I was tempted to exclusively call it the ‘mommy ship’ so consider yourselves lucky

SpacefaringRTSHomeworld 3is good sci-fi.

Monolithic structures scorched with plasma burns.

Why dont you try saying that again… but in English!

An enemy ship gets a good lasering in Homeworld 3

Basically, if your wishlist forHomeworld 3has tone and atmosphere at the top, rest easy.

Homeworld 3 is also, on balance, a good time.

Unit disposability and clickmania eventually takes over from the measured tactical play these wonderful ships deserve.

A dogfight takes place around ancient structures in Homeworld 3

(The mothership cant take another hit like that!

command screams, as an asteroid knocks off roughly 3% of my total health.)

A Bad Space Happening known as The Anomaly is spreading, disrupting gate travel and destroying ships.

Choosing an artefact upgrade in Homeworld 3’s War Games mode

Now, previous Homeworld navigator Karan SJet has gone missing.

Well, dont just sit there like a 2D chump!

Get out there and command some ships to move around in 3D space and find out whats happening.

A strike craft prepares for an attack run in Homeworld 3

Asteroid coming your way?

Outnumbered in a dogfight?

Ambush the fleet from above to get at those vulnerable topsides.

Imogen S’Jet prepares to navigate the mothership in Homeworld 3

There are hard limits on both individual ship throw in and ship classes, like frigates or strike craft.

Homeworld 3 is whatever the opposite of that is: a control system utterly specific to itself.

Its notunintuitivein the sense of being confusing or superfluous, its just, well, not intuitive.

Understandably so, in some ways, since it must support an unusual set of actions.

Homeworld 3 makes you use your mouse and keyboard differently.

Its just not immediately natural.

Or, eight-hours-in natural, really.

So, theres your value proposition: you get two campaign playthroughs.

I wont reduce the tonal pros and usability cons of these controls to a flat neutral.

Each represents something notable.

Maybe Im asking too much here.

Hard difficulty feels more substantial, as other mission objectives become more of a challenge with deadlier foe compositions.

There is some nuance to the clicking.

You micromanage a few attack runs, therefore, and feel like a space genius.

Relying on it feels like a crutch.

Sci-fi storytelling always has a bit of a challenge in avoiding the cerebral becoming sterile.

That intangible loneliness is still there though.

As one cutscene captures masterfully, it evokes the more terrestrial wonder of deep ocean exploration.

This tells the story of, like, four people.

It lacks the somber poetry I associate with the series.

This isnt to say I disliked everything about your tiny pilots.

I’m a fan of how mid-mission chatter is handled, for one.

It gets pretty extensive.

The dramatic advisor that cried wolf, and all that.

Its like having a set of really nice brushes but no canvas, so to speak.

This review is based on a review build of the game provided by the developer.