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Gamespot Video Zusammenfassung von Arioch

(2013 Wörter in diesem Text)
(3592 mal gelesen)   Druckbare Version

Dan Irish: My name is Dan Irish, and I’m an Executive Producer at Relic Entertainment, responsible for Homeworld 2. I joined Relic Entertainment in October 2001; I was a huge Homeworld fan when I was working on a previous project, and I saw Homeworld, I was like, wow, this is you know, such an amazing game, this reminds me of why I got into the industry. When the CEO of Relic and I talked, and he asked me if I wanted to produce Homeworld 2, I was like, yeah… I’d like nothing else better. That would be fantastic. So here I am, and I’m really excited to talk to you about Homeworld 2 today.

DI: In Homeworld, the Hiigarans reclaimed their home. The story was about being exiled from your home and anyone can understand that. Now, in Homeworld 2, it, gives you an opportunity to reclaim your destiny; and what that means is: it certainly answers and addresses some of the questions of why where they exiled in the first place; who created hyperspace? Where in the galaxy did they go, and what origins, what other people and races are out there in the galaxy? So it really just broadens out the galaxy, rather than just a single travel, just a single path on your way home… you go to many different place throughout the galaxy, from asteroid fields to black holes, to nebulas, and to your home planet.

DI: Homeworld 2 is really evolution, not revolution. And, what I mean when I say that is we’re looking at strengthening the parts of Homeworld that everybody loved, and minimizing its weaknesses. So in Homeworld 2 we’ve improved the user interface. We’ve improved the usability, improved gameplay, created more depth in the gameplay; we have tactics and different types of strike groups, and different types of ships; so, but there’s really more depth, while still building on the same basic concept that made Homeworld that successful. There’s a number of different things that we put into the world to bring Homeworld to really… make it really alive. The first one is Megaliths, which are just basically huge artifacts in space, derelict hulks from an ancient civilization that’s long since passed. We also have include dust clouds, nebulas. Nebulas include charged particles; you can use them to obscure sensors; you can hide in them. If you’re hiding in them and they get attacked by a certain type of ship, then the ion beam frigate can actually destroy you while you’re in the nebula because of the way the charged particles work. So, every element just adds a little bit more depth to it, and it’s not so much a visual reference but also gameplay. I know that a lot of people, when they played Homeworld, they really liked the background; they loved the vistas and the compelling world that they were in; and we’ve just really just added to that with these additional effects.

Alex Rodburg: So the first thing we’re going to talk about is squadrons and Relic’s ability to take their experience with Homeworld and turn that into an ease of micromanagement for the player. For example, with strike craft (small fighter craft) there is no real use for a single fighter. You would never send one in alone again anything, so now when you create them, you create them automatically in groups of five, saving you five clicks and letting you take that time and put it into planning your strategy and planning your tactics and executing them, and not about simply build more units. It’s a common-sense thing that is not a major change to implement, but it plays a very important part in how you execute your tactics now. Because you have ready-made squadrons, you’re able to organize your ships more easily, more usefully and more effectively. An outlying element of that is what we call “Strike Groups.” Now, we’ve all played RTS’s and you have combined arms; you’ve got your heavy-duty unit and you’ve got your light, fast unit for protection, and then you have your some sort of y’know, missile unit… distance unit… and you lasso them all together and you say “okay, you’re group 1; you’re all together I’ve got every covered: charge!” And they charge down the map, and you look at them ten seconds later, and your fast guys are a mile and half ahead of your slow guys, your archers are completely unprotected, and you’ve just completely lost all your units to nothing, because they seem to have no ability to communicate to each other. Now in Homeworld you have the ability to form strike groups, and this is actually an incredibly complex arrangement whereby ships become aware of who they’re grouped with, and they behave differently based on that. So you take your small strike craft, you add some bombers, you put in a bunch of corvettes for protection, you add some capital ships, you group them all together and say “you’re a strike group”; and the small fighter craft know that they have to protect the capital ships, the corvettes know that they have to protect the fighters, and everyone is working in unison; when we say “go across the map and attack”, the fighters aren’t going to get ahead of the capital ships, because they know what to do. And what this allows you to do is: everything from taking your entire fleet and… very… creating very detailed strike groups… I want one that does this, and then I want one that does this, and this is capable of that, and you organize them very discretely, and have, y’know, basically the effect of making different chess pieces that have different functions. On the other hand, you can take your entire fleet, group them all together, say that “you’re all a strike group”, and your entire fleet functions and one coherent unit. And this makes for phenomenal battles, because now it’s much less about, can I lasso and click this guy and give him some sufficient instructions to stop being stupid, and more about, I have all the options: what’s my best one?

