Crytek Acquires Rights to Homefront IP !

This is great news to hear !
Free Image Hosting at www.ImageShack.us

Studio committed to delivering blockbuster experience with Homefront 2

Frankfurt (Germany) January 24, 2013 – Crytek GmbH today announced the acquisition of the intellectual property rights for the Homefront franchise following an auction of assets by THQ Inc. Crytek’s association with the Homefront IP began in autumn 2011, when the developer announced it would be creating the second game in the series in partnership with THQ Inc. Following THQ’s recent decision to file for chapter 11 bankruptcy and the subsequent sale of the publisher’s assets, Crytek submitted the high bid at auction to secure the rights to the Homefront franchise.

Crytek CEO, Cevat Yerli, said: “Since we first reached an agreement to develop Homefront 2, we’ve been firm believers in the IP and its potential to excite and amaze players. Our cooperation with THQ was always positive and we would like to thank them for all their support over the last two years and express our sympathy to those affected by the recent events at the company.”

Development work will continue on Homefront 2 at Crytek’s UK studio in Nottingham. “From day one, the Homefront 2 team has been committed to creating a game that takes the series to new heights and features the level of quality and innovation associated with Crytek,” said Nick Button-Brown, General Manager of Games at Crytek. “Nothing has changed with regards our development of the game, and we look forward to sharing the finished product with players

About these ads

THQ AND CRYTEK COLLABORATE TO DEVELOP NEXT HOMEFRONT TITLE !

Legendary FPS Developer Set To Take THQ’s Successful Original IP To New Heights

AGOURA HILLS, Calif., September 20, 2011 - THQ Inc., (NASDAQ: THQI) today announced that the next title in its Homefront® franchise will be developed by multi-award winning FPS veterans Crytek.

“Selecting Crytek to take Homefront forward underscores our strategy of working with the industry’s best talent,” said Danny Bilson, EVP Core Games, THQ. “Homefront‘s unique setting and storyline captivated gamers the world over. With Crytek’s industry leading technology and legendary experience in the FPS genre, we’re supremely confident that the next Homefront will deliver that AAA-quality experience that players demand.”

“We see Homefront as a really strong universe that has a lot of potential and that has been expertly created and marketed by THQ,” said Cevat Yerli, Founder, CEO and President of Crytek. “We believe that bringing our level of quality, creativity and production values to the next Homefront title creates an opportunity for both THQ and Crytek to deliver a truly blockbuster game. It’s really important to us that THQ has the faith in giving us a lot of creative freedom over one of its most important properties to allow us to bring the Homefront world to life in a new and innovative way.”

The first Homefront title was released in March 2011, and proved to be a commercial success for THQ. The yet-to-be-named sequel is scheduled for release in THQ’s fiscal year 2014 on console and PC platforms.

About Homefront
The year is 2027. The world as we know it is unraveling after fifteen years of economic meltdown and widespread global conflict over dwindling natural resources.

A once proud America has fallen, her infrastructure shattered and military in disarray. Crippled by a devastating EMP strike the USA is powerless to resist the ever expanding occupation of a savage, nuclear armed Greater Korean Republic.

Abandoned by her former allies, the United States is a bleak landscape of walled towns and abandoned suburbs.  This is a police state where high school stadiums have become detention centers, and shopping malls shelter armored attack vehicles. A once-free people are now prisoners … or collaborators … or revolutionaries.

Meanwhile, the splintered nations of Europe struggle to maintain peace at home, as the global economy continues its downward spiral, and civil order disintegrates. The world is teetering on the brink of ruin …

About Crytek GmbH
Crytek GmbH (“Crytek”) is one of the world’s leading independent development studios for interactive entertainment. It is based in Frankfurt am Main (Germany) and has additional studios in Kiev (Ukraine), Budapest (Hungary), Sofia (Bulgaria), Seoul (South Korea) and Nottingham (UK). Crytek is dedicated to creating exceptionally high-quality video games for next-generation consoles and PC, powered by their proprietary cutting-edge 3D-Game-Technology, CryENGINE®.

Since its foundation in 1999, Crytek has created the multi-award winning PC titles Far Cry®, Crysis® (awarded best PC Game of E3 2007 and Best Technology at the 2008 Game Developers Choice Awards), Crysis Warhead® (awarded Best Graphics Technology at IGN Best of 2008 Awards) and Crysis® 2 (awarded Best Shooter of E3 2010 and Gamescom 2010).

Crytek, Crysis and CryENGINE are registered trademarks or trademarks of Crytek GmbH in the USA, Germany and/or other countries.

Homefront “THE ROCK” Map Pack – Now Available on Xbox 360!

 

THQ is pleased to announce that “THE ROCK” Map Pack is now available for Homefront® Multiplayer, first on the Microsoft® Xbox 360!
Fall in soldier! Command has issued orders to capture two all new Homefront® Multiplayer maps – Alcatraz and Bridge, as well as new areas to dominate the enemy in Team Deathmatch.  We’re going to take back San Francisco, one piece at a time:
o   Alcatraz – America’s most infamous prison becomes the site of fierce close-quarters fighting.
o   Bridge – A combined arms effort to secure the North Tower of the Golden Gate Bridge and surrounding area, large-scale warfare at its best!
o   Waterway – Wage war atop storefronts and in the streets of the Spillway, where every inch feels like a mile.
o   Overpass – Battle in a fan-favorite Ground Control space for the first time in Team Deathmatch!
This Homefront DLC offering is now available for download on Xbox Live for the suggested price of 400 Microsoft Points, carrying you further into a war-torn occupied America. Ready the troops, “THE ROCK” is here!
The Homefront Team

 

Kaos Studios Closing Down (Homefront, Frontlines)

THQ’s Kaos Studios, creators of Homefront and Frontlines: Fuel of War is closing down.

