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Tuesday, 14 May 2024
Homeworld 3
Monday, 6 May 2024
Franchise Familiariser: Homeworld
- Homeworld (1999)
- Homeworld: Cataclysm (2000), renamed Homeworld: Emergence in 2017
- Homeworld 2 (2003)
- Homeworld: Deserts of Kharak (2016)
- Homeworld 3 (2024)
- Homeworld Mobile (2022)
- Homeworld: Vast Reaches (2024)
- Homeworld: Revelations (2022)
- Homeworld: Fleet Command (2023)
Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods.
Friday, 1 December 2023
HOMEWORLD 3 gets March 2024 release date
Tuesday, 22 August 2023
HOMEWORLD 3 gets new trailer
Friday, 10 June 2022
HOMEWORLD 3 delayed until 2023
Homeworld 3 is the latest game to fall foul of the postponement curse. The game will miss its long-scheduled autumn release window and will instead launch in "early 2023."
The game is actually the fifth title in the long-running science fiction strategy franchise. The series kicked off with Homeworld in 1999 and continued through Homeworld: Cataclysm (2000), Homeworld 2 (2003) and planet-bound prequel Homeworld: Deserts of Kharak (2016). The original two games were also revamped as Homeworld Remastered (2015). Homeworld 3 has been eagerly awaited by fans for many years and was crowdfunded through the Fig service two years ago to success.
The game is being developed by Canadian studio Blackbird Interactive, which spun out of Relic Entertainment (who created Homeworld and Homeworld 2), which many veterans of the original games working on it. The new game picks up some years after the events of Homeworld 2 and sees a new mothership, the Khar-Kushan, launched to deal with a new galactic threat.
A huge number of games have recently been delayed from 2022 to 2023, most notably Bethesda's epic SF RPG Starfield. Only a small number of notable games remain on the schedule for this year, including Marvel tactics game Midnight Suns and God of War sequel Ragnarok, although the latter is widely expected to also be delayed.
Despite the delay, it's a reasonably good year for Blackbird who recently launched the critically-acclaimed spacecraft disassembly game Hardspace: Shipbreaker and have just launched real-time strategy game Crossfire: Legion into Early Access.
Blackbird have promised a more in-depth look at the game during Gamescom 2022 at the end of August.
Monday, 6 June 2022
Hardspace: Shipbreaker
The 24th Century. Powerful mega-corporations send under-resourced workers into orbit to break up old starships and recycle them. It's gruelling, dangerous work but Lynx Corporation is happy to provide workers with equipment and even clone bodies to download into if they die on the job...for a fee, of course. New workers start more than a billion dollars in debt and have to drive down the debt through hard, risky labour. However, there may be another way of dealing with Lynx's ruthless profiteering.
Hardspace: Shipbreaker is the latest game in the growing "disassembly" genre. For the last decade or so, there's been a boom in games that allow you to build things, like Minecraft and Fallout 4's settlement building mode. But we've also had games that give you the ability to dismantle things. Teardown is a good example of that and, on a different scale, so is Unpacking. This is the first game where you get to dismantle spaceships, which is inherently cool.
It also helps that the game is made by Blackbird Interactive, the same team (as Blackbird and earlier at Relic) who made the Homeworld series of video games, which have some of the most incredibly-designed spacecraft ever seen in gaming. That skill carries over into Hardspace, with the spacecraft looking like they've come straight from the covers of 1970s and 1980s SF novels with artwork by the likes of Chris Foss and Peter Elson.
To start with, the ships you have to take apart are simple. They are unpowered and depressurised, so you can just pop the cockpit canopy or an airlock and start slicing them up quickly. Ship components and contents are divided into three categories: disposable items that get burned in the furnace, recyclable items that get sent into the processor and contents that can be used again as-is, which go in the collection barge. You have access to a gravity gun-like manipulation device which you can yeet things around with, and a laser cutter which you can use to cut connecting points or just slice things apart.
