Homeworld: Cataclysm Image
Metascore

Generally favorable reviews - based on 25 Critics What's this?

User Score

Generally favorable reviews- based on 31 Ratings

  • Summary: Homeworld: Cataclysm boasts 18 all-new ships, 25 new technologies, 17 single-player missions, and fantastic multiplay, while improving on the interface and technology that earned Homeworld 1999's highest accolades. [Sierra Studios]
Score distribution:
  1. Positive: 25 out of 25
  2. Mixed: 0 out of 25
  3. Negative: 0 out of 25
  1. Gorgeous visuals, an easy-to-use interface, and a great storyline all combine to make it one of the most dangerously addictive games I've ever played.
  2. The tweaks to the interface make the mechanics of the game much less frustrating and the amalgamation of many different unit functions into a smaller group of units makes directing your forces easier.
  3. The story is exciting and reminds of a novel. Replay value is enormous, because when you pass the single player campaign, you can switch to Skirmish mode or Multiplayer.
  4. 86
    Everything that the original should have been.

See all 25 Critic Reviews

Score distribution:
  1. Positive: 3 out of 3
  2. Mixed: 0 out of 3
  3. Negative: 0 out of 3
  1. Actually a very enjoyable sub-sequel (it was originally meant to be an addon, but ended up being released as a stand-alone game) to the original, with huge amounts of atmosphere and many of the little annoyances of the original ironed out (combat commands from map screen implimented, auto-harvesting resources at end of missions instead of waiting for hours, etc). Very worth aquiring this one for any RTS collection. Expand
  2. Cataclysm is a game that does an acceptable job of attempting to live up to the greatness of its predecessor. The strategy, tactics, and gameplay HW 1 fans know and love is all here. However, everything isn't all honky dory with this package. While the core gameplay, story telling and atmosphere are all top notch, there are several issues that detract from the overall experience. The most notable being the implementation of a Support Unit system, or rather, HOW it was implemented. The Dev's wanted to convey to the player that your Kiith (clan) is weak, and it's reflected in how inferior your combat units are at the beginning of the game. I have no problem with this; What I take issue with is the ridiculous population cap that is thrusted upon you. Within the first 10 missions, your fleet will be severely limited in size (for example: 24 fighters, 1 processor, 4 workers, 1 MCV, a ramming frigate and two hive frigates). In Homeworld 1, you would have a larger fleet by mission 4, let alone mission ten. Another annoyance with the SU system is the inability to capture ships if you're near the SU limit. I can understand this too; however, when it prevents you from fulfill objections and leads to a frantic scrapping of ships, it's becomes problematic. Another issue is the obscene amount of resources you get; you can never truly use them due to the population cap. It should be noted that these issues can be solved with a Trainer. However, i must judge the game solely on what is in the game; not can be added to edit it. If i did include the Trainer, this game would have an 8. As it is, it's a good game. Not as good as the original homeworld, but an adequate successor nonetheless. Expand

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