RTS games, but thanks to the ability to pause and give orders at any time you can grow into command at your own pace. The payoff is more than worth it, and this campaign invites you to embrace your inner Admiral Akbar and walk into traps just to blast your way out.<\/p>\n<\/p>\n<p>Using a now well-worn template for soft-rebooting a series, this story follows a brand-new character who must seek out the original protagonist after they go missing \u2013 in this instance, 20 years prior. Despite that cliche, Imogen S\u2019jet\u2019s search for answers about what happened to Karan S\u2019jet\u2019s lost fleet is delivered with convincing emotion. That includes some very reasonable conflict between her and her second in command as he tries to keep her on the task of tracking down the looming new threat to Hiigara and the galaxy at large they were sent out after in the first place.<\/p>\n<section data-transform=\"slideshow\" data-slug=\"homeworld-3-gameplay-screenshots\" data-value=\"homeworld-3-gameplay-screenshots\" data-type=\"slug\" data-caption=\"\"><\/section>\n<p>Thanks in large part to its fully animated cinematics (as opposed to the Homeworld series\u2019 traditional hand-painted animatics), Imogen feels more human and relatable than Karan ever did, despite being hooked into the same fleet-controlling machines, wearing the same skin-tight wetsuit, and floating in another goo-filled tank with her eyes closed. But she gets to stretch her legs and emote more during the visions she has while the Mothership hyperspace jumps between missions, and that\u2019s where we get to know her a little better. In sharp contrast to the massive scale of the city-sized Mothership flying through the wreckage of even more gargantuan megastructures, these cutscenes feel small and intimate; we only ever really see four characters, so it\u2019s almost like watching a stage play. <\/p>\n<\/p>\n<p>One of those characters is the antagonist, The Queen, who comes across as a bit over-the-top maniacal but chews the scenery with gusto and conveys a menacing, wild-eyed sort of madness. There\u2019s clearly something not right with her \u2013 and that allows her to be tragic and sympathetic in certain moments. That said, I did roll my eyes a bit when she recites Darth Vader\u2019s \u201cJoin me and rule by my side\u201d speech almost verbatim (she is not, as it turns out, Imogen\u2019s father). And while her use of hyperspace as a weapon sounds cool, it mostly happens off screen and we aren\u2019t given a real sense of how it\u2019s causing all this destruction. The one time we see it in action on a small scale raises a bunch of intriguing possibilities for how it could be used in battle\u2026 but then, anticlimactically, it\u2019s never seen again. So while the characters work on an emotional level, the overarching story does end up feeling a bit lost amid its tangle of lore about space ancients.<\/p>\n<section data-transform=\"poll\" data-id=\"8b5e5e1a-9071-4923-959a-822d7757e4b4\"><\/section>\n<p>When the view zooms out to the battlefield, Homeworld 3 immediately recaptures the feeling of controlling a fleet of starships, and being able to select a group of ships and put them into one of several formations \u2013 from a delta V to a sphere to a claw \u2013 and toggle between three different behavior stances is as powerful as ever. Taking in the details as capital ships bombard each other with ballistic weapons and laser beams, their turrets swiveling to track the fighter craft weaving between them leaving streaks of color behind, as explosions constantly go off will never, ever get old. I\u2019m often willing to take more losses than I need to in battle just so I can zoom in, turn off the interface (a one-button convenience), and enjoy the show. <\/p>\n<section data-transform=\"quoteBox\">I\u2019m often willing to take more losses than I need to in battle just so I can enjoy the show.\u00a0<\/section>\n<p>Sure, you\u2019ll get better results by meticulously organizing your ships into control groups, optimizing formations, and prioritizing targets to take out threats to your best ships first (and you\u2019ll need to on higher difficulties). But once you\u2019re confident you have the upper hand, there\u2019s nothing wrong with hitting F4 to select every combat-capable ship in your fleet and ordering them to pick their own targets according to what they\u2019re best at, and blast everything in sight.