As the game continues you rapidly acquire more tools: tethers allow you to move large ship components that are too big for your manipulator, whilst demolition charges shatter ship hardpoints that your laser can't touch. However, ships get bigger and more complicated. A pressurised ship means you have to find a way of venting the atmosphere safely without destroying the contents (or yourself). A powered ship means safely removing the reactor without it going critical, and a ship with active fuel tanks means shutting down the flow of fuel through pipes (unless you want to blow the ship to smithereens with an ill-placed laser cut). Later ships may have still-active and dangerously-demented AI systems who do not appreciate being cut to pieces, or coolant systems that can freeze you solid if you are too cavalier with health and safety.
There are four ship classes, each with a huge number of modified variants, usually between cargo, passenger and research variants. Some ships are easy to start breaking apart from the outside in, like peeling a large metal banana that can travel at thousands of kilometres per second. Other ships are fiendish puzzle boxes that might explode if you set a foot wrong, requiring you to get into their depths and start carefully working your way outwards. 100%ing a ship with no losses is an amazing feeling, but the game is somewhat forgiving; blowing a ship apart accidentally is frustrating, but you can usually salvage enough debris to turn a profit.
On top of the simple act of demolishing ships, there's a strong storyline that permeates through the game in the form of video calls, emails and stern warnings from head office. The work you are doing is very dangerous and the company has complete call on your services. Fellow workers upset with this position have called for unionisation, alarming the company enough to send union-busters and new bosses to try to intimated people into staying in line. You have control over this storyline, since you can choose to join the union or keep your head down and keep working (you can even join the union and then sabotage it by refusing to join in strike action or keeping working properly instead of upsetting the union's plans).
The narrative is not a huge amount of the game, turning up in odd voiceovers here and there, but it does feel timely with both the video game industry and many industries globally seeing a resurgence in labour rights debates and questions, with unions becoming a stronger force then they have been for some decades. It's unusual to see a game being so topical and raising questions worthy of debate.
But ultimately the game is about dismantling spaceships and it does that brilliantly. 3D movement in the vacuum of space, sending chunks of hull hurtling into the correct receptacle and correctly detonating a dozen charges in a way that breaks a ship apart just right are all satisfying. The UI is excellent, controls are responsive and solving a tricky puzzle in how to get a ship to break apart without exploding is immensely gratifying.
Problems do exist. Some controls feel like they could be spread out more: yeeting objects away from you with the gravity gun should be its own control rather than shared with breaking an object to ransack it for spare parts, as it's too easy to destroy an item you want to dispose of and too easy to dispose of an item you want to salvage. Tool modes can also change when you're not using them, meaning it's very easy to use the laser cutter's "wide beam" mode rather than its scalpel mode, sometimes with catastrophic results. Removing every last couch, computer terminal and light fitting from the larger ships can also start to feel like real work rather than fun, although clever cutters can come up with ingenious ways of dismantling ships around their furniture so it can be disposed of quickly and easily. The 15-minute shifts also feel a little restrictive after a while and some sort of overtime mode or upgrade extending them to 30 minutes could be a really good idea.
The problems are mostly minor and are overcome with experience. Hardspace: Shipbreaker (****½) is a superb game which has a great new idea and executes it extremely well. It is available now on PC and is coming to Xbox and PlayStation in the near future.
Saturday, 23 April 2022
Blackbird Interactive reveals more information about HOMEWORLD 3
Thursday, 14 April 2022
HARDSPACE: SHIPBREAKER to get full release on 24 May
Blackbird Interactive has confirmed their spaceship-dismantling game Hardspace: Shipbreaker will get its full release on 24 May this year. This game has been in Early Access since June 2020 and attracted considerable acclaim since then.
The game is played from a first-person perspective and sees the player take on the role of a shipbreaker working for Lynx Corporation. The player must salvage useful materials from derelict and decommissioned spacecraft to pay back the massive corporate debt they owe Lynx at the start of the game. They have various tools to break open the derelict ships, but also must be wary of hazards such as oxygen and fuel tanks, which can explode if the shipbreaking is not done carefully, as well as explosive decompression. However, players must also balance the needs to do their jobs carefully with a need for speed to keep their debt ticking down at a steady rate. Players must also manage their own resources, such as oxygen and thruster pack fuel.
