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* TaintedByThePreview: Many fans have already written off the Homeworld series as doomed after finding out Gearbox obtained the rights to the series. Considering that Gearbox has never worked on an RTS before, and considering the arguably poor quality of some of their more [[DukeNukemForever recent]] [[AliensColonialMarines games]], these fans have plenty of reason to fear.

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* TaintedByThePreview: Many fans have already written off the Homeworld series as doomed after finding out Gearbox obtained the rights to the series. Considering that Gearbox has never worked on an RTS before, and considering the arguably poor quality of some of their more [[DukeNukemForever [[VideoGame/DukeNukemForever recent]] [[AliensColonialMarines [[VideoGame/AliensColonialMarines games]], these fans have plenty of reason to fear.
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** There is a significant amount of debate over whether using the Salvage Corvette is |"fair" or not.

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** There is a significant amount of debate over whether using the Salvage Corvette is |"fair" "fair" or not.
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* TaintedByThePreview: Many fans have already written off the Homeworld series as doomed after finding out Gearbox obtained the rights to the series. Considering that Gearbox has never worked on an RTS before, and considering the arguably poor quality of some of their more [[DukeNukemForever recent]] [[AliensColonialMarines games]], these fans have plenty of reason to fear.
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*** At least until you realize that there the Empire's otherwise comprehensive defenses [[VillainBall don't include a single cloaked ship detector]], so all you have to do to win is build a squadron of Cloaked Fighters, waltz right past the ion cannons and fleets and [[DeathOfAThousandCuts peashoot the Inhibitors to death one by one]], [[WithCatlikeTread making sure to occasionally recloak them]] when a fighter wing swoops by to [[FailedASpotCheck wonder why the Inhibitors are on fire]], [[TheGuardsMustBeCrazy decide it's nothing and leave.]]

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*** At least until you realize that there the Empire's otherwise comprehensive defenses [[VillainBall don't include a single cloaked ship detector]], so all you have to do to win is build a squadron of Cloaked Fighters, waltz right past the ion cannons and fleets and [[DeathOfAThousandCuts peashoot the Inhibitors to death one by one]], [[WithCatlikeTread making sure to occasionally recloak them]] when a enemy fighter wing swoops by to [[FailedASpotCheck wonder why the Inhibitors are on fire]], [[TheGuardsMustBeCrazy decide it's nothing and leave.]]
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*** At least until you realize that there the Empire's otherwise comprehensive defenses [[VillainBall don't include a single cloaked ship detector]], so all you have to do to win is build a squadron of Cloaked Fighters, waltz right past the ion cannons and fleets and [[DeathOfAThousandCuts peashoot the Inhibitors to death one by one]], [[WithCatlikeTread making sure to occasionally reign them in]] when a fighter wing swoops by to [[FailedASpotCheck wonder why the Inhibitors are on fire]], [[TheGuardsMustBeCrazy decide it's nothing and leave.]]

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*** At least until you realize that there the Empire's otherwise comprehensive defenses [[VillainBall don't include a single cloaked ship detector]], so all you have to do to win is build a squadron of Cloaked Fighters, waltz right past the ion cannons and fleets and [[DeathOfAThousandCuts peashoot the Inhibitors to death one by one]], [[WithCatlikeTread making sure to occasionally reign them in]] recloak them]] when a fighter wing swoops by to [[FailedASpotCheck wonder why the Inhibitors are on fire]], [[TheGuardsMustBeCrazy decide it's nothing and leave.]]
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*** ... At least until you realize that there the Empire's otherwise comprehensive defenses [[VillainBall don't include a single cloaked ship detector]], so all you have to do to win is build a squadron of Cloaked Fighters, waltz right past the ion cannons and fleets and [[DeathOfAThousandCuts peashoot the Inhibitors to death]], [[WithCatlikeTread making sure to occasionally reign them in]] when a fighter wing swoops by to [[FailedASpotCheck wonder why the Inhibitors are on fire]], [[TheGuardsMustBeCrazy and then leave.]]

