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But when upgraded, additional nodes like fighter and frigate manufacturing facilities, resource collection modules and more can be bolted on to the shell. The impressive thing about this is that ships do take on individual characteristics both visually and in their attack role. This lets you hone your fleet extensively. You can have twoc class ships - one ing in marine frigate deployment handy for taking control of enemy vessels and other for resource collection and repairs.

Such attention to detail does have its drawbacks though. Destroying larger craft like the carriers is a tough and complex assignment. Launching bombers and gunships at it until there are so many plasma trails around they merge into one big glowing ball of string is not always the best idea.

The most effective method is to target the most important areas first such as the engines and ship production facilities and then take the bloody thing to pieces bit by bit. For a seasoned pro this can be a highly rewarding experience, especially when it does finally - and spectacularly - disintegrate and explode in an orgy of pyrotechnical theatre. If you're not so keen on getting down and dirty with such combat intricacies, things can get confusing and frustrating - not too mention downright bloody irritating.

When you've just restarted the mission for the 10th time, and you're still not sure why that Vaygr carrier keeps mysteriously launching fighters at you despite the fact you've just blown away its fighter facility, it's not so easy to go all gooeyeyed over a few fireworks.

HW2 is certainly not for novice strategists. OK, it does feature a tutorial covering all aspects of interface and control, but it never elaborates too much.

The lack of a difficulty setting doesn't help either. Like it or not, your choice is hard, hard or hard. The skirmish mode is slightly more generous. There are three settings from which to choose here, with around 10 maps to try out. And take it from us, the most effective tutorial you can give yourself is to stick around here for a few hours playing on the easy setting.

At least you get more time to work things out and see what goodies you can produce - oh, and it's good practice for multiplayer too. Back in the campaign, free time is unheard of. The Al is cunning and rarely employs rush tactics. Instead, it wears defences down with wave after wave of measured assault. Defensive tactics are just as calculated; it will not hesitate to throw down half a dozen or so heavy gun platforms just to protect its resource collectors.

Individual ship Al is none too ropey either. On the whole your fleet respond well to situations. Fighters know exactly when to break off an attack on a frigate to engage an incoming fighter threat, and most units will automatically pursue targets if they are close enough. Equally, a destroyer set on defensive stance will not speed towards a lone approaching enemy fighter.

The Al does get a bit bilious when you start targeting individual sections of a ship. On one occasion our squadron of bombers eliminated a carrier's fighter facility and flew straight back to base without attacking the rest of the ship. OK, so their mission was to destroy that particular target, but smarter pilots would have tucked into the engines for good measure. Unit selection and movement is also unpredictable at times. Moving ships into unoccupied space and there's a lot of it can sometimes send them shooting off in the weirdest directions.

Using the right mouse button is especially problematic with the developer somehow contriving to place the commands 'rotate camera' and 'move' on the same button. Luckily, if you enter 'sensor' mode, you can zoom out to get a better view of the play area and partially avoid that problem.

One thing you can't avoid is cut-scenes interrupting you when you're in the middle of dragging a movement arrow through space. Most gamers will have to start keeping towels on hand as they drool over the glorious deep space warfare taking before their eyes.

Homeworld does not allow for many truly defensive strategies, and this may require adjustment for some RTS players. In fact, some people may avoid the game altogether when they realize that the only defenses available for the Mothership are the ships that 'stay home,' and don't go out with the attacking forces.

There are no structures to build, just research that leads to better ships. Nevertheless, real-time strategy veterans would be doing themselves a disservice to not, at the very least, give this game a try. Homeworld is simply one of those titles that makes you say 'Wow. It is a rare gem; an awesome feat of programming, graphical design, and sound production, all wrapped around superb gameplay. It deserves the highest praise. Graphics: Three-dimensional brilliance. The graphics in Homeworld are like nothing ever seen before.

Everything from the ship design to weapon-fire Sound: The music is stylish and cool. Virtually all of the sound effects are right on the mark. Explosions and weapon sounds could use more bass. Enjoyment: Homeworld is a refreshing take on the RTS genre. Provides an engrossing single-player experience. Multiplayer games are extraordinarily fun. Replay Value: The most disappointing aspect of the game, yet still very good. While multiplayer games offer hours of extended fun, the fact that there is only one single-player campaign between the two races is a minor let-down.



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