The full release will include a story mode where the player discovers new information about the corporation and the ships they are dismantling as they progress, and become embroiled in a conflict between the company and a union which is trying to get better conditions for their workers.
Blackbird Interactive derived the game from their original plans for Homeworld: Deserts of Kharak (2016). Earlier in development, before reacquiring the Homeworld IP (many of the team worked on Homeworld and Homeworld 2 at Relic Entertainment), the game was called Hardware: Shipbreakers and was set in a different universe with a much stronger focus on dismantling wrecked ships on a desert planet. After the sale of the Homeworld IP to Gearbox, Blackbird worked with them to pivot the game into the Homeworld universe, initially called Homeworld: Shipbreakers before switching the title to Deserts of Kharak.
Blackbird always liked the name and idea, and realised they could still use it in a different fashion after the idea of a "ship dismantling game" game up during an internal game jam at the studio.
The game has been warmly received during its Early Access period and its full release is certainly something to look forwards to. The game will release initially on PC via Focus Entertainment, to be followed by Xbox and PlayStation versions at a later date.
In addition to Hardspace, Blackbird are also working on Homeworld 3 for Gearbox for release later this year and Crossfire: Legion for Prime Matter.
Friday, 10 December 2021
HOMEWORLD 3 trailer released
Thursday, 22 July 2021
Paul Ruskay unveils first tracks from the HOMEWORLD 3 soundtrack
For me, the most eagerly-awaited video game of 2022 is currently easily Homeworld 3, the long-awaited new game in the long-gestating space opera strategy series. One of the key ingredients in the series' success is the amazing soundtrack work by Paul Ruskay, whose music for Homeworld (1999), Homeworld 2 (2003), Homeworld Remastered (2015) and Homeworld: Deserts of Kharak (2016) has always been spine-tingling.
Publishers Gearbox have released two tracks from the soundtrack to Homeworld 3 to what the appetite for the full game release.
Homeworld 3, developed by Blackbird Interactive (founded by the creators of the original Homeworld and Homeworld 2 when they were at Relic Entertainment), is currently due for release in late 2022. A mobile spin-off game is also currently in development.
Modiphius Entertainment are also releasing a tabletop roleplaying game based on the Homeworld universe this winter, and have just opened preorders on their website.
Wednesday, 19 February 2020
Blackbird Interactive announce HARDSPACE: SHIPBREAKER
Shipbreaker will pick up on the idea but from a first-person perspective, in an original universe. The game appears to be a survival sim not dissimilar to titles like Subnautica, but with a somewhat more cynical edge.
The game will be published by Focus Home Interactive and will be developed on Steam Easy Access before final release.
Sunday, 24 November 2019
A History of Homeworld Part 8: The Vaygr War
By the time this knowledge was found, some forty years had passed since the Landfall. The Second Core had been extracted from the Mothership – still in orbit around Hiigara as a shipyard, although its efficacy was falling behind that of the new custom-built generation of orbital yards – and there was now some debate about what to do with it.
The decision fell on Karan S’Jet, who had neurally bonded with the Mothership during the journey from Kharak to Hiigara and at one key point had been blasted with a backwash of energy from the Core. Since that day forwards, she had not aged, nor had her intelligence declined. She lived in isolated seclusion, but at key moments the New Daiamid called on her wisdom. Karan’s decision was that the Core should be publicly displayed in the capital at Asaam Kiith’sid, to remind people of their past, but it should not be used again save in the utmost need. This decision – which the Galactic Council was relieved to hear – was honoured.
