Homeworld 3 Interview – Megaliths, Story, War Games, and More

Developer Blackbird Interactive speaks with GamingBolt about Homeworld's long-awaited comeback.

Posted By | On 22nd, May. 2024

Homeworld 3 Interview – Megaliths, Story, War Games, and More

The list of beloved real-time strategy franchises that have been dormant for far too long is itself longer than it should be. Homeworld has been one of the most prominent names in that list for some time now, but recently, Blackbird Interactive brought the series back with Homeworld 3, its first new mainline instalment in over two decades. Bringing new gameplay ideas to build on the series’ foundations as well as technical advancements to drive its storytelling forward in numerous ways, Homeworld 3 has proven popular in the immediate aftermath of its launch.

Recently, prior to its release, we had the chance to reach out members of Homeworld 3’s development team at Blackbird Interactive to ask about some of the game’s biggest improvements and additions, and learned quite a bit in the process. You can read our conversation with the devs below.

NOTE: This interview was conducted prior to the game’s launch.

Homeworld 3_05

"For us, it involved a lot of experimenting and listening to players to find that balance and figure out how we can modernize aspects of Homeworld without sacrificing what made it so distinct."

Homeworld 3 is coming more than two decades after its predecessor came out. What has the process been like of ensuring that it captures the series’ unique identity while also modernizing the experience? Has that balance been especially hard to strike for a franchise that has the kind of legacy and fanbase that Homeworld does?

Iain Myers (Senior Producer): The task of nailing the feel and experience of the original Homeworld games while bringing the gameplay up to the standards of modern RTS conventions has been exceptionally challenging. Homeworld is a series fueled by enormous amounts of nostalgia. Fans have been waiting literal decades for a new installment that really captures the scale and splendor of the originals.

But with a fanbase as big as ours, there are also a lot of differences in opinion on what the ingredients of Homeworld truly are. For example, though the controls from previous Homeworld games are definitely a bit arcane and unwieldy, some players absolutely love them. So, for us, it involved a lot of experimenting and listening to players to find that balance and figure out how we can modernize aspects of Homeworld without sacrificing what made it so distinct.

The story was always an important part of the Homeworld games, but given how long the series has been dormant, was there ever any trepidation for you as developers about how closely Homeworld 3’s narrative should be tied to its predecessors? For instance, was the idea of a reboot ever considered?

Lance Mueller (Game Director): We thought long and hard about the story for Homeworld 3. As we refined the story, we found that anything going too far from an extension of what Homeworld 2 had set up felt too disconnected. Through this process, we found a premise that really stood out to us all: A new adventure to discover the fate of Homeworld’s original protagonist, Karan S’jet, and a mysterious, destructive Anomaly shutting down the hyperspace gates that connected the galaxy and its peoples together.

Homeworld 3 is set to feature fully 3D modeled and voiced cutscenes. How significantly is that going to enhance the game’s narrative and storytelling ambitions?, especially compared to previous entries?

Dylan Brown (Vice President, Animation Studios, Blackbird Interactive): The idea to tell Homeworld 3’s story through fully-rendered 3D cinematics and voiced cutscenes stemmed from our desire to expand upon the incredible storytelling of the previous Homeworld games. If you zoom out and look at the whole series, there’s always been this theme of discovery in Homeworld. Discovering your ancient past, discovering you’re not alone in the universe, discovering unfathomable, ancient power and the consequences of trying to wield that power. But across each game, there’s also this sense of discovery in how the story pulls back the curtain just a little more on who its primary characters are and the factions and societies they fight for. Homeworld 3’s 3D-rendered cutscenes and characters are a very natural progression of that journey. It’s about giving players an even closer glimpse into this universe, the factions within it, and the characters who bring it all to life.

Homeworld 3_04

"We thought long and hard about the story for Homeworld 3. As we refined the story, we found that anything going too far from an extension of what Homeworld 2 had set up felt too disconnected."

Megaliths are looking like they’re going to be one of Homeworld 3’s most interesting additions. Can you tell us about the biggest ways they’re going to impact the flow of battles?

Mueller: Terrain is a game-changer for engagements in Homeworld 3. When engaged in long battles players will be able to move in and out of the terrain to block incoming fire and try to stop flanking maneuvers from hostile forces. Megaliths add more strategic variety and ways to soften ship counters.

You’ve spoken in the past about terrain is going to be a major factor for players to keep in mind with Homeworld 3. What can you tell us about how players will be able to work it into their strategies both in and out of battles?

Mueller: Players are going to be able to ambush, kite, and set up defensive lines in and around terrain. This will change how players play against each other and the AI. Using the far side of a Megalith, players will be able to lure hostile forces into a barrage of fire of waiting ships and turrets. Tunnels and trench runs will allow ships to move undetected around the map so players will need to place scouting ships to make sure hostiles don’t flank you and take out your resource lines.

How did the idea of War Games first come about? Was it a case of wanting to modernize the Homeworld experience with a fresh, new mode, or is it something that the series’ core gameplay elements just naturally lend themselves to?

Mueller: We knew we wanted to do a new mode for Homeworld 3. Something that created variety and unique gameplay experiences. With that we were looking at what games and game modes transfer the best. Risk of Rain 2 ended up being the game that we loved and thought brought so much of what Homeworld does well. So much of the gameplay of Homeworld works in a roguelike and we tried to build as much fun and unique gameplay experiences as we could into this exciting new mode.


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