AR: Another very, very important evolution that Relic has made with Homeworld 2 is the addition of subsystems. And this is on all capital ships, including the Mothership. You’re now able to have, for example on the Mothership, hardpoints that you can customize, and you have a number of choices as to do with these hardpoints; you can create research, you can create ship production facilities, you can create additional weapons systems, and because everybody has a Mothership and they have the ability to customize these any way they want, it lets you suit your ship to the style of player you are. Maybe you’re the kind of player that rushes up the tech tree, and so you want to take every available hardpoint and devote it to research, so that you can get there… you can get the higher-level ships first; you might be a player that says, you know what, I know care in the slightest about research, I’m going to mob the other player as quickly as possible; I’m going to increase my production capability, and just make lots of little ships and take him out before he finishes his research. You have the ability to attack capital ships now, and they all have subsystems: they have weapons, they have propulsion, and now you’re able to take a small group of ships that would otherwise be completely outmatched by such a ship, and you wouldn’t even bother battling, because there’s no way that they could win; well, they might not be able to win now, but if you can have a small group of ships disable the weapons on a capital ship, that becomes a worthwhile exchange. And while you may be very confident about sending your capital ship into battle before against such a force, now you understand that, well, that’s all well and good, but if they cripple my propulsion, and the Marine Frigates come in, and they can capture my ship from me. So again: more depth, more detail, and the ability to really customize the gameplay to exactly the kind of player that you are.

AR: One of the main three areas of improvement was user-interface. So, we have the ability to now pan around the screen; you have much more flexibility with the mouse in setting up exactly the view and the shot that you want, still able to spin around and create any sort of 3D angle, and position, anything… the way that you want. There’s… the user interface is completely customizable and ranges from totally invisible, like this where you have a completely cinematic feel, to something with a lot of information and overlays that tell you what kind of ships you have, where they’re going, that their next command is, and you can switch very quickly and easily between these, to get an overview of the situation, and get right back into the really gorgeous graphics, so that you’re not experiencing the game as symbology, but rather as the adventure that it is.

DI: And… what you’re looking at here is a number of fighters, newly formed from the Hiigaran navy; they make up the staple of strike craft for… other anti-fighter strike craft. You have over here corvettes; these are Pulsar Corvettes [note: he’s actually looking at the Assault Corvette here], which include the ability to fire against larger ships, including frigates. And this corvette [now he’s looking at the Pulsar Corvette] includes a larger weapons array on top of it, so of course that can make it a formidable opponent in numbers to attack larger strike groups, while still remaining nimble enough that it’s not going to… not going to take damage in its attack.

DI: This is the Battlecruiser; and this is the workhorse of the Hiigaran Navy. It has a number of turrets, both on the top on the bottom, as you can see here, as well as guns on either side [note: as the mouse hovers over turrets, popup text describes each weapon], so it’s really an anti-capital ship. This is a fleet of frigates; you have the Ion Beam Frigate, which everyone remembers from Homeworld, and the Assault Frigate, which is your… another workhorse of the frigate family. Working in conjunction, the frigates make very effective anti-frigate and anti-capital ship groups. An Assault Frigate has projectile weapons, yeah… and turrets that move and track incoming targets. It’s effective anti-fighter… while the Ion Frigate is more anti-capital ship. So if you put these two groups together, these two types of ships together, they’re going to have a defense against fighters, and a defense against capital ships.

DI: Formations aren’t really customizable anymore. What we found is that formations didn’t really make a difference in gameplay, but they will be controlled by tactics. You can set your tactics to Aggressive, and they’ll make a more aggressive formation. You can set your tactics to Evasive, and it will bring your formation together. Each fighter class can be upgraded; each corvette and frigate class can be upgraded; but it’s really a question of what do you want to upgrade; do you want to upgrade the armor? Do you want to upgrade the strength the weapons? Do you want to upgrade your speed? Do you want to upgrade their ability to cloak or work with a cloaking ship? Anyway, like I said before, it’s a series of meaningful choices about how they can work together as a group, rather than work together just strictly as a numbers game, or whoever gets the best ship first wins.

DI: Homeworld is certainly set the stage for quality, I think, with it’s music; and we’re anticipating using the same composer, and really bring in more depth now to the Homeworld 2 soundtrack through the use of live players. Homeworld 2 is scheduled for release in Q3 2003, and we’re really excited to see it, and hopefully it will be a worthwhile sequel that everyone will enjoy.

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