The company confirmed that it has made a “strategic realignment within its internal studio structure” and will be closing their UK studio and Kaos Studios in New York.

THQ Montreal will be taking over the Homefront franchise and will continue to develop for the current game and work on any future titles in the series.

Most employees from both studios have already been reassigned to other studios in THQ.

Homefront Demo & DLC Available… & more!

THQ is proud to announce the Xbox 360 Homefront® Multiplayer Demo is now open for download on the Xbox 360 Marketplace to all Gold Members!
Fly helicopters, drive tanks and call in airstrikes as you experience large scale warfare, intense infantry and epic multi-vehicular combat in the Homefront® Multiplayer Demo for a limited time.  Battle with up to 32-players in Occupied USA on dedicated servers and get a taste of large-scale warfare in a brand new way. Home is where the war is, download it today!
But wait, that’s not all… Homefront DLC has arrived!
The “Fire Sale” Map Pack is available on the Xbox 360 Marketplace; featuring two all-new multiplayer maps for a suggested price of 240 Microsoft Points (MSP). “Spillway” and “Big Box” will carry you deeper into a twisted and war torn America, download and enjoy them today.
Also, now available from the Xbox 360 Marketplace are the 870 Express Shotgun (80 MSP) and a free Homefront Premium Theme! The entire team at THQ would like to thank you for playing Homefront and being a member of our community.
Sincerely,
The Homefront Team

Homefront | Xbox 360 Title Update Release & DLC Announcement

An Xbox 360 update is now available which should improve Homefront®’s overall game stability and network connectivity, a summary of a number of the changes can be found below. In addition, we are pleased to provide the “Ability Pack” with this update which will be immediately available after download!
Ability Pack
-          Ice Cold: Invisible on thermal views and airstrike sensors
-          Situational Awareness: Enemy gamertag appears when shot
-          EMP Tactician: Deal more damage vs EMP’d vehicles
-          Short Fuse: Reduced cook time on frag grenades
-          Bomb Suit: Take less damage from explosives
Improvements to:
-          Assist points for vehicle kills
-          Rank Resets
-          Game returns to MP menu instead of Main Menu after leaving a match
-          Max ping limits for server connections (prevent connections to distant servers)
-          Game freeze & hitching
-          Joining Friends feature
-          Beacon errors
-          Party Connectivity; and
-          Various other fixes
But wait, that’s not all…
We are happy to announce the first Homefront DLC offering will be available on June 7th – the “Fire Sale” Map Pack will carry you further into the heart of a war torn and twisted America.  “Fire Sale” will launch first on Xbox LIVE and features two all-new multiplayer maps. This is just the first small taste of anticipated robust updates that will be coming to Homefront.
Also on that same day, the 870 Express Shotgun will be available for download and as a way of saying thank you for your continued support, we are offering a free Premium Homefront Theme that will be provided on the Xbox 360 Marketplace.  Mark the day on your calendar and keep your eyes peeled for further Homefront news and announcements.
The entire team at both KAOS Studios® and THQ would like to thank you for playing Homefront and being a member of our community. We appreciate your dedication and patience as we continue to improve and enhance the game with each update.
Sincerely,
The Homefront Team

Homefront

The DLC should have been for free took way to long to patch and fix it!Brink had problems and they patch it asap and are giving the first DLC for free!! KAOS FAILED US ALL!!!

Homefront | Dedicated Server Tool Available

Dedicated Server Tool Available
Digital Extremes and Kaos Studios are happy to announce the release of Homefront’s Dedicated Server Tool, which is currently available via Steam Tools (from the Steam client taskbar, click on “View” then “Tools”). With its easy to use graphical interface, players can now manage and maintain their very own server. The complete list of features can be found below. We are happy to help experienced tool developers who are looking to create their own remote control (RCON) tools. If interested, please email: dedicatedservers@kaosstudios.com
FEATURES
Set server name
Password
Kick team killers / Max team kills
Set max players (players can specify from 2-32)
Round time
Respawn time (1-10 seconds)
Score limit:
· Team Deathmatch (1000-30000)
· Ground Control (400-2000 – the higher the number specified, the longer the match will take to complete)
VAC secured (yes/no)
Auto team balancing (yes/no)
Friendly fire (on/off)
Disable vehicles (yes/no)
Record game (yes/no)
Player list
Local and global ban list
Server administrators will also have the option to kick players, enforce spectating, or swap teams.

Homefront

News Update from Homefront

As you’ve probably heard, the Xbox 360 Title Update just went live this morning which we expect to address all ‘Profile Freeze’ issues. In the background, we’ve been hard at work on further improvements which should be following hot on the heels of this update. Details to follow tomorrow.

We have a full-time team here at Kaos Studios dedicated to ongoing support on the technical side, as well as development of a wide range of exciting DLC that we’re not quite ready to talk about just yet, but hope to unveil to you in the very near future.

We’d like to thank you for your continued patience, and assure you that we will continue to support our multiplayer community for many months to come.

Sincerely,

The Homefront Team

Homefront.

