![]() Your hyperspace test goes well, and you jump out to a ship about a light-year away that you had sent on a long-range precursor mission. ![]() You’ve just been introduced to this planet, but you know what it represents: home. Kharak is in the background of this scene, and despite the fact that it’s obviously a harsh planet, it serves as an anchor for the player. As your mothership detaches from its gargantuan scaffold for the first time, there’s a real sense of accomplishment, which is odd considering this happens before you have any input at all. It has this optimistic, giddy feel to it - like the Apollo program writ large. The first mission is standard real-time strategy introductory fare you learn to control your units, make your way around the map, and so on. Your people gathered up their remaining resources and built a big ol’ mothership, with the intent of traveling across the cosmos and discovering your mysterious origins. The starship had faster-than-light technology, and a map showing you the location of your actual homeworld, on the other side of the galaxy. Your home planet, called Kharak, is slowly dying - it’s mostly desert and there’s not much around in terms of resources - but fortunately for you, some explorers discovered the remains of an ancient starship buried beneath the desert. ![]() Homeworld starts you off as the commander of your race’s first attempt at faster-than-light travel. I love rediscovering old games - you get to approach them from a more mature perspective, which means you’ll notice themes and motifs you may have missed as a callow, acne-ridden nerd. For a game that’s over a decade old, it still looks pretty damned good, and the actual gameplay holds up well. Somehow, the CD still works on my computer, so I’ve been playing it off and on over the past few weeks. I found my old copy of Homeworld, Relic Entertainment’s 1999 space simulator and a dark horse candidate for Greatest Game Ever Made.
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