

Episodes 1 to 3 were massively successful on the monetary side, but for the franchise felt like a mix.

I think that’s the trick, and I think we all look at that as an example of what not to do. RPS: Is there a line in which you become George Lucas, where you screw with it too much because you can?īrian Martell. And then in our conversations with them we were able to help realise that. They were talking about “oh, I wish the technology enabled us to do this, or I wish we had this”, so from the get-go we were able to have a list of things that they had wanted to do at the time but just didn’t have the technology for. It’s kind of nice now because we’ve been able to really let that swing and be amazing in the way that it was intended.Ĭhris Faylor: I think one of the coolest bits was when we got everything, when we acquired the Homeworld property, some of the delivery included all the internal documents that were post-mortems from the original Relic Entertainment Crew. For these guys, they went to the trouble of getting real instrumentation, having almost like a mini symphony orchestra record the music, then it had to be super-compressed and streamed off a CD. Nobody’s been able to experience them at the high quality level they were recorded at. The original games were all on CD, so their audio’s compressed, the video’s compressed, it was kind of crappy even then. When you look at the backgrounds and ship models, all the audio that we’ve been able to redo, all of these things have been able to revamp and made to a level they were always intended to have.įor example, we remastered all the audio because Paul Ruskin still had all his old DAT tapes. It’s been a way for them to bring this stuff to life in their own vision. So this is kind of our way of freeing things, because of our involvement with all the original creators. We can only realise our dreams up to a certain point. To be able to get from that to have what’s actually in the game now be a lot closer to what they intended was really nice.Īs game developers, we’re always working with the limits of the technology. I think they’re some of the best designs over the last twenty years, these guys have done such a phenomenal job, especially when you go through the concept and you see what their intention was. I think it’s also just some dang sexy spaceships. For us, I think Homeworld has a special place in the industry, so that part of it was we wanted to be able to help it rise from the ashes. We have tons of ideas here that we could have done, for space operas. RPS: Why do this rather than make your own space strategy game, if you’ve got a love of them?īrian Martell: Sure. So I’m kind of excited to be able to relieve some of this, what’s in some cases childhood gaming, in a new version. But it’s kind of nice, right? In a way, if we think of this as the art form of game-making, it kind of stinks that as technology dies off and becomes overcome with the new badass thing that these things should just sit back there and be leftovers. I don’t think we had an understanding that there would be a wave of this sort of thing. In that respect, for us it was a little more noble. Given the opportunity of the THQ bankruptcy and all that it made some sense. For us, Homeworld was something that people hadn’t played in ages, there was no digital version, so it made a lot of sense to bring it back. RPS: How come it’s remastering mania all of a sudden ? Is there something in the water?īrian Martell: It’s probably a good combination of both of those things.
HOMEWORLD 2 REMASTERED MODS STEAM MOD
Why do this rather than make their own space RTS? How was melding Homeworld 1 and Homeworld 2's multipalyer going to work? What about mod support, past and future? And did they feel having something as respected as Homeworld in their stable would help with Gearbox's.

HOMEWORLD 2 REMASTERED MODS STEAM CODE
Just before I got hold of some early code for Gearbox's upcoming remastering of unbelievably beloved space RTS Homeworld (which I made some stupidly oversized and stupidly pretty screenshots and video of yesterday), I had a chat with the studio's Chief Creative Officer Brian Martell, plus Community Manager Chris Faylor about the new version of Relic's game.