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*** ... *** At least until you realize that there the Empire's otherwise comprehensive defenses [[VillainBall don't include a single cloaked ship detector]], so all you have to do to win is build a squadron of Cloaked Fighters, waltz right past the ion cannons and fleets and [[DeathOfAThousandCuts peashoot the Inhibitors to death]], death one by one]], [[WithCatlikeTread making sure to occasionally reign them in]] when a fighter wing swoops by to [[FailedASpotCheck wonder why the Inhibitors are on fire]], [[TheGuardsMustBeCrazy decide it's nothing and then leave.]]
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*** ... At least until you realize that there the Empire's otherwise comprehensive defenses [[VillainBall don't include a single cloaked ship detector]], so all you have to do to win is build a squadron of Cloaked Fighters, waltz right past the ion cannons and fleets and [[DeathOfAThousandCuts peashoot the Inhibitors to death]], [[WithCatlikeTread making sure to occasionally reign them in]] when a fighter wing swoops by to [[FailedASpotCheck wonder why the Inhibitors are on fire]], [[TheGuardsMustBeCrazy and then leave.]]
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*GoodBadBugs: Homeworld has both the F2kzzzz and "probe bomb" tricks, which both exploit different bugs for viable strategies in the game.
** The F2kzzzz glitch basically puts several different command queries for scouts together to make them flying ninjas of doom. First, you press the F2 key, which sets the scouts to evasive, making them slightly faster for a cost in firepower. Then, you press "k," which initiates the kamikaze attack. Normally, this would be lethal, but by then pressing "z" repeatedly on the keyboard, you initiate a special Up to Eleven ability for scouts that makes them even faster, so fast in fact, that they prove too agile to die. As a result, the scouts become nigh impossible to kill and trail closely behind enemy fighters, shooting the entire way.
** The probe bomb trick takes advantage of the unusually wide area of effect for scuttling a probe, thereby enabling you to kill any number of unfortunate strike craft to wander in range.
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Added an example of That One Level with HW 2\'s mission 3.

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** In [=HW2=], Mission 3, you exit a jump to hyperspace and find that the shipyard that you ''need'' to continue the plot of the game, is under attack by the Vaygr. You set up a forward asteroid mining operation, then kick the shipyard's attackers out. Then... the Vaygr warp in and attack your (likely undefended) little mining operation, and shortly after you repair the shipyard, '''THREE VAYGR CARRIERS''' warp in and use Infiltrator Frigates to board the shipyard. The new Carrier you get has ''barely'' enough time to make Marine Frigates, and if you don't you'll have to give it a Fighter facility, then make bombers and try to take out as many Vaygr Infiltrator Frigates as you can. Most often, the Shipyard is taken over and begins the self-destruct sequence. You now have '''FIVE MINUTES''' to get all the Infiltrators and then make more Marine Frigates while also making more bombers to get all the carriers, ''then'' make Interceptors to help the bombers take down the assault craft which guard the carriers and make swiss cheese out of your bombers, and, if you're unlucky, your Interceptors. All the while you have very limited resources and ship selections to work with. Later on it actually gets ''easier'', for some.
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Moved from Main to YMMV.

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* BreatherLevel: After each level of ''[=HW1=]'', the player can choose to sit around and do whatever they like, such as collect resources or build ships. In addition, a few missions (such as missions 09 and 11) feature very little in the way of combat or difficulty compared to the previous mission(s). The game drew some criticism for how long these breather segments could last.
** ''Homeworld 2'', on the other hand, removed manual exiting of a mission zone in favor of just giving all the resources that were left in the area, then leaving--[[FridgeLogic even when it made no sense]], such as being given thousands of kilometers worth of unharvested resource pockets while ''fleeing an explosion that creates a massive spacial hazard, with seconds to spare.''
** One of the points where ''Cataclysm'' was praised was the option to increase time-flow by up to 800%, as it stuck to the first game's way of dealing with mission endings (though it often left the player with a significantly stronger force coming after their hide, as an incentive to move on.)
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* SpiritualLicensee: The game was originally intended as a {{Battlestar Galactica}} (TOS) game but it did not work out in the end, forcing Relic to alter the universe and characters slightly. The story is still there though.