Homefront PC Patch 1.0.3 Announced

Digital Extremes and KAOS are happy to announce our first major update for the PC version of the game. This patch will update the client to version 1.0.3 and is currently undergoing internal testing and is scheduled for release early next week!  The complete list of changes can be found below in the story.
FEATURES
NEW FEATURE – DEMO URL
- A DemoURL can now be specified in the server playlist, this is used to indicate the location of stored demo files to user’s in-game (see the multiplayer options screen). A good practice for server admins would be to share the demo folder via FTP, this would allow users to grab demos of games they starred in, and also (very importantly!) allow users and anti-cheat authorities to download evidence for cheat reporting. Incidentally, it is now possible to dump all users unique steamID’s from both in-game, and in-demos to the console or text file (this will make reporting abusive players and enforcing bans incredibly easy).
Improved Squad Based Gameplay
- Players will now re-spawn at a point nearest to the closest member of their squad.
- Squad mates will now be colored blue on the mini-map and full-screen maps.
GAME BALANCE
- RPG’s now deal additional damage to HMMWV’s
- Lowered m200 and m110 sniper rifle damages. The only 1 shot possible is now headshots.
- Flak jacket now has a lower BP cost, and a slight effectiveness buff.
- Diablo damage adjusted
- Weapon is taken out of ADS and accuracy decreases when jumping.
OPTIMIZATIONS & FIXES
- The Rhino drones weapon attachment was not being properly moved with the Rhino drone on dedicated servers, causing the rockets to fire incorrectly. This is now fixed.
- We have added some animation optimizations for large player games.
- Several UI related improvements were added for large player games .
- Fixed scaling text zooming on Battle Commander when opening up the battle chat or squad UI.
- Switched the buttons around on the load out rename confirmation dialog to better abide by conventions.
- Improved SLI/CrossFireX support.
- A few reported issues with WinXP 64 bit edition have been addressed.
- Improved menu navigation with analogue controls.
General Improvements
- User feedback for kicks and bans has been improved.
- The intermission lobby now displays clan tags.
- Text chat is now possible in the kill cam, spawn selection, and intermission lobby screens.
New Settings & Control Options
- EnableD3D10/11 is now accessible via the system settings menu.
- Mouse acceleration is now accessible via the controls menu.
- Mouse smoothing is now accessible via the controls menu.

Homefront

HOMEFRONT SELL-THROUGH OF  OVER 1 MILLION UNITS, ON 2.4 MILLION UNITS SHIPPED TO DATE

AGOURA HILLS, Calif., Mar 24, 2011 – THQ (NASDAQ: THQI) today announced that HomefrontTM has already sold-through an estimated more than one million units across North America, Europe and Asia Pacific markets, on shipments of 2.4 million units to date.

In addition, according to UK Chart Track’s March 21st weekly report, Homefront’s reported first weekend sell-through ranked the game as #1 for the week, as well as the best-selling week-one new console release in 2011 in the UK.

“We are very pleased with strong worldwide shipments and sell-through for Homefront, and we continue to fulfill new retail orders for the game across the globe,” said Brian Farrell, THQ President and CEO.  “Homefront is clearly resonating with gamers and we are certainly pleased with our initial sales results.”

NOW PATCH YOUR GAME WITH FIXES!!!!PLEASE!!!

Homefront Update Status

The Homefront Team has been working around the clock identifying and fixing issues surrounding Multiplayer functionality. We want to give everyone an update on what issues are known, how we are working on them, and when you can expect to see fixes available for download.
Important Notes:
- Xbox 360: The Homefront team is finishing up our first Critical Title Update that will address the Profile Corruption issue (also known as the ‘Freeze’ bug), as this is our highest priority. We are also including a fix for multiplayer connectivity and ping time issues, where players are being sent to distant server locations at the expense of performance. We expect this update to be submitted to Microsoft really soon and we will be working with them very closely to get this approved and deployed as quickly as possible.
- PlayStation 3: We are also working on several multiplayer connectivity and freeze issues on this platform as well. Many Homefront issues occur equally across all consoles but the PlayStation 3 Comprehensive Patch will be sent to SONY as soon as the issues are resolved.
- PC: The PC patching process is a much more “real-time” situation, given they do not need to go through any kind of certification process and fixes are being made and delivered as soon as they are resolved.
Homefront Update Plans
1. Update 1: Xbox 360 Critical Title Update
- Scheduled for Microsoft Submission in the next day or two
- Fixing the Xbox Live Profile Corruption ‘Freeze’ Issue
- Fix for players being matched in distant server locations
2. Update 2: Additional Game Issues Fixes
- Playstation 3 Update will release as soon as fixes are ready.
- Xbox 360 will submit as soon as Update 1 is released live.
- Fixes include:
o Multiplayer Freezing (affecting  X360 & PS3)
o Experience and Statistics Resets (affecting X360 & PS3)
o Improving Party Matchmaking & Joining with Friends (affecting X360 & PS3)
o Fixing the Beacon Error (affecting X360 only)
o Correcting inconsistent Leaderboards data (affecting X360 & PS3)
Thank you for your patience and understanding as we work through this process. Our Community Management and Customer Service teams will do their absolute best to keep you up to speed and aware of developments.
We apologize for the inconvenience to your Homefront Multiplayer experience and are working 24/7 to make it as enjoyable as possible!
Sincerely,
The Homefront Team

Homefront

Homefront Issues Tracker (Master)update tomorrow!

Latest Service Announcement: (March 19)
Homefront Server Capacity Growing Again! THQ and KAOS Studios are continuing to dramatically expand our dedicated server capacity due to the welcome player demand across the globe. We are continually working around the clock to expand the global infrastructure & improve the overall experience. Below, you will find the efforts that we are making today and through the evening, having chosen the lowest impact times to ensure disruption of your online experience is kept at an absolute minimum. http://bit.ly/eAEqMl

Homefront Dedicated Servers
Homefront’s dedicated servers are currently at capacity, and this is causing some matchmaking issues for players attempting to join an online match. The demand for the servers has outstripped our expectations – so although we’re thrilled that Homefront is proving to be so popular, we’re doing all we can to bring more servers online to cope with this demand ASAP

 

Can’t Join Multiplayer Match / Party Can’t Get Into MP Match
If our servers are mostly full it could be difficult to get into a multiplayer match, especially with a large party. If you are having lots of trouble getting into MP during peak hours, you can try a Skirmish match!

