4/2/2023 0 Comments Homeworld 3 developer![]() ![]() So players that are just playing the game will just enjoy it. If you duck behind cover the missile will hit that cover. And the game systems recognize that it's not just the visuals, things like a missile that is tracking in on you. There's new terrain and cover the players can use. There are things that are in the space, there are things that you need to be aware of, and there are spaces that you can go through and go around. And the way Homeworld 3 plays, as I'm sure you've seen, it's more like a coral reef. Previously in Homeworld, it was like playing in a pool where you could go up and down and go side to side, but there was nothing in the pool. It was that back in 1999, what we wanted to do was bring it into 2023. ![]() In terms of systems, Homeworld really is best-in-class 3D fleet combat and naval combat. And it's consuming the gates and consuming systems. And our hero, Imogen S'jet is dispatched with a fleet to essentially combat this threat. And the general direction from where she disappeared, a threat has begun to emerge, an anomaly that's creeping into the existing space. But she has since disappeared, like she's gone on a journey out unlocking these gates, and no one has heard from her for 100 years. Karan S'jet has gone out and has been unlocking these gates that were unlocked at the end of Homeworld 2. McGuire: Homeworld 3 is really a continuation of the story of Homeworld 2. ![]() Q: For our readers, and for people who are unfamiliar, could you describe the basic plot, gameplay, and any major changes Homeworld 3 has made compared to previous entries? It's a bit of a technical marvel, and we're really proud of what we're putting together. So some of the things that you saw in the playthrough like being able to interact with cover and terrain and fly through areas, Homeworld 2 and 1 don't have any of that stuff. So many of those things that we wanted to do couldn't be done back then, and now we're able to do them. And I feel like the way that we went creatively with the cover and some of the things that we're doing with the story was actually one of the things we wanted to do back in the Homeworld 2 era 20 years ago. As soon as we shipped Deserts of Kharak, we started talking with our partners at Gearbox, and there were lots of different potential ways we could have gone. When we ship, it'll have been 20 years since the last major entry, at least in the space side of the franchise. Many of us worked on Homeworld 2, and many of us were also working on Homeworld 1. It's something we've been thinking about or discussing in some capacity for over 20 years. Not quite a dream come true, but a dream brought to life. Q: Can you share a little bit about what it feels like to be working on Homeworld 3 so long since Homeworld 2 was released? RELATED: Homeworld 3 Release Window, Gameplay Footage Revealed The interview has been edited for clarity and brevity. Recently, Game Rant had the opportunity to play two missions from an early build of Homeworld 3, followed by a conversation about Homeworld 3's development, design choices, and influences with Blackbird Interactive's Chief Creative Officer Rory McGuire and Associate Game Director Kathryn "Kat" Neale. ![]()
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