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* SpiritualLicensee: The game was originally intended as a {{Battlestar Galactica}} (TOS) ''Series/BattlestarGalacticaClassic'' game but it did not work out in the end, forcing Relic to alter the universe and characters slightly. The story is still there though.
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* EarWorm: [[http://www.youtube.com/watch?v=OIUxwEJ-GXI "Adagio for Strings"]], the music that plays during the 3rd stage in the first game. It really enhances the emotions on that level.
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** Asteroid mission 6 in HW1. It's boring, long, and without any enemies to fight or engage with, just destroying asteroids that don't fight back. It's little wonder that the demo of HW1 skipped the mission and replaced it with a special "Assault on the Turanic Raider Homeworld" mission.

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** Asteroid mission 6 in HW1.[=HW1=]. It's boring, long, and without any enemies to fight or engage with, just destroying asteroids that don't fight back. It's little wonder that the demo of HW1 [=HW1=] skipped the mission and replaced it with a special "Assault on the Turanic Raider Homeworld" mission.
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* EnsembleDarkhorse: The Kadeshi. Despite appearing in only two missions from the first game [[spoiler: and ultimately getting completely wiped out by the player]] they are quite popular.
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* ThatOneLevel: The convoy escort mission in Cataclysm most notably. The catch, it is not exactly hard at all, but rather the high amount of HighOctaneNightmareFuel involved.

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* ThatOneLevel: The convoy escort mission in Cataclysm most notably. The catch, it is not exactly hard at all, but rather the high amount of HighOctaneNightmareFuel NightmareFuel involved.

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Removed: 515

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* HighOctaneNightmareFuel: What The Beast does with whatever organic matter it makes contact with. Especially in the case of the Bentusi who [[spoiler:are not merely killed and reduced to biomass but instead remain alive and conscious inside the infected ships due to them being integrated into their vessel circuits, much like Karan is one with the Mothership]].
** Made even more scary with the resulting distorted DeathCryEcho of the victims in your radio ''which sounds like the crew had just been assimilated!''


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* NightmareFuel: What The Beast does with whatever organic matter it makes contact with. Especially in the case of the Bentusi who [[spoiler:are not merely killed and reduced to biomass but instead remain alive and conscious inside the infected ships due to them being integrated into their vessel circuits, much like Karan is one with the Mothership]].
** Made even more scary with the resulting distorted DeathCryEcho of the victims in your radio ''which sounds like the crew had just been assimilated!''
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** Asteroid mission 6 in HW1. It's boring, long, and without any enemies to fight or engage with, just destroying asteroids that don't fight back. It's little wonder that the demo of HW1 skipped the mission and replaced it with a special "Assault on the Turanic Raider Homeworld" mission.

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** Asteroid mission 6 in HW1. It's boring, long, and without any enemies to fight or engage with, just destroying asteroids that don't fight back. It's little wonder that the demo of HW1 skipped the mission and replaced it with a special "Assault on the Turanic Raider Homeworld" mission.mission.
* WhatCouldHaveBeen: Originally, combat in ''Homeworld 2'' would have revolved around [[BigDumbObject massive space megaliths]] left by various ancient civilizations, allowing for Death Star-type fighter combat and units that could be deployed on the surface. This idea was eventually scrapped - although you can still see the megaliths in the cutscenes and the background art - and the biggest object you can interact with in the series remains the Taiidan hyperspace inhibitor from the first game.
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* FreudWasRight: In ''Homeworld 2'', take a look at [[spoiler:[[http://gfx.gaminator.tv/data/screen/1490/244/7172-2.jpg Sajuuk]]]] for a minute, forget the fact that Karran is in control of it (heck, you can skip that part if you want), and ask yourself: is whoever in control of that ship compensating for something?!
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Added spoiler tag


** The [=NAGGAROK's=] 30 second long BigNo. (It's been suggested that this isn't really the ''Naggarok'' screaming, but every Beast ship in the Galaxy feeling the pain of being lobotomized by the ''Naggarok'''s destruction.)

