MaximumPC 2003 12

(Dariusz) #1

Homeworld 2


Classic space RTS made better


T


he original Homeworld did what no game had successfully done
before: create a truly three-dimensional space-combat strategy game.
The idea of fighting in three dimensions of space is difficult to grasp in
a two-dimensional medium, but Relic achieved a nearly flawless interface
that not only made such combat easy to manage and tactically rich, but cin-
ematically stunning.
Homeworld 2 remains solidly within that tradition, tweaking and enhancing
the experience but not straying too far from what made it great. In most RTS
titles, the story is just the space between missions, but this series creates an
engaging narrative via a blend of low-key narration and histrionic battles.
Much of the narrative in Homeworld 2 plays out like the original, with a
Hiigaran mothership engaging the marauding Vagyr and uncovering secrets
along the way. The audio-visual bump since 1999, however, gives the events a
far more spectacular look and sound, with a truly epic sense of scale.
Make no mistake: At heart, this is a straight-up RTS with resource collec-
tion, research, ship improvements, and various classes of ships (light, heavy,
fighter, bomber, and so on). What kicks Homeworld 2 to the next level is the
astounding use of spatial relationships. This feels like outer space.
While players of the original will find the game instantly familiar, many
of the particulars have been improved and streamlined. The interface is
now much easier to navigate, and never pops you out of the game. All com-
mands, even research, are right on the main screen, and if you get the hang
of the hot keys, you can remove the control panel completely in favor of a
full-screen experience. A lot of the micromanagement of ships and fleets
is gone, replaced by smart formations that correctly order various types of
ships to create complex battle fleets. One particularly nice addition: Large
capital ships now have different subsystems that can be targeted, so you


can choose to take out engines first, then shields, and so on.
The net result of the various interface and command changes is that
the experience is now easier
to manage, but has become
more tactically satisfying. This
is a refinement to a ground-
breaking gaming design: not a
whole new design. That’s just
fine, because after four years,
Homeworld remains a revolu-
tionary system.
—THOMAS L. MCDONALD

Halo: Combat Evolved


And this is the best the Xbox has to offer?


W


hat’s left to say about Halo? The game, so integral to the Xbox con-
sole launch, was kept from the PC for the better part of two years,
a painful length of time for slavering gamers desiring a multiplayer
shooter that perfectly melds infantry and vehicle combat. So, now that Halo’s
finally arrived, how does it stand up?
Gearbox (which handled the Xbox-to-PC port) used advanced DirectX 9
shader languages to rewrite many of the DirectX 8 shaders that shipped
with the Xbox version. Unfortunately, however, the overall impact on image
quality is relatively minor, and the results aren’t on par with today’s finest PC
visuals. Indeed, you’ll get a more significant visual-quality upgrade by simply
cranking the resolution.
We were also shocked by the game’s poor performance. Even with aniso-
tropic filtering and antialiasing disabled, we were only able to pull down
about 25fps using the in-game benchmark on a high-end gaming rig.
Actual gameplay is fun, although occasionally frustrating. In addition
to the normal health bar, your character also has an energy shield, which
automatically replenishes during lull times. Though the shield replenishes
over time, the only way to improve your health is to pick up a health pack. In
extended firefights, you’ll frequently find yourself ducking for cover in order
to give your shield a chance to recharge. It seems like a minor gameplay
annoyance, but because health packs are rare, it encourages you to play
conservatively, rather than charging into new situations with guns blaz-
ing. As for the inclusion of vehicles, this once-novel feature isn’t so fresh
anymore—we’ve since become accustomed to games with better vehicle
implementations, such as Battlefield: 1942 and Planetside. Single-player
level design can get repetitive and boring, especially in the second half of


the game. We’re also bummed that the best tactic for combating hordes of
enemies is to run backwards, shooting blindly, not strategy and guile.
People who haven’t played the
Xbox version of Halo will enjoy
this game. It has a great story,
looks good, and is fun. The multi-
player is a welcome diversion—
supporting up to 16 people—and
tosses in a few new, larger maps.
But in the big scheme of PC gam-
ing, Halo isn’t all that.
—WILL SMITH

Entertaining single player, novel shield/health
system, and fun multiplayer with vehicles.
.

AA BATTERIES

D BATTERIES
Essentially unchanged from the Xbox version,
and slower to boot.
$50, http://www.microsoft.com

MAXIMUMPC VERDICT 7


DECEMBER 2003 MAXIMUMPC 


Certain weapons are more effective than others against
shielded enemies.

A number of new ships have been added to the original,
and all the ships are more balanced.

Interface and control improvements have made
managing epic battles easier. Gorgeous graphics.

MATRIX

MATRIX RELOADED
Three-dimensional tactics might be tough for
some gamers.
$50, http://www.homeworld2.com

MAXIMUMPC VERDICT 9


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