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So that was a big deal."Īs far as the actual gameplay is concerned, this will be the same Homeworld you know and love, but there have been some subtle tweaks to the formula to make sure Homeworld 1 ships are balanced with the vessels in its sequel. Like these are the guys that really led those projects. "It's really phenomenal to be able to get these guys. "It was sort of like getting the band back together," Martel says. Art director on the original Homeworld, Rob Cunningham, overlooked the Remastered Collection lead artist, Aaron Kambeitz, repainted all the cinematics original audio composer Paul Ruskay provided the audio files and coder Luke Moloney pounded away on the the new tweaks. Gearbox was fortunate enough to get the original developers of Homeworld to pitch in with this restoration and otherwise operate as consultants. Depending on how it's received, we would be able to do all that."
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"We wanted to kind of blend the two and make sure we were able to bring Homeworld 1 into Homeworld 2 to create a foundation that's going to live on after we're done with this project, so we can support mods and if there's a sequel or DLC or anything we can do. Since this Remastered Collection allows players to bring Homeworld 1 ships into its sequel for multiplayer, Gearbox had to create an engine and ecosystem to support this change for any future Homeworld titles the studio may make. "The engine alone, the renderer, is just outrageously amazing." See, Homeworld 1 and Homeworld 2 were built on different engines. "It's a lot more than just being shinier," Martel replies.
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"Is this a full remake with new content ala Resident Evil Remastered, or more akin to something that mostly wants to remain true to the original game, ala Grim Fandango Remastered where it's mostly just shinier?" "So how have you made it more palatable for new audiences?" I ask.
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You have these people coming in and playing it and feeling it for the first time, and feeling how to make it appropriate for today's audiences so you can get new customers as well as get the nostalgia of the old customers." "Sometimes you don't have just the nostalgia coming at it.

He argues that this fresh perspective was actually a useful tool in bringing the 15 year-old game to a modern era. "It's actually a really good mix of those that were fans and those who had never played it," he replies. But were the Gearbox folks already Homeworld fans, or did they just have to change course to something outside of their wheelhouse? He says that Gearbox got really passionate about the project once work began on it. So I convinced my partners to look at it and think about it, and we ran the numbers and said 'if we did this maybe we could make a profit on it.' But mostly it was just an act of goodwill and wanting to do right by the fans and make sure that the game got out there." "And it hasn't been out in well over a decade and we'd hate for it to just get thrown out there without some proper attention. It's amazing!," Martel exclaims to me over Skype.
Homeworld remastered collection gameplay license#
This is really a passion project for Gearbox's chief creative officer, Brian Martel, who convinced his colleagues that the studio should spend $1.35m to acquire the Homeworld license after its former publisher THQ went bust.

This time around we've got Gearbox, the studio simultaneously beloved for Borderlands and reviled for Duke Nukem Forever and Aliens: Colonial Marines, bringing its hand to updating Relic's epic 3D strategy series Homeworld with Homeworld Remastered Collection. With Resident Evil HD Remaster setting digital sales records, Grim Fandango Remastered bringing arguably the greatest adventure game in history to a modern audience for the first time in 16 years, and The Legend of Zelda: Majora's Mask 3D updating the curious classic to a popular handheld, there's no better time to catch up on the the seminal pieces of gaming we missed out on the first time around. 2015 could well be the year of the remaster.
