Reviews from

in the past


Didn't click for me. I prefer AOE 2 or AOE 4 or BAR.

I really want to like this game, but the Skirmish is a really big let-down. I smash out RTS games for the PvE, but the enemy AI just sucks. I'm pretty sure I could 1v4 max difficulty which just shouldn't be possible.

Que jogo meia boca e sem graça.
Nada me atraiu.
Não recomendo.

Does an amazing job of capturing the classic Homeworld vibes in a more modern game. I didn't mind the move to 2D ground-based combat at all, as it didn't take much away from the experience and allows for more interesting map geometry with simpler movement.

The unit designs are excellent, and simply watching a battle unfold is a joy. I particularly enjoyed the air strike mechanics, as they allow you to deal with small harassing forces easily without need to maintain a bunch of separate groups. The core rock-paper-scissors interactions between the core units works well and encourages good tactics.

First impressions, positive, very nice atmosphere, didn't play long enough to fully get the game, but definitely a nice real time strategy game if you like cars (something not seen a lot in RTS)


I remember hearing somewhere that the real measure of a game’s success is how long it sticks with you after you set it down, and if that’s the case, then Deserts of Kharak is a triumph. Despite only being something like a ten-hour long campaign, I’ve spent the better part of two months playing a mission or two a week- agonizing over every unit lost and corner of the map that went unexplored; It’s equal parts exhausting and exhilarating, tasked with commanding a fleet where it feels like every decision is on the verge of spiraling out into catastrophe.

One of the defining features of the Homeworld series is the continuity of your fleet between missions, meaning that your army stays with you- deftly avoiding much of the downtime that can bookend RTS mission design. There’s no need to spend minutes filling out your fleet as you stare down the enemy base at the beginning of a mission, and neither is there the sense that you can let the action resolve itself as you turn the tide of battle; an early game mission had me send a group of LAVs on a suicidal push that secured a victory, but saw me enter the next level with an entire control group, gone, as a result of my ineptitude. It’s a knowledge that imbues the action with a greater degree of purpose, always thinking of the best ways you could prevent loss of life and stack the odds in your favor. (And further helped by some tremendous radio chatter)

Combined with an escalating series of missions that always seem to push you outside your comfort zone and the game never slides into repetition or complacency, and without ever feeling contrived; I have distinct memory of playing Starcraft II years ago, with every mission conspiring to find some reason to hurry you along- racing to get enough resources on a lava world or outright running from a giant wall of fire. They felt like inelegant ways of getting players to play more aggressively, but Deserts of Kharak manages to handle these quite a bit more naturally- playing around with terrain and objectives, and constantly throwing curveballs right as you think you’ve got a handle on the situation- Gaalsien reinforcements coming in right as you think you cleared the map, and so you suddenly find yourself racing to find some high ground and bracing yourself long enough to establish a new front line. This variety is also owed to the fundamentals of gameplay; your base is a massive, land-based aircraft carrier and resources dry up surprisingly fast, so there’s a constant push to keep moving, making tentative ventures deeper into the desert as keep an eye out for war parties on the horizon.

I’d say that’s another point in the game's favor- that the action in gameplay feels pivotal to the action of the story. In that two month window, I tried a couple of other RTS series, but it was hard to shake the feeling that I was just directing the extras in some massive battle scene, the real protagonists duking it out in the interstitial cutscenes- siphoning off all the drama in the process. Often the game’s most pivotal moments- your triumphs and your lowest moments happen in gameplay- reeling as you face some new threat or heartened as you find some new artifact that bolsters your journey through the desert. (And the downtime is well-used too, end of mission briefings giving you a small insight into the thoughts of a few key characters). The downside with this approach is that it can get a little exhausting, the strategic expectations ratcheting up with every mission, no alternating perspectives or “away” missions to let you cool down after some of the more intense battles.

I guess my only other problem with the game is its ending- which is weirdly abrupt considering how evenly-produced the rest of the experience is, with a couple of simple objectives and no future to consider, so it’s easy to play far dumber than in the rest of the campaign. In that, it’s probably a good point of reference for the rest of the game, an example of how listless the action would be if all the missions were discrete encounters where your decisions didn’t carry forward.