But then rumours arose of a new threat arising in the Eastern Fringes of the galaxy. The Vaygr, a nomadic race of warriors and pirates, had unified with several former Taiidani Imperial factions to form a new fleet, a fleet that now struck worlds with overwhelming force. For several months the Vaygr rampage continued unabated through the Eastern Fringes. Worlds fell to their advance, industrial centres were converted to churning out more warships for their fleet and those Vaygr clans which remained independent were soon subjugated. Hiigaran agents ascertained that the Vaygr leader was a warlord known as Makaan, a charismatic, intelligent and arrogant warlord with a formidable strategic vision. Makaan also referred to himself under a new title: “Sajuuk-Khar.” The Chosen of Sajuuk, who would fulfil the vision of reuniting the Three.
Analysing the speed of Makaan’s advance confirmed what this had hinted at: Makaan had found the Third Core, sparking the long-prophecised End Time.
Only the fact that the Vaygr fleet was not yet large enough to challenge Hiigara directly spared the Exiles. They put into operation an emergency contingency plan: Hiigara’s fleets were pulled back to defend the homeworld. The Second Core was restored to the Mothership and then Far Jumped to the Great Derelict at Tanis, where the Hiigarans had established a secret shipyard and redoubt. There the Mothership would be reconditioned and rebuilt into a larger, more powerful vessel, one whose power plant could operate the Second Core at maximum efficiency. This ship would become known as the Pride of Hiigara. And Karan S’jet would once again command it.
The Vaygr learned of the Pride’s construction and struck with overwhelming, total force. They overran Hiigaran outposts right across the Inner Rim and their fleets converged on Hiigara. A secondary fleet attacked Tanis, destroying it, but not before the Pride was able to jump clear. The Pride returned to Hiigara and rendezvoused with Captain Soban, who was escorting the crew of the Pride to join the flagship. They fought off an attempted Vaygr interception and left, with Soban setting out to locate Makaan’s flagship and the Pride to rendezvous with a mobile shipyard.
Its forces bolstered by the shipyard, the Pride received intelligence from the Bentusi directing them to the Gehenna Asteroid Field. There the Pride discovered the Oracle, a Progenitor device constructed tens of thousands of years earlier. The Oracle interacted with the Second Core, transporting the Pride to the Karos Graveyard, now revealed to be the remains of a colossal Progenitor starship. The Pride, no longer under Fleet Command’s control, moved through the Graveyard towards what used to be the Progenitor ship’s engineering section, where a powerful Dreadnought-class vessel was located. The Oracle reactivated the Dreadnought, but in the process inadvertently triggered an attack by a Keeper, a Progenitor security vessel. The Keeper was neutralised and the Dreadnought recovered.
An attack on a Vaygr staging area proved that the Dreadnought’s systems were not yet fully online. Captain Soban’s recon fleet arrived and confirmed the location of Makaan’s headquarters at Balcora Gate, but Soban was captured before he could transmit the coordinates. The Pride pursued but was intercepted by a fleet of Keepers, which threatened to overwhelm its fleet. The Great Harbor Ship of Bentus directly intervened and self-destructed to obliterate the Keepers once and for all. The Pride recovered the First Core from the ruins and proceeded to space station Thaddis Sabbah, where they rescued Captain Soban and learned of the location of Balcora Gate, an immense Progenitor hyperspace gateway located close to the black hole cluster at the very centre of the galaxy. Beyond the gate lay a tremendous Progenitor starship of unparalleled power: the Sajuuk itself.
At Balcora a final great battle took place and Makaan was defeated, but not before revealing he had activated an ancient Progenitor doomsday weapon, consisting of three planet-killer platforms which even now were approaching Hiigara. The Three Cores were united and Sajuuk was activated. Karan S’jet transferred to the Sajuuk and jumped in one bound to Hiigara. The planet-killer platforms were intercepted and destroyed before a single one of their weapons could be fired at Hiigara.
The remaining Vaygr forces, deprived of the power of the Third Core, fled. The war was over.