Also – if you have never been able to join a multiplayer match but have successfully played single player, you may need to download / redownload your Battlecode.  Instructions for doing that can be found here:  http://bit.ly/g2MUpm

Server Connection Delays – “Reserving Slots” Not Working
When you are joining a match it says looking for optimal match and then ‘reserving slots’. This process could actually take several minutes, so we recommend that you simply wait instead of backing out after 5-10 seconds as the process could take considerably longer. From what we are seeing right now, if you leave it at ‘reserving slots’ you will eventually get in.

 

Battle Codes / Bonus Codes – Invalid or Not Working
Please contact customer support for assistance on these issues and they will be able to help. www.support.thq.com

Server Connection Delays – Reserving Slots
When you are joining a match it says looking for optimal match and then ‘reserving slots’. This process could actually take several minutes, so we recommend that you simply wait instead of backing out after 5-10 seconds as the process could take considerably longer. From what we are seeing right now, if you leave it at ‘reserving slots’ you will eventually get in.

Console Lock-Up and Freeze Issue
We are aware of a few issues that are affecting players on Xbox 360 and Playstation 3. This is a high priority fix for us at the moment.

Level / Stat/ Experience Resets
We are aware of this issue and is currently a very high priority bug for the team at this moment. We are currently working on a permanent fix for this problem.

XBOX 360 Freeze Issues (Update: March 19)
If you have this issue, please contact THQ Customer Support at www.support.thq.com so we can record and track your information. We are aware of this issue and currently preparing a fix for a title update with Microsoft. We are working extremely hard on this issue!

 

XBOX 360 Beacon Errors (Update: March 17)
We think this is a problem largely caused by overcrowded servers and lack of capacity. A quick fix for the Beacon Error is to jump back to the Microsoft Live Dashboard and reboot the game. Another option is simply to restart your Xbox 360 Console and relaunch the game. We are currently working on a fix.

Homefront

UKIE Week 11 2011 UK Video Games Charts

THQ claim No1 on the All Formats chart for the first time since week 22, 2009 (UFC 2009: Undisputed) with a shiny new FPS called ‘HomeFront’ from Kaos Studios (360/PS3/PC). Those with long memories might remember Kaos’ first boxed release ‘Frontlines: Fuel of War’ on 360/PC which debuted at No4 in week 9, 2008. On Xbox 360 ‘HomeFront’ is certainly performing well considering that in week 1 in the UK it manages to sell around 82% of what Frontlines on 360 achieved over 3 years. EA’s ‘Dragon Age II’ drops to No2 (-68%) and Nintendo’s ‘Pokemon White’ also drops one place to No3 (-47%). Sega’s PC ‘Shogun 2: Total War’ by Creative Assembly debuts strongly at No4 and was in fact a Tuesday release in week 11. Such was the demand for this title (if you were a fan of ‘Shogun: Total War’ you have only had to wait 11 years for this sequel) that almost 80% of retail boxed sales were made in the first 24 hours. Also new this week is 2K Sports/Take 2’s ‘Top Spin 4’ on 360/PS3/Wii which debuts at No13, the previous iteration debuted one place higher at No12 back in week 25, 2008. The final new entry this week is Sega’s ‘Yakuza 4’ on PS3, debuting at No25, with previous iteration also debuting one place higher at No24 back in week 10, 2010.

Top 40 Entertainment Software (All Prices), Week Ending 19 March 2011

  1. HOMEFRONT – THQ
  2. DRAGON AGE II – ELECTRONIC ARTS
  3. POKEMON WHITE VERSION – NINTENDO
  4. SHOGUN 2: TOTAL WAR – SEGA
  5. POKEMON BLACK VERSION – NINTENDO
  6. FIGHT NIGHT CHAMPION – ELECTRONIC ARTS
  7. JUST DANCE 2 – UBISOFT
  8. FIFA 11 – ELECTRONIC ARTS
  9. KILLZONE 3 – SONY COMPUTER ENT.
  10. ASSASSIN’S CREED: BROTHERHOOD – UBISOFT
  11. BULLETSTORM = ELECTRONIC ARTS
  12. CALL OF DUTY: BLACK OPS – ACTIVISION BLIZZARD
  13. TOP SPIN 4 – TAKE 2
  14. UDRAW STUDIO – THQ
  15. LITTLEBIGPLANET 2 – SONY COMPUTER ENT.
  16. TEST DRIVE UNLIMITED 2 – NAMCO BANDAI GAMES
  17. KIRBY’S EPIC YARN – NINTENDO
  18. WII PARTY – NINTENDO
  19. JUST DANCE – UBISOFT
  20. FALLOUT: NEW VEGAS – BETHESDA SOFTWORKS
  21. DANCE JUNIORS – UBISOFT
  22. WII SPORTS RESORT – NINTENDO
  23. WII FIT PLUS – NINTENDO
  24. ART ACADEMY – NINTENDO
  25. YAKUZA 4 – SEGA
  26. BATTLEFIELD: BAD COMPANY 2 – ELECTRONIC ARTS
  27. JUST CAUSE 2 – SQUARE ENIX EUROPE
  28. BATMAN: ARKHAM ASYLUM – SQUARE ENIX EUROPE
  29. F1 2010 – CODEMASTERS
  30. WWE SMACKDOWN VS RAW 2011 – THQ
  31. LEGO BATMAN: THE VIDEOGAME – WARNER BROS. INTERACTIVE
  32. SKATE 3 – ELECTRONIC ARTS
  33. KINECT SPORTS – MICROSOFT
  34. THE SIMS 3 – ELECTRONIC ARTS
  35. MARVEL VS CAPCOM 3: FATE OF TWO WORLDS – CAPCOM
  36. NEW SUPER MARIO BROS. – NINTENDO
  37. MICHAEL JACKSON: THE EXPERIENCE – UBISOFT
  38. GRAND THEFT AUTO IV: COMPLETE EDITION – TAKE 2
  39. FOOTBALL MANAGER 2011 – SEGA
  40. MARIO KART WII – NINTENDO

UKIE Games Charts ©, compiled by GfK Chart-Track

UKIE

Homefront Server Capacity Growing Again!