(And I'm writing this part a day later, but I think I need to stress that the final cutscene here feels so inconclusive, that in a different era, a big message would pop up and say INSERT DISK 2 and you'd go right into the the original Homeworld. Not a huge problem if you're planning on playing the entire series, but it robs the game of proper resolution.)

///

Really enjoyed this one, and I suspect I’ll probably enjoy the later Homeworld titles even more- in a year where I’ve felt mired in the past, getting into this series has been a nice reminder of the day-to-day actions that build a future.

The best thing about this game is that it's still very much Homeworld, quite a feat considering the switch from space-based to more traditional ground-based real-time strategy. That makes it wholly unique and unlike any other RTS out there. It's not quite resounding a success as the mainline series, but that's down more to the story and atmosphere than anything else.

The tactical resource gathering, the focus on a rather small number of diverse units all constructed by your mothership, the tactical map, the interface (which could definitely use a refresh) story-driven atmospheric strategy - all the hallmarks of Homeworld are here.

It doesn't reinvent anything and doesn't really have ambition to do so, this feels more of a test for Blackbird Interactive (comprised of former Relic developers who worked on the original games) to see if they can still pull it off and whether there is still a demand for Homeworld. Deserts of Kharak and the announcement of Homeworld 3 are proof that the answer to both questions is a definite yes.

An alright Starcraft clone. Low rating because it abandoned everything that made Homeworld great in favor for being a generic clone

While I did like Homeworld: Deserts of Kharak, I wasn't entirely feeling the storyline here, and the controls bugged me a little. No custom keybinds really annoyed me as well since I'm a nerd who loves using WASD to pan the screen. I kinda just left DoK feeling... neutral. I did like it though, and it was clearly made on a budget unfortunately. Not in a bad way, but when you play it, it's a little obvious. Solid RTS.

Homeworld also has continuity, as-in it keeps your units intact between missions and carries them over with their veterancy as well. Not many RTS games do that, so that was pretty cool.

Score: 80

Expanding on the social structure and lives of the Kushan people before the exodus, DoK manages to feel both higher-and-lower stakes than the original game - the tone is dark, but it's gray as opposed to near-black.

Combat is pretty nicely translated from preceding games, with terrain on maps affecting visibility, range, etc, and generally it's pretty fun and sometimes challenging. Gaalsien units are visually and operationally a world away from Coalition units - and i think that's one of the aspects that works the best. Coalition crafts, LAVs and armor are turreted, wheeled vehicles resembling either modern construction equipment or scaled-up M113s, while the Gaalsien have an arsenal which wouldn't look out of place in the hands of the Separatists in Star Wars.

The atmosphere, setting, and terrain are my favorite parts. Despite mostly taking place on a desert, every single campaign map is visually distinct and memorable. Meanwhile, the Campaign is just as desperate as Homeworld - you and your fleet are several thousand kilometers away from your goal, and the desert is incomprehensibly lonely.

It's a good game

dune for dumb guys. i adore this game. i'm really really bad at it, but something about the atmosphere, the desert, the little vehicle models, the CONSTANT radio chatter, really gets you immersed. found myself just listening to my little guys talk about their mining equipment. my favorite rts!!

It manages to recreate the lonely contemplative atmosphere of Homeworld in a desert setting. I love the weight of the vehicles, the physics, the tracks in the sand. It's not perfect, it needed some more unique factions and more diverse skirmish maps. But I enjoyed the campaign and keep coming back to play some skirmish matches here and there.

You can find this dirt cheap these days, if you enjoy RTS games, give this a chance.

You know what's the best aspect of Homeworld games to me? the feeling of journey you get from going into the unknown and keeping your ships and resources from previous missions along the way. Even though Deserts of Kharak takes a big departure from the originals by having regular 2D based ground combat instead of the trademark 3D spaceship maneuvering, I still think it's a worthwhile addition to the series. The concept of land carriers is appealing to me as well.
For people who haven't played the prior entries, you get a rather slow paced RTS which is easy to get into and has a fun 10 hours or so campaign narrated by deadpan stoics. It goes very cheap during sales too.

Das Homeworld-Prequel entführt uns in malerische Wüstenlandschaften. Besonders der Multiplayer macht Spaß, trotz KI-Fehlern und vorhersehbarer Story sorgt aber auch der Singleplayer für Laune.