The combination of the Three Cores on the Sajuuk and the integration of Karan S’jet into their energies resulted in a great transformation in galactic affairs. Karan and her ship traversed the galaxy and found the greatest secret left behind by the Progenitors: the Eye of Aarran, a hyperspace gateway rivalling Balcora. But this gateway was linked to hundreds of others, great free-standing structures simply left hidden in open space. The Great Hyperspace Network was reactivated by the power of the Three Cores, allowing every race in the galaxy to Far Jump. New trade routes opened, new paths of pilgrimage and exchanges of knowledge began, and a new golden age began.
The Age of S’jet began. Under Karan’s guidance and the Hiigarans’ leadership, the galaxy would take a step forward towards everlasting peace and tranquillity…until the day that a third great conflict would come to pass.
But that is a story that is still to be told.
A History of Homeworld Part 7: The Beast War
Approximately fifteen years after the return of the Exiles to Hiigara, an event took place that cost tens of thousands of lives and involved fleet actions consisting of Hiigaran, Turanic, Taiidan and Bentusi forces. Despite this, the full scale of the events involved have never been publicly revealed by the Daiamid, to the point where some doubt they took place at all. Certainly plenty of eyewitness accounts of the conflict leaked out in the subsequent decades, but they were so apocalyptic and bleak that even hardened conspiracy theorists had a hard time accepting that they could be real.
The chain of events in question began in 15 AHL when a Taiidan Imperial fleet launched an assault on Hiigara. The Naabal carrier Veer-Rak was charged with the defence of the Hiigaran system and called in every ship in range to help. Dozens of ships from numerous kiith responded and the Taiidan fleet was forced to retreat after sustaining heavy losses. During the battle, unexpected help arrived in the form of the Kuun-Lan, one of Kiith Somtaaw’s mining vessels. Although not a warship as such, the Kuun-Lan’s support forces and fighter squadrons were enough to help tip the tide of battle. Kiith Somtaaw’s presence at the battle was initially unrecorded, but the records were later amended to give a glowing account of how the Somtaaw warriors comported themselves in battle.
The Kuun-Lan then jumped to the outer edge of the system to investigate the disappearance of a Kiith Manaan destroyer, the Bushan-Re. The Somtaaw found the ship, repaired it and set it on its way, but not before picking up an automated signal from a derelict probe of unknown origin. The probe was recovered, but the Kunn-Lan’s research team were baffled by it. The ship jumped to the nearby Coruc-Tel system to rendezvous with the research vessel Clee-San, only to find it under attack by Turanic forces. The Kunn-Lan drove off the Turanic Raiders and liberated the Clee-San.
The Clee-San crew prepared to inspect the alien probe, but before they could do so some kind of organism left the probe and began to infect the Kunn-Lan’s systems. The entire lower hanger module was compromised, forcing the rest of the ship to jettison it. The Clee-San pursued and discovered that the module had been overrun by a biogenic organism which could subvert both mechanical and organic systems. Before more could be learned, the Clee-San was also infected and subverted by the same organism. The Kunn-Lan attempted to engage and destroy the infection before it could spread further, but a Turanic fleet jumped into the system and was immediately subverted. Heavily outgunned, the Kunn-Lan jumped to the nearby Aiowa system to ask for help from the Bentusi. The subverted ships pursued and attacked the Bentusi trade ship. Although the Bentusi were able to defend themselves from the enemy’s weapons, they were vulnerable to the subversion beam. Rather than be taken over by an alien force, the Bentusi ship chose to self-destruct. The Kunn-Lan was able to take evasive action and flee the system, along with a Kiith Manaan carrier, the Caal-Shto, that had arrived to help.
Whilst the Caal-Shto returned to Hiigara for reinforcements, the Kunn-Lan continued to investigate the new threat. Analysis of the alien data pod confirmed that it was over a million years old and was part of a ship called the Naggarok, which had travelled from another galaxy. An extremely prolonged period in hyperspace had resulted the Naggarok being infected by an alien organism, dubbed “The Beast.” The Beast was able to absorb and take control of organic and inorganic matter to improve itself. The Somtaaw realised with horror that the Beast could spread exponentially and overrun this part of the galaxy within weeks unless stopped.