Homefront Server Capacity Growing Again!

THQ and KAOS Studios are continuing to dramatically expand our dedicated server capacity due to the welcome player demand across the globe. We are continually working around the clock to expand the global infrastructure & improve the overall experience. Below, you will find the efforts that we are making today and through the evening, having chosen the lowest impact times to ensure disruption of your online experience is kept at an absolute minimum.

Here is the current schedule for updates today and through the early morning hours:

Complete: Australia
We are pleased to say we will be more than doubling our existing server capacity on the continent. This maintenance period should last about 30 minutes. Players should expect to experience brief outages of multiplayer during this window.

Complete: Europe
European servers will undergo scheduled maintenance to increase our capacity for server monitoring and updates, in an effort to ensure the most stable environment for our users. In addition, even more servers will be brought online to assist in this welcome, yet unprecedented demand for online Multiplayer! Players should expect to experience a short period of disconnections during this timeframe.

Complete: North America
North American Servers will undergo similarly scheduled maintenance to what is being performed in Europe. We are happy to announce that even more servers will find their way online during this window as well – hopefully making for an even more enjoyable Sunday morning! Players should expect to experience a short period of disconnections during this timeframe.

We want to stress that Homefront is one of very few FPS games providing dedicated server support on consoles. The infrastructure and networking code required to support this is much more complex and demanding than you see in most titles. The return is epic large-scale warfare on huge maps, with more players & a level pitch for all – something we believe is critical for fair, balanced online FPS gameplay.

Every game that goes the extra mile to provide dedicated servers faces additional growing pains in the early going as the kinks are ironed out, but please bear with us as we address these – the results will be worth it!

Once again, we apologise for any disruption to your gaming, and thank you for your patience and support.

Homefront

THQ Announces Robust First Day North America Homefront Sales

THQ Inc. (NASDAQ:THQI) today announced that first day sales of HomefrontTM, its thrilling first person shooter with outstanding multiplayer, approximated 375,000 units in North America. The game is scheduled to ship in Europe and Asia Pacific throughout this week.

“Homefront’s excellent multiplayer experience, combined with our commitment to dedicated servers, make this a must-have purchase for gamers,” said Danny Bilson, EVP Core Games, THQ. “Due to the strong and growing demand for Homefront’s multiplayer, we continue to add dedicated server capacity. We are confident that the large-scale multiplayer maps featuring 32 players, vehicles, infantry and drones, will continue to be a major draw for the huge audience of FPS gamers looking for a new experience over the coming months.”

“We are delighted with first day sales for Homefront and are already fulfilling re-orders for the game from multiple retailers,” said Brian Farrell, THQ President and CEO.

About Homefront

2027. A once proud America has fallen, her infrastructure shattered and military in disarray. Crippled by a devastating EMP strike, the USA is powerless to resist the ever expanding occupation of a savage, nuclear armed Greater Korean Republic.

Abandoned by her former allies, the United States is a bleak landscape of walled towns and abandoned suburbs. This is a police state where high school stadiums have become detention centers, and shopping malls shelter armored attack vehicles. A once-free people are now prisoners… or collaborators… or revolutionaries.

Join the Resistance, stand united and fight for freedom against an overwhelming military force in Homefront’s gripping single player campaign penned by John Milius (Apocalypse Now, Red Dawn). Stand alongside a cast of memorable characters as an emotional plot unfolds in this terrifyingly plausible near-future world. Experience visceral, cinematic first person shooter action as you fight your way across Occupied USA using guerrilla tactics, and commandeer military vehicles and advanced drone technology to defeat the enemy.

Multiplayer brings epic warfare to the online arena as infantry, tanks, attack helicopters and combat drones battle across huge, open battlefields. A rich feature set offering layers of tactical depth combined with game-changing innovations like Battle Points and Battle Commander set a new benchmark in online warfare.

Homefront Review

Homefront creates powerful moments by swapping genre-standard military warriors and exotic locales for armed citizens and suburban backyards, but don’t expect this impressive shooter to offer up the longest-lasting experience.

  • GamePro Score
  • 4 Stars

Painting a real-life nation as the brutally oppressive opposing force — even in a near-future setting — is a risky maneuver for a video game, but Homefront does just that with North Korea. In Homefront’s world, the closed-off nation expands its influence in the years ahead, muscling its way south towards a unified Korea before taking over Japan, sending chaotic economic ripples throughout the world. Kaos Studios conveys this spiraling situation wonderfully through a fevered live-action introduction, which juxtaposes Korea’s rise in power with societal downfall elsewhere and culminates in an EMP blast that allows the nation to violently invade the United States.

Though it may prove an uncomfortable scenario for some players, this first-person shooter’s campaign presents powerful moments, both physically and emotionally jarring in nature. And it begins almost immediately from the outset, as Korean forces bust into your ratty apartment in the year 2027 (two years after the EMP attack), assaulting your silent protagonist — a former Marine pilot — before throwing him down the stairs and loading him on a bus to places unknown. Through the window you’ll witness the first of many atrocities held within the adventure, including a couple held apart outside a makeshift detention center and parents killed in cold blood in view of a toddler, who stumbles towards the bodies as you pass by, powerless to help.