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** The [=NAGGAROK's=] 30 second long BigNo. (It's been suggested that this isn't really the ''Naggarok'' screaming, but every Beast ship in the Galaxy [[spoiler: feeling the pain of being lobotomized by the ''Naggarok'''s destruction.)]])
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Changed to fanon discontinuity to make it more specific


** The divide between those who think ''Cataclysm'' is a good part of the ''Homeworld'' universe, and those who are so horrified by it they [[DisContinuity refuse to even consider it canon]].

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** The divide between those who think ''Cataclysm'' is a good part of the ''Homeworld'' universe, and those who are so horrified by it they [[DisContinuity [[FanonDisContinuity refuse to even consider it canon]].
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Added The Taiidan emperor as a Complete Monster. I think he fits all the criteria. I briefly consiered adding the Beast, but as it\'s not really clear how much the Beast is evil or just doing what a virus does out of \"instinct\" I left it out for now.

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* CompleteMonster: [[TheEmperor The Taiidan emperor]]. He sticks to the shadows for much of the game, but the ''Cataclysm'' [[AllThereInTheManual manual]] paints him as a power-mad and paranoid ruler who was becoming violent and erratic. He orders the [[MoralEventHorizon destruction of an entire planet]] [[spoiler: - YOUR planet -]] with over 300 million inhabitants because it's people violated a long-forgotten treaty signed thousands of years earlier. What really seals the deal is how his government attempted to used the video footage of the destruction as a propaganda piece. The Taiidani people found this repulsive, [[spoiler: [[NiceJobFixingitVillain which gave the rebels helping you in the game the support they needed]] to overthrow the government.]]
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** In the traditional sense, Mission 14 of the first game. The objective is rather simple: blow up 8 hyperspace inhibitors so you can jump closer to the Higaara system, and while they have a good amount of HP, they have no guns of their own. Unfortunately, the game ensures that brute force will not work here, with a dynamically adjusted fleet guarding the inhibitors, and somewhere on the order of 150 Ion Cannon Frigates guarding the inhibitors in sphere formation(by comparison, your unit caps limit you to about 20 frigates total). While there are many ways to approach the mission, any method that keeps your fleet safe from the sphere also takes an impressive amount of time, and it's not uncommon for players to spend several hours on just one attempt at the mission.

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** In the traditional sense, Mission 14 of the first game. The objective is rather simple: blow up 8 hyperspace inhibitors so you can jump closer to the Higaara system, and while they have a good amount of HP, they have no guns of their own. Unfortunately, the game ensures that brute force will not work here, with a dynamically adjusted fleet guarding the inhibitors, and somewhere on the order of 150 Ion Cannon Frigates guarding the inhibitors in sphere formation(by comparison, your unit caps limit you to about 20 frigates total). While there are many ways to approach the mission, any method that keeps your fleet safe from the sphere also takes an impressive amount of time, and it's not uncommon for players to spend several hours on just one attempt at the mission.
** Asteroid mission 6 in HW1. It's boring, long, and without any enemies to fight or engage with, just destroying asteroids that don't fight back. It's little wonder that the demo of HW1 skipped the mission and replaced it with a special "Assault on the Turanic Raider Homeworld"
mission.
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* DemonicSpiders: The Keepers in ''[=HW2=]''. They're carrier-sized battlecrusiers with two fast-firing ion cannons, armor that shames anything you've got and then some, the ability to launch powerful drone fighters that can take incredible punishment, the ability to go to hyperspace and bounce to the other side of the field should those fighters be destroyed (where it will launch ''more''), and finally the ability to phase out of the game itself and return with full health should you damage them enough. It's intentional, of course, as both instances of them appearing are siege missions and you're not supposed to win, just hold out until the plot lets you proceed.
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Moved to fridge tab.


