totaled.blogg.se

Homeworld kharak is burning
Homeworld kharak is burning








homeworld kharak is burning

Secondly, and most importantly, it tied the gameplay to that narrative experience.

homeworld kharak is burning

Why I loved Homeworld was that it tore up the RTS script (well at least tore out a few pages), firstly by putting the narrative up front and center.

homeworld kharak is burning

Having spent many enjoyable hours playing Warcraft II and Command & Conquer Red Alert, I was well versed in the script: build your base, gather your resources, go forth and conquer.

homeworld kharak is burning

"The genius decision of having your ships persist between missions is core to the sense of survival that the narrative sets up: the last survivors of a destroyed planet on the run for their lives"īy the time I actually got round to playing Homeworld, I was already a fan of the RTS genre, with its frantic clicking, the "on the fly" planning, planning, and re-planning, and the multitasking mayhem that are hallmarks of the genre. (Thanks brain, why didn't you just offer up The Last of Us so we could all move on?) And yes, on the surface all these things shouldn't add up to make a great narrative, but Homeworld manages to combine all these elements to make an amazing atmospheric gaming experience. You rarely see inside the spaceships, let alone any people, except in a few of the black and white animatics that deliver the narrative. Those looks don't improve when I start to explain that Homeworld is a classic space-based RTS, where you only control spaceships. This offering will often be met by quizzical looks and sympathetic nods, as if I had just made up a game title on the spot or I plucked a title out of gaming's warchest of obscurity. Often in my daily work I have to talk about great game narratives and every time my brain will immediately offer up Relic's 1999 Homeworld. He previously worked at Rockstar Games, where he served as game designer and programmer on Grand Theft Auto 4 and 5. This edition was contributed by Thomas French, senior designer and programmer on the JRPG homage Earthlock at Snowcastle Games. Why I Love is a series of guest editorials on intended to showcase the ways in which game developers appreciate each other's work.










Homeworld kharak is burning