But Homefront is a game about fighting back, so within moments, you’ll find yourself freed from captivity and indoctrinated into the resistance with a headshot and a handshake. You’re one of them now: a heavily armed citizen unwilling to sit idly by while the country crumbles. It kicks off a rousing campaign that spans suburban American terrain while placing you in impressively varied gameplay opportunities. While most of the action is of the run-and-gun, on-foot sort, you’ll also sneak through a militia farm complex, command a remote controlled tank, and snipe soldiers from an abandoned church bell tower. Plus, the game includes an off-rails helicopter sequence that plays significantly better than you’d expect from a lone mission in an FPS.

Despite a narrative penned by John Milius, co-writer of Red Dawn and Apocalypse Now, storytelling is not Homefront’ strongest suit — it’s the atmosphere. The transformed suburban settings convey much more than the passable dialogue, and simply being able to run through an accurately modeled White Castle and battle back enemies in a burning TigerDirect.com warehouse adds a layer of authenticity to the proceedings, as do the other licensed brands witnessed in the game. Homefront isn’t the shiniest-looking game out there, as the gritty (but nicely detailed) settings aren’t quite as crisp or clean as Call of Duty and the like, and I noticed a handful of odd collision detection issues along the way. But the impressive environments — such as an idyllic backyard haven unperturbed by the outer mayhem — and intense campaign scenarios certainly make up for the lack of gloss.

However, it all comes to a head much too quickly, and that’s not a knock just on the brief length of the campaign (about five hours). The final mission — a triumphant battle on one of America’s truly great monuments — seemingly appears out of nowhere, as the cadence of the campaign suggested that the endgame was still hours away. When the credits roll, it’s clear that Homefront is clearly intended as the truncated first battle in a much larger war; but that sudden conclusion weakens the otherwise very strong campaign experience, and doesn’t provide a lot of momentum for the inevitable sequel.

Homefront’s shot at usurping the multiplayer giants of the industry isn’t as rife with dramatic tension and haunting scenarios, but it does make some interesting tweaks to genre conventions. It plays similarly to recent Call of Duty entries — albeit with a larger cap of 32 players per match — but the Battle Points system offers a fresh level of flexibility for activating in-match bonuses. Kills and assists earn you points, which can be used immediately to unlock vehicles, armor, heavy weaponry, and the wildly amusing remote control ground drones and mini-helicopters. Persistent leveling and customization options are still available, but limiting some of the features by single match performance levels the playing field a bit and rewards skillful runs.

But much as the Battle Points system delivers a welcomed twist on a familiar formula, the overall Homefront online experience feels a bit thin. Despite the introduction of the Battle Commander variation, which puts bounties on skilled players amidst the action, Homefront focuses on just two core play modes: Team Deathmatch and Ground Control, both of which are pretty standard offerings. Much as I enjoyed the online firefights and wily drone vehicles, I’d be surprised if the limited play modes and just seven on-disc maps (the Xbox 360 version has an exclusive eighth “Suburbs” map) keep dedicated Black Ops or Bad Company 2 fans from their usual haunts.

Homefront does a whole lot right, delivering powerful imagery and actions on the single-player side, as well as interesting multiplayer alterations, but neither end feels fully realized. But I won’t hesitate to recommend Homefront on the overall strength of its stilted campaign, which consistently delivers strong set pieces and alluring atmospheric moments amidst the chaotic combat. And should Kaos expand on this promising start with meaningful and memorable additions in a sequel, Homefront may prove a potent franchise in no time at all.

PROS: Very strong campaign packed with powerful imagery and atmosphere; diverse gameplay opportunities amidst the campaign; engaging tweaks on standard multiplayer conventions.
CONS: Abrupt conclusion and brief length keep campaign from true excellence; multiplayer options a bit thin compared to competition; occasional visual glitches can be distracting.

GamePro.

XboxAddict Homefront Staff Review

Friday, March 11, 2011.
by Ken Laffrenier
Homefront    Box art

Home Sweet Home. Is there any aspect of life that provides greater fulfillment than that of our homes. Our memories, our personal growth and accomplishments, our tears and joy are all contained within the walls. When we leave the house we long to return, to relax, to celebrate the end of the day. We are blessed in North America to have tied so much of our home life to our community involvement and in turn, to national pride. A big part of home involves taking in the world around us; watching with barely contained excitement as the country rally’s behind the Olympics or flinching with abject horror as we hear of another senseless injustice. While we are able to take comfort amoung family and friends in our homes, it is our national unity that reminds us of why we call it home.

There are many out there that once stated that our petroleum resources were secure and we’d never see $1 a litre for fuel. Very few ever foresaw the recent housing collapse and subsequent economic meltdown. There are some that have regularly dismissed the idea of the United States maintaining its status as a world wide superpower. Have any of us questioned the military dominance of North America? Could the events in the middle east be slowly eating away at how the world views our peace loving nation? Is it possible that North Korea could be systematically preparing for a global takeover?

As early as a few months ago the story line of THQ Studios and KAOS Studios newest videogame was dismissed as ‘near science fiction’, but much of what they have envisioned is quietly coming to pass: rising resource prices, economic and military uncertainty, skewed worldwide perceptions, the promotion of North Korea’s Kim Jong Il’s son to general and most recently the announcement that North Korea is developing an Electro-Pulse Weapon that has been used to jam South Korean GPS and communications equipment. Now as much as I would love to hail the development teams abilities to see into the future, I can tell you, I won’t be contacting them to give me a heads up on upcoming lottery numbers just yet.

What the team at THQ and KAOS have done is to utilize the combined knowledge of the US national intelligence agencies along with the writing prowess of John Milius. Together they have created an experience that delivers genre defining storytelling. This is not simply putting a weapon in your hand and giving you targets; we are given a reason to fight, a reason to move forward….this is not a mystery to solve but rather freedom to strive for. And therein lies the heart of this unforgettable game.

