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The Homeworld Remastered Collection introduces Relic's acclaimed space strategy games Homeworld and Homeworld 2 to modern players and operating systems using the newest sophisticated graphics rendering technology, plus a fully remastered score and new, high fidelity voice recordings by the original actors.

As a free bonus, this collection also includes original, non-remastered versions of Homeworld Classic and Homeworld 2 Classic, preserving the purest form of the original releases with compatibility for modern operating systems. The competitive multiplayer modes for both Homeworld and Homeworld 2 have been combined into one centralized mode that will allow you access to content races, maps, and game modes and improvements, features and technology from both games, allowing you to play unlimited competitive multiplayer space battles on an epic scale.

The retail version also includes the Remastered soundtracks of Homeworld and Homeworld 2, plus a page Digital Art Book. Experience the epic space strategy games that redefined the RTS genre. Choose unit types, fleet formations and flight tactics for each strategic situation.

Available May 7th. Homeworld2 employs the same resource management model as the original. There's only one resource to collect, imaginatively called resource units, or RUs, which are mined from asteroids by your resource collectors. Homeworld2 is, at its heart, an RTS, so you use those resources to build offensive, defensive, and utility units.

The offensive units consist of a number of ships, from tiny scouts and fighters to massive destroyers and battlecruisers. Defensive units are weapons platforms. Utility units are things like resource collectors, mobile refineries for processing resources, probes, sensors, and so on.

Though all of your ships are mobile, there's still some Command and Conquer style base building; you'll rarely move your mothership, so it, your carriers, your shipyard, and your defensive weapon platforms are, functionally, a base. The mechanics of moving ships around, issuing attack orders, and other necessities is another carryover from the original.

Space is three-dimensional, so you not only move your units forward, backward, left and right, but also up and down. This aspect of the original Homeworld offered a new dimension pun intended of strategy to the RTS genre: now you could flank not only from left or right, but from above and below. It's easier than it sounds to navigate 3D space: simply hold the shift key when you're issuing a move order to jump off of the 2D plane and raise or lower the reticle.

Not everything about Homeworld2 is identical to the original. Relic tackled one of the original's points of contention -- mind-numbing micromanagement -- with a multifold strategy that achieves mixed results. For one thing, when you order your mothership or carrier to build small ships, such as fighters and corvette class ships, they actually build squadrons, not individual ships. You never directly control a single interceptor or bomber or other small vessel; you issue commands to a squadron of three or five.

Secondly, Relic has meshed squadron behavior and formation management. You no longer assign squads of ships into a formation of your choosing; instead, you tell them how you want them to handle it when the enemy approaches, passive, aggressive, or defensive. Each tactics setting has its own formation. This is a disappointment; selecting an appropriate formation for the missions we had in mind was one of the micromanagement details we liked in the original.

Happily, Relic made it possible to combine groups of dissimilar ships into strike groups. This goes above and beyond the standard RTS grouping system in which you band-box a clump of units and hit control-plus-a-number to form groups that are quickly selectable.

All of the ships in a strike group travel as fast as the slowest vessel so that they stay together -- this makes it easier to coordinate an attack with different ships that move different speeds. Another new twist is a ship called the marine frigate. It's used not to destroy enemy ships, but to board and capture them. You control captured spaceships as if they were your own.

Unfortunately, it's tough to use marine frigates: they're weak and lightly armored so they can't take much damage. We didn't use them at all in multiplayer matches or skirmishes. There are instances in the single-player campaign which require you to utilize a marine frigate to accomplish a mission goal. Finally, warships can now target specific systems on the larger vessels. For instance, rather than focus a general blast of firepower on whatever bit of hull is nearest, you can target, say, a capital ship's engines, or a carrier's ship making facilities.

This comes in pretty handy; to prevent an enemy carrier from spamming you with fighters, you can take out its fighter facility much faster than you can destroy the entire ship. The single-player campaign of Homeworld2 consists of about fifteen missions, most of which contain a wide number of objectives and phases that not only carry you from one point in the mission to another, but also move the game's plot along while you play.

That's what makes playing Homeworld2 an addictive experience: you'll want to hang around for just one more phase, until the next nugget of the delicious plot is revealed, before you save the game and get some sleep. The campaign is totally linear, so you can't choose your next mission, nor can you advance to a new mission before you've completed the preceding one. The gameplay from one Homeworld game to the next may be similar, but the difficulty is not.

Starting with the third mission, the enemy sends out wave after wave of a seemingly endless supply of ships to assault you, and defending your fleet consumes so much of your energy that it's tough to squeeze in the actual mission objectives.

You'll need to build a few carriers, which, like your mothership, can produce new spaceships. You'll need a flotilla of resource collectors to keep your ship factories running at full capacity.

One gem of knowledge we discovered: build a lot of different kinds of ships in every single mission, whether you need them or not. Your fleet carries over from one mission to the next, and the more ships and squadrons you have to defend you at the start of a mission, the greater your chance is of surviving that mission.

Skirmishes against the computer are as difficult as single-player missions, even against AI opponents set on easy. Even as we were building up our fleet, deploying resource collectors, cranking out fighters and gunships, the enemy was already attacking and spewing forth vessels that we didn't yet have the technology to build. Loaris Trojan Removerv v1. Sonne Flash Decompiler v5. Speed Video Converter 2. Bloch Directory Replicator 2. Siemens Mobile Control 2. Foxit PDF Editor 2. Quite Imposing Plus for Acrobat 2.

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