<\/p>\n<\/p>\n<p>Those targets are almost entirely ships of the Queen\u2019s Incarnate fleet, and there are a couple of moments where in-engine cutscenes call back to the original Homeworld by making their fighters feel like an aggressive pack of animals. There are differences between how the enemy fleet operates versus the Hiigarans, but those are mostly relevant in multiplayer; in the campaign, they\u2019re effectively very similar to your own ships (outside of how you have to keep an eye out for pesky capture corvettes that can nab your frigates while you aren\u2019t watching and turn them against you). After fighting the Taiidan Empire and the Vaygr in previous games, I admit I\u2019d hoped for a more dramatic departure from the standard enemy fleet template this time, but the Incarnate certainly put up a decent fight.<\/p>\n<section data-transform=\"user-list\" data-id=\"116107\" data-slug=\"dans-favorite-rts-games\" data-nickname=\"DanStapleton\"><\/section>\n<p>Homeworld 3\u2019s 13 campaign missions, which took me around 10 hours to complete on the default difficulty, are easily the most diverse of the Homeworld series, both visually and in their objectives. That\u2019s mostly because of the new direction in map design. Previous Homeworld games have spiced up deep space with colorful nebulas as backdrops, but are largely set in huge empty voids with just a few asteroids floating around in them. Homeworld 3, by contrast, has so many massive objects to navigate through that space can feel downright claustrophobic and cluttered with ancient alien ruins, and often telegraphs choke points where the enemy will warp in. They\u2019re still huge maps relative to most real-time strategy games, of course, but scaling back on the scope means there\u2019s a lot less of building up a fleet and sending it on a long journey toward a target, and that\u2019s a good change that keeps downtime to a minimum.<\/p>\n<section data-transform=\"quoteBox\">MIssions take us to very different and visually striking regions of space.<\/section>\n<p>Several of the mission maps are set within enormous metallic superstructures built by The Progenitor ancients who created the hyperspace cores, which are impressively massive but tend to be a bit industrial and flat. Others, however, take us to very different and visually striking regions of space. After the opening sequence has the Mothership lifting off and doing its shakedown cruise within the atmosphere of Hiigara itself (a first for this series unless you count the ground-based action of Deserts of Kharak), we get missions in a fast-moving asteroid field where you simply have to make it to the other side without your ships getting smashed, another where you must navigate through a crevasse in an enormous ice sheet undetected, lead a small strike group to take out explosive targets without support, and more. (It\u2019s a little silly that the ability to rotate the new horizontal Mothership on its axis exists, but as a fan of the distinctive Space Banana design of old I\u2019m pleased that we\u2019re given the option \u2013 even if it\u2019s just to fit through one tight, vertical space.)<\/p>\n<\/p>\n<p>Maps frequently made me stop to appreciate their awe-inspiring scope, especially when we\u2019re reminded every so often that these ships we\u2019re throwing around are actually huge and full of people. That\u2019s something that\u2019s easy to forget when you\u2019re zoomed out and watching green and red dots disappear from the tactical map or seeing the distant flash of a capital ship flaming out.<\/p>\n<section data-transform=\"ignvideo\" data-slug=\"homeworld-3-official-history-of-homeworld-trailer\" data-loop=\"\"><\/section>\n<p>Managing all of that is no small feat, of course, and the controls for Homeworld have always been a bit tricky, given that there\u2019s a whole extra axis of movement to account for than in most real-time strategy games. Homeworld 3 allows you to revert to the camera control scheme from Homeworld Remastered Collection, where your view is bound to a ship or other object and you can rotate around it, but by default you\u2019re given full control of the camera using WASD controls to fly through space, with the option of anchoring to a ship. I think I mostly prefer the old controls, simply because it\u2019s quite easy to accidentally drift off away from the action, but I\u2019m glad the option exists \u2013 and in fact, the degree to which the controls and UI are customizable is pretty impressive, with all manner of toggles for how you want them to behave.  <\/p>\n<section data-transform=\"quoteBox\">The pressure to get orders right on the first try is relieved by the pause button.<\/section>\n<p>But no matter what you choose, getting your ships to move to a precise location can involve swinging the camera around so you can view it from different angles, and that can be frustrating to pull off in a hurry. However, in the single-player campaign at least, the pressure to get it right quickly is completely relieved by the fact that you can pause (or slow time) with the push of a button and fiddle with things until you\u2019ve positioned your orders exactly the way you want them. <\/p>\n<aside>\n<h1>What We Said About Homeworld 3&#8217;s Multiplayer Modes<\/h1>\n<p>Homeworld 3\u2019s multiplayer modes deliver both a safe, traditional skirmish sandbox that we expect from any RTS and also a more novel, three-player co-op mode in War Games. The fact that the two factions are only slightly asymmetrical and the map selection is so slim makes skirmishes feel a little barebones, though as always Homeworld&#8217;s three-dimensional strategy gameplay offers different opportunities to outthink your opponents in a style of competitive multiplayer battle you won&#8217;t find elsewhere. Meanwhile, there\u2019s a ton of immediate thrills and long-term potential in War Games thanks to its randomized upgrades that allow co-op partners to specialize their fleets to concentrate on taking down different types of threats and handle anything that might come their way.<\/p>\n<p><strong>Score: 8<\/strong><\/p>\n<p>Read the full <a href=\"https:\/\/www.ign.com\/articles\/homeworld-3-multiplayer-review\">Homeworld 3 multiplayer review<\/a><\/p>\n<\/aside>\n<p>That said, whether or not your orders will be obeyed to the letter is another question. Ship behavior is a little iffy, and sometimes I\u2019ve had groups get caught on obstacles, fail to acknowledge they have a line of sight on a target, refuse to grab an object marked as salvageable on the map, or simply not move at all despite repeated requests and asking nicely. That was especially true of getting the big, slow battlecruisers to move in formation, but since they\u2019re only unlocked for the final mission that wasn\u2019t exactly a constant issue. It\u2019s also frustrating when ion frigates and bombers literally can\u2019t hit the broad side of a battlecruiser because they seem to be targeting the very tail end rather than its center mass, and from certain angles they consistently miss their shots.<\/p>\n<section data-transform=\"quoteBox\">Ship behavior is a little iffy.<\/section>\n<p>Being able to pause also <em>mostly<\/em> alleviates one of my main gripes with how Homeworld 3\u2019s Hiigaran fighters and corvettes behave on their default neutral stance when approached by an enemy ship, which is to shoot back but not scramble. This leaves them sitting ducks, and if you didn\u2019t notice they were in danger ahead of time, you\u2019ll probably be too late to save them \u2013 and building new strike craft while your Mothership or carrier are under fire requires you to select each one as it emerges and change its stance or giving it orders immediately.<\/p>\n<\/p>\n<p>Much of this terrain has tunnels you can pass ships through in order to bypass defenses and hit a target, but I wasn\u2019t wild about these. For starters, they seem like the only way to succeed in the missions where they\u2019re available, so using them doesn\u2019t feel like a clever maneuver so much as the one thing I could\u2019ve done \u2013 like a tutorial, but still happening late in the campaign. After the first novel time it doesn\u2019t seem all that interesting, and it kind of makes the bad guys look silly for not laying mines at the exit. Also, it can be a hassle to get a formation of fighters, bombers, and corvettes to fly through them smoothly \u2013 pausing makes it manageable, but they still often get caught on the edges.<\/p>\n<section data-transform=\"slideshow\" data-slug=\"the-best-pc-games\" data-value=\"the-best-pc-games\" data-type=\"slug\" data-caption=\"\"><\/section>\n<p>Another Homeworld 3 idea born of all of these objects floating in space is that it gives you surfaces to stick deployable turrets to. They\u2019re a bit finicky to place \u2013 it\u2019s not always clear why you can put them in one spot but not another \u2013 but you can redeploy them as needed, so there\u2019s lots of flexibility. There\u2019s one mission built around them that shows how effective they can be if you manage to turn an area into a chokepoint.