We are first introduced to the 2027 vision of the Western United States following a calculated and largely decisive strike against this once great nation. Its citizens live in fear, surrounded by decay and death. The outlook is grim and the propaganda is overwhelming. As we are wrenched from the meager hovel we awake from and loaded onto a re-purposed school bus it is abundantly clear that we are under siege. Immediately your senses are invaded with the cries and devastation that is taking over. When the time comes, in all it’s cinematic glory, you are eager and willing to take the fight to the enemy.

You are not alone in your fight; as you meet up with fellow resistance fighters you are introduced to the team that will help guide you through the fight ahead. The tough as nails and quick to the fight Connor Morgan, Rianna is the survivalist of the group, struggling to maintain a sense of right while fighting for the masses, Boone Karlson is the ex-policeman that has taken to lead this band and finally Hopper Lee, Lee is a Korean American and a hell of a mechanic, he continues to fight for his country even after his countrymen question his loyalties, simply because of his race. Along the way you will meet up with many other ‘characters’ that will both advance and hamper your cause, but it’s this small group of guerrilla fighters that will form the cross-section of American freedom.

The game starts with you fighting in and through the suburbs of small town America; Montrose, Colorado. The story quickly identifies an opportunity to take the fight to the North Koreans on a grander scale and you find yourself scrambling from streets to rivers, from parking lots to big box stores, from fast food to fields all in an effort to overcome your oppressors. Keeping in line with the survivalist/oppressed narrative, you will find yourself wrestling with the moral decisions taking place around you and your enemies may not just be the invading forces.

The visuals are outstanding, although the character models could have used a bit more polish. There is a real sense of home throughout the game. Whether it be the sunset on the horizon over a group of homes or the way yards are littered with debris, everything is identifiable. The sense of familiarity is further demonstrated with the brands that the developers must have went to great lengths to utilize. You can’t help but feel embittered as you take shelter in a White Castle or battle through a Tiger Direct store.

The sound is a shining example of how some attention to detail to the score can create an actual secondary participant in a videogame. I can’t think of another FPS that has used sounds to such a degree as to evoke so many emotions, while maintaining pace and dialogue. This is so much more than the rat-tat-tat of a shooter; you are inundated with such an array of auditory input that your pulse will quicken with the beat and your heart will sink with the drone of the orchestra. The score was substantial to the point that the Homefront soundtrack was released on March 8th featuring all of the finer points to be heard in the game.

From a multimedia perspective the soundtrack is really just a taste of what is available to help round out the Homefront universe. Gamers should make an effort to pick up the Homefront Novel, which helps to escalate the core story by detailing some of the happenings behind the scenes, both before and during the game. The book is written through the eyes of ‘The Voice of Freedom”, an unwitting pirate radio host that helps to guide resistance members while informing the masses of the secrets behind the Greater Korean Republic’s (KPA) propaganda. The ‘Voice of Freedom’ is an intricate character in the game as well as being the voice narrating the story between levels and encouraging the population to stay strong. Having read the book really helped to push the story deeper. Rather than simply retelling the same story, I could actually connect the two medias together allowing for a richer experience overall.

Every detail in this game delivers immersive, emotional depth; even when you get killed you are treated to ‘photographs’ and quotes that showcase the humanity of the struggle playing out through the game. Scattered throughout the game world are a series of collectables in the form of news articles. Each article helps to tell the tale of the events leading up to and including, America’s eventual occupation. Some can be found amoung piles of garbage, others on tables and others scattered through overgrown yards. Keeping your eyes open for these papers can be tricky as I’ve found a few while embroiled in the middle of an intense fire fight not just when leisurely exploring side areas.

There are a few nods to John Milius’ past work, Red Dawn fans should keep their eyes open for the iconic ‘Go Wolverines’ banner. On the note of Red Dawn; Homefront plays out as I would imagine a futuristic movie tribute would. I know that there is a newly envisioned movie on the horizon but THQ maintains the position that this is not a tie-in game, in reality it’s too bad, because it would have been one of only a few times we’ve seen a great movie/game crossover.

Just because we are in occupied states is no reason for us not to have access to some extraordinary weaponry. Once again the developers made sure to keep the game grounded in reality by including technology and firepower that is entirely conceivable (the Goliath is stretching a bit, but more on that later). As expected of Americans being overrun, there are a few stashes of some heavy hitting noisemakers but, as with many FPS’s much of the expanded weaponry will come directly from the arms of the recently taken down KPA forces.

Of course, not to be outdone, the single player campaign is rife with vehicle interactions.. From the seat of a GAU-19A Humvee mounted 50 caliber machine gun or piloting a rocket/machinegun infused helicopter, you still will not achieve the level of pure mayhem as when you take control of the Goliath. Goliath is a 6 wheeled, all wheel drive ‘autonomous’ vehicle equipped with a machinegun and a quad mount rocket launcher, that allows the player to bring the battle to the enemy using a hand held ‘targeter’. Using the targeter you ‘paint’ your targets and Goliath rains down destruction. As with other elements in the game, Goliath is introduced and interacted with, in such a way, as to become another character in the game. At first you wonder how we could have been invaded with such technology at our disposal but you soon realize that what can be your greatest strength can also be a weakness.

As with many FPS’s in the market, the multiplayer is meant to expand your game time and your overall enjoyment. Homefront scores on both counts by not just creating depth but by offering new and innovative elements to the multiplayer arena. I can say unequivocally that the multiplayer in Homefront is, by far, my multiplayer of choice in the FPS genre. There are so many equalizers to ensure that even the most casual gamer will be ranking up quickly, while at the same time creating specialized prestige moments, like ‘Battle Commander’ to reward the hardcore gamer. Some of the multiplayer aspects have been covered in numerous previews out there and there will surely be no lack of multiplayer insights from the many media outlets. I am going to outline some of the key multiplayer elements;

Game modes include Ground Control – dominate and secure key objectives while engaging the enemy. Keep your eye on the scoring limits because objectives will shift to advance your line.
Team Deathmatch – the classic predator vs. prey across varying maps.
Battle Commander – delivered in both Ground Control and Team Deathmatch modes, Battle Commander will set up specialized missions within the multiplayer arena and place bounties on high priority targets.