* FridgeHorror: Moments before the Kuun-Lan jettisons the lower decks section, the head engineer in the lower decks screams at the Kuun-Lan to cut them loose via radio as people are being consumed all around him. As the lower decks spin off into space, the transmission continues, broadcasting the crew's final agonizing moments. One can imagine the remaining crew of the Kuun-Lan listening, horrified, as the ships speakers broadcast [[HighOctaneNightmareFuel the screams of the damned]].
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*** "As if"? The First Hybrid was played by Campbell Lane, who voiced the Bentusi. If that was a coincidence, it was [[ContrivedCoincidence one hell of a coincidence]].
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* HilariousInHindsight: In the original ''Homeworld'' game, the main antagonist is a galaxy-spanning dystopian empire which responds to any planet which opposes them by [[strike: carrying out an order of Exterminatus]] deploying an atmosphere-destroying device and is ruled by a very long-lived Emperor who seems to possess psychic powers. [[DawnOfWar Guess what game Relic made a few years later?]] Possibly crosses over with ShoutOut, given the circumstances.
* MagnificentBastard: The Beast in Cataclysm whoever it is. Among others, it used an infected Republican cruiser to lure a convoy's escorts so it is vulnerable to attack, used one of your captured ship's controller to switch off a sentinel shield grid, sending a captured previously friendly ship you met to lure you to it, and most of all, manipulating the Imperialists into doing its bidding which includes repairing the Naggarok's drives, giving it the Cruise Missile designs, and making them do most of the fight with the Hiigarans in general.
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* SpiritualLicensee: The game was originally intended as a {{Battlestar Galactica}} (TOS) game but it did not work out in the end, forcing Relic to alter the universe and characters slightly. The story is still there though.
** Somehow the game also taps into the feel of the re-imagined BSG despite predating it: The game's mood and the heavy spirituality matches the re-imagining more than the original BSG. Same with the physics and the way ships do battle. Arguably, ''Homeworld'' is the combination of the more fantastic elements of the original BSG (aliens, wave motion cannons, an evil Empire) and the more stylistic elements (lack of goofiness, a more serious mood, spiritual feel, the way battles are conducted) of the re-imagined BSG. And it works!
*** Also, compare the "Unbound" (S'jet, her Vaygr arch enemy Makaan, etc.) with the "Hybrids" piloting the Cylon Basestars in the re-imagined BSG. Their portrayal is eerily similar, down to the MachineMonotone voices. It's as if Ron D. Moore played ''Homeworld'' and got a bit inspired... (But granted, SpaceshipGirl [[TropesAreTools is a nigh universal sci-fi trope these days]].)
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It said third or fourth when it is third. Just making it more accurate.


* SurpriseDifficulty: The first two or three missions in ''[=HW2=]'' consist of "Build a ship! YIPPIE HOORAY!" ... Then "build a building, build some ships, kill an enemy scout" ... Then the third or fourth mission is "Destroy an enemy fleet twice your size on one side of the map, while ''another'' enemy fleet just as large warps in on top of the ''only mineral field'' on the map, killing your miner and thus preventing you from building another fleet, while your main fleet is wholly occupied with the first fleet."

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* SurpriseDifficulty: The first two or three missions in ''[=HW2=]'' consist of "Build a ship! YIPPIE HOORAY!" ... Then "build a building, build some ships, kill an enemy scout" ... Then the third or fourth mission is "Destroy an enemy fleet twice your size on one side of the map, while ''another'' enemy fleet just as large warps in on top of the ''only mineral field'' on the map, killing your miner and thus preventing you from building another fleet, while your main fleet is wholly occupied with the first fleet."
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** There is a significant amount of debate over whether using the Salvage Corvette is |"fair" or not.
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** The [=NAGGAROK's=] 30 second long BigNo.

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** The [=NAGGAROK's=] 30 second long BigNo. (It's been suggested that this isn't really the ''Naggarok'' screaming, but every Beast ship in the Galaxy feeling the pain of being lobotomized by the ''Naggarok'''s destruction.)

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