The Counter-Attack
The Kunn-Lan crew learned that the Imperial Taiidan outpost on Gozan IV had been conducting research into the Beast. It slipped a commando team onto the planet to steal the data and then conducted an emergency hyperspace jump to a nearby debris field, where the crew salvaged an immense siege cannon. They were found by the pursuing Taiidan forces, but also the Beast mothership which had grown out of the captured Kunn-Lan hanger module. The siege cannon destroyed most of the Taiidan forces, but the Beast was able to regenerate quickly after the attack. The Kunn-Lan jumped to rendezvous with its sister ship, the Fal-Corum, and helped fend off another Beast attack. The Somtaaw crews discussed the intelligence and realised that a viable strategy would be to recover a piece of the Beast from the original Naggarok and then use it to adjust the siege cannon beam to a frequency which the Beast would not be able to recover from.
Using astrogation data from a Turanic starbase, the Somtaaw located the Naggarok only to find that the Beast had gotten there ahead of them, and formed an alliance with a Taiidan Imperial force to help repair the command ship. The Somtaaw recovered a sample of the Naggarok and hyperspaced to a Bentusi system to ask for their help in fine-tuning the Siege Cannon. However, they found the Bentusi in a blind panic over the threat of the Beast: the Bentusi had spent thousands of years as an “Unbound” race, having become one with their starships and not restricted to existing solely on the surface of planets. The Beast threatened to imprison and constrain the Bentusi within their ships, turning them into slaves or prisoners. As a result, the Bentusi had triggered a failsafe: a hyperspace gate (presumably built with the assistance of the First Core) which could carry them out of the galaxy altogether.
In a desperate gambit, the Kuun-Lan disabled the hyperspace gate and tried to force the Bentsui to see reason: after a brief stand-off, the Bentusi agreed to provide assistance. They fine-tuned the siege cannon. The Kuun-Lan then used the cannon to destroy the Clee-San and the Beast mothership which had formed around their old hanger module. The Somtaaw then hunted down the repaired Naggarok, which was attacking a massive Taiidan Republican military installation, the Nomad Moon. A pitched battle resulted, complicated by the Beast taking over the Moon. Bentusi reinforcements proved critical and the Kuun-Lan was able to disable the Moon and then stopped the Naggarok by disabling it with a powerful EMP charge. A colossal amount of fire directed at the Naggarok disintegrated it, along with any last remaining traces of the Beast.
The so-called Beast War was a significant military conflict, spanning several systems and entailing a high number of casualties. However, the conflict was carried out by ships exclusively using Short Jump drives, severely limiting the area over which the damage was spread. In addition, the conflict did not take place in proximity to an inhabited, major world (apart from Hiigara, which was far too well-defended for the Beast to risk an attack), severely preventing the number of ships and people who could be subverted by the Beast. This also prevented news of the Beast and the level of threat it represented from spreading, preventing a major panic.
In the aftermath of the conflict, it was classified at the highest levels of both the New Daiamid and the Galactic Council. The Bentusi did not want the rest of the galaxy to know about their weakness to the Beast. In addition, although all traces of the Beast had been apparently destroyed, there was always the marginal risk of additional debris or pieces of Beast-infected ships being found and starting the infection over again. Prohibiting the information from spreading was seen as a more effective way of keeping the events of the war as secret as possible. The Taiidan Republic also agreed to this stipulation.
The reasons for the Taiidan Imperials keeping quiet are less clear, but the fact that they were defeated by the Beast several times and then treated like fools by it suggests it was a matter they wished to forget as soon as possible.
One outcome of the conflict that was made public was the honour of Kiith Somtaaw. For their triumph in “a clandestine military campaign against Taiidan Imperial forces,” the Somtaaw were elevated to the rank of an honoured warrior kiith and given a new symbol and nickname: the “Beastslayers.” The technological improvements gained during the conflict were integrated into Hiigaran forces as a whole.
Of course, more than a century after the alleged events it is now rather difficult to confirm if they did indeed take place; certainly, some experts in the field do not believe a word of it.