<\/p>\n<\/p>\n<p>It has to be said that, relative to Homeworld 2, Homeworld 3 feels simpler. I miss the flexibility, options, and rewards that came from mechanics like subsystem targeting brought. Without that, the only real nuance to battering down an enemy\u2019s battlecruiser\u2019s HP bar \u2013 beyond choosing suitable anti-capital ship weapons for your attack \u2013 is positioning your ships to hit it from the rear for a damage bonus. But that\u2019s hard to do considering how much ships move and rotate around in combat, so the only way to manage it consistently is to fully surround your target. Also, without veterancy (where ships that\u2019ve seen enough combat get stat bonuses) to think about, ships feel entirely disposable; you do get to carry your surviving fleet from one mission to the next, but since they\u2019re no stronger all that saves you is a little bit of time spent harvesting resources to get up and running at the beginning, and you can choose to start with a default fleet instead if you want. On the other hand, this game marks a return to building individual fighters instead of entire squadrons at once as we do in Homeworld 2, and that adds a welcome bit of extra control to how groups are composed.<\/p>\n<\/p>\n<p>While I appreciated the variety of settings and objectives throughout the campaign, I was left wishing it\u2019d taken more cues from StarCraft 2 in its design when it comes to replayability. There are no optional objectives to try for on a subsequent run, and because each ship has just one upgrade to unlock (which makes them feel obligatory rather than optional) instead of a choice between two or more mutually exclusive options, there\u2019s no real reason to come back for another go other than the simple challenge of cranking up the difficulty another notch. It\u2019s kind of a bummer not to have that variety available in the campaign, particularly when I look at the ship variants introduced in the War Games multiplayer mode.<\/p>\n<\/p>\n<p>That\u2019s especially true because Homeworld 3 has the fewest types of Hiigaran ships to play with of the series, mostly due to the fact that there\u2019s only one type of corvette. It\u2019s certainly enough to get the job done, but feels a little thin when composing a fleet. Instead, frigates are the backbone of any group, and that\u2019s where the vast majority of the Hiigarans\u2019 variety and flexibility lies. You get to choose from straightforward assault frigates, long-range missile frigates, ion beam frigates, minelayer frigates, support (repair) frigates, and barrage (anti-fighter) frigates, and finding a balance between those is generally where the interesting decisions behind building a strike group arise.<\/p>\n<\/section>\n<\/div>\n<p><a href=\"https:\/\/www.ign.com\/articles\/homeworld-3-review-single-player-campaign\">Go to Source (IGN.com)<\/a><\/p>\n<p>All content and images belong to their respected owners. This article is aggregated for informational purposes only with full credit to the source.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This review covers the single-player campaign of Homeworld 3. For thoughts on the multiplayer skirmish and War Games co-op mode, see the Homeworld 3 Multiplayer review. Considering Homeworld 2 came out more than 20 years ago (and was remastered in 2015) it\u2019s a welcome surprise how little had to change \u2013 and how little complexity<\/p>\n","protected":false},"author":3,"featured_media":48990,"comment_status":"registered_only","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,9],"tags":[178,475,73,169,5191,126,72,177,14160,79],"class_list":["post-48989","post","type-post","status-publish","format-standard","has-post-thumbnail","category-pc","category-reviews","tag-campaign","tag-coop","tag-covers","tag-games","tag-homeworld","tag-multiplayer","tag-review","tag-singleplayer","tag-skirmish","tag-thoughts"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Homeworld 3 Single-Player Campaign Review | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View Homeworld 3 Single-Player Campaign Review for free, here on XtremeServers. 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