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As soon as I saw optional star ratings being given for my performance on each mission in Homeworld: Deserts of Kharak, I was dubious about the campaign's length. The addition sent a small, clear signal: "Here's a thin excuse to play again on a higher difficulty." I'm not normally one to fetishize a game's length, as has been recorded on this very site numerous times. In the case of a Homeworld game, however, length can be a critical factor.
That’s truer than ever with Deserts of Kharak, because this new standalone game is actually a prequel to Homeworld, the original seminal space fleet strategy sim that Relic released back in 1999 (not to be confused with the recently Remastered re-release). That game began with the lost Hiigarans taking their first fledgling steps into space after millennia of grounding. Deserts of Kharak, as the name implies, takes place during their planetside exile. Here, tanks and mobile railguns take the place of interceptors and bombers, though the latter pair does make an in-atmosphere appearance here and there.
Homeworld, on-world
While the environment and style of strategy has changed, quite a lot of what makes Homeworld recognizable still remains. The music still swells with drums, strings, and the Armenian duduk (I'll admit I had to Google that last one). The technology is still flat, broad, and lifeless in a familiar way, just as the Battlestar Galactica reboot aped as much of the series' sense of style.
What carries over mechanically is... well, the way things carry over. Resources, vehicles, upgrades, and other elements developed in one mission can still be carried over to the next. The same goes for any losses that you incur, which makes every skirmish matter. Every loss—every second spent micromanaging conflict and harvesting—weaves a story of desperation.





