![]() ![]() Both sides had a long-range artillery weapon that, while ridiculously resource-hungry to fire, could rain hell half a map away. That’s where the super units came in, were you so inclined. The multiplayer and skirmish maps were likewise much larger, allowing for battles to rage for hours. There’s resource-gathering, unit building, and so on - the sort of strategy shenanigans that Homeworld took into space.īut what made it so special was that, if you played your cards right, you could really lean into the long game. There are two warring factions, each with their own subtly different units. Released in 1997, Total Annihilation seems - initially - like a Command & Conquer clone. Why? Is it just so I can cackle as Homeworld 3’s equivalent of a Super Star Destroyer crushes my foes? To hear other players curse and weep as half of their fleet is vaporized in one blast? Admittedly, that’s part of it, but there’s more to it than that - and it’s all Total Annihilation’s fault. Instead, it’s the multiplayer and skirmish mode in Homeworld 3 where, with no narrative to undermine, gigantic vessels could really give the game a kick in the spacesuit pants. ![]() Maybe that last mission will see you craft some kind of super weapon, but letting you churn those out every mission could rob the tale of its tension. It looks very much as if the game will see you on the run, Battlestar Galactica-style, and I’m absolutely on board with that. I have my fingers crossed that one of the things it’ll be dialing up to 11 is ship size, giving us massive super battlecruisers that dwarf their opposition.īefore I go any further, I should clarify that I’m not referring to Homeworld 3’s single-player mode. No doubt Blackbird Interactive will be going out of its way to make Homeworld 3 bigger and better than its prequels. ![]()
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