The key aspect of Homefront’s multiplayer is the Battle Points (BP) system. Points are acquired through various aspects; taking objectives, kills and focused achievements will advance your points. These points can then be used to secure weaponry, drones and air-strikes. Points can also be saved to be utilized at spawn screens to put yourself directly into the seat of some advanced vehicles like humvees, tanks and helicopters.

All of the familiar tools such as load-outs, armory and records are here, allowing every player type to be fully represented and custom load-outs will assist every level of gamer. The introduction of various drones including anti-personnel, anti-vehicle ground based drones, patrol drones and attack heli-drones will get you in the action regardless if you are a camper or run&gun gamer. The various environments, explosive combat and increasingly mechanized conflicts will have every gamer staying up way too late and missing way to many days of work (not myself of course, I really am sick today….or rather, my aunt is sick….or my dog died…..really, I’m not playing Homefront).

Suggestions: THQ has already set personal records for preorders and I have no doubt that Homefront will be their hit this year. Combining so many elements into such a cohesive story, THQ has reminded me why I love gaming. The only fault I could find other than the character models was the relatively short single player campaign; on the hard level I finished the game in less than 7 hours. As a casual gamer I found the hard setting just difficult enough to be engaging while allowing steady progression. I didn’t find all the collectibles and there are plenty of achievements I’ll be going back to hunt for but I was disappointed that there wasn’t’ more. As much as this is a fault I think it speaks volumes to the quality of the story itself, you see, I wasn’t disappointed that the game was short….I was disappointed that I couldn’t spend more time in the Homefront universe. With that being said, I offer an open invitation and request to THQ and KAOS….get on some DLC…NOW!!! You’ve created a detailed and emotionally charged game world…now you need to expand the experience by giving us more. It seems that your greatest strength may become a developers weakness….you’ve set the bar and like you have stated time and again; Home is where the heart WAR is!

Overall: 9.3 / 10
Gameplay: 9.8 / 10
Visuals: 9.0 / 10
Sound: 9.5 / 10

XboxAddict Homefront Staff Review.

Single Player Level Design | Homefront Community

SINGLE-PLAYER LEVEL DESIGN IN HOMEFRONT
by Rob Donovan, Associate Level Designer
Designing the single-player levels for Homefront was a long journey fraught with peril. Over the course of development, through changes in focus, tone, and design, we managed to assemble a single-player game that we think marries our gameplay with our story and immerses the player into the world of an occupied America. And it’s fun, too!
In this article I’m going to talk about how the design of a level works with the tone of the game, how we make elements of the single-player game interesting and memorable, and what we do as level designers to separate Homefront from other games.
A DIFFERENT KIND OF SHOOTER
A single level of a game can be broken up into discrete sections, called encounters, which we tinker with and polish until we achieve the desired effect. In Homefront we wanted to avoid a “shooting gallery” in which the player simply went from one combat encounter to the next, mowing through waves of bad guys. We made a conscious effort to pace our levels with feelings of calm, impending dread, and a sense of loss. This meant having encounters that weren’t just about shooting enemies.
We talked at length about breaking up “massacre fatigue,” a term we coined for the never-ending parade of enemies to kill. In all first-person shooters you’re going to be shooting (it’s kind of the point), but in Homefront we wanted to give the act of firing a weapon a greater emotional meaning. By interspersing our combat with slower-paced areas, we hoped to make each individual battle more important and meaningful.
While many games use third-person cinematics to break up the combat sections and set the level’s pace, on Homefront we wanted to keep as much of the story as possible in the world. There are many sections of the game where the player is simply moving through a ruined space, which serves both to make the combat more exciting by providing contrast, and gives us an opportunity to tell a story within the world of the game, or to let our ally characters talk to each other like human beings.
Although we ended up cutting sections of the game that were only about getting from point A to point B as quickly as possible, we wanted to keep many areas where the player moves, on foot, to an important destination. Moving through a space grounds you in its world, and in Homefront we really wanted to put the player into the shoes of a Resistance fighter and let the player see what America has become in our fictional future.
MEMORABLE MOMENTS
We want people to remember Homefront when they’re done playing it. We want friends to be able to talk about sections of the game and reminisce about the experience. In the combat sections of the game, this often comes down to interesting and fresh scenarios that a player has never seen before. Having a shootout near the broken hulk of a downed plane, for instance, is something that we hope you remember.
One thing we wanted to avoid, though, was relying on gimmicks. At one point in development we had an extended battle with a helicopter that was shooting its mounted guns at your position inside a guard house. After taking it to a high level of polish, we realized it just wasn’t working. It felt too much like a clichéd “boss battle.” It didn’t fit with the tone of the game we were creating and it made future helicopter encounters feel less threatening. Once you’ve single-handedly taken down a chopper, the next one doesn’t feel as powerful.
The lesson we learned wasn’t “destroying helicopters isn’t fun,” but “when you destroy a helicopter, it should matter.” As a member of the Resistance trying to engage a well-funded military, it’s important that enemy vehicles and armor feel appropriately scary. When a machine gun on a Humvee starts firing at your position, you need to keep your head down and fight for a better position, not engage it head-on. This informed a lot of our level design, as we discovered that escaping or outrunning strong opposition was as exciting as fighting it.
NATURAL COVER & FREEDOM OF MOVEMENT
In many games, objects that can be used as cover are immediately obvious. Any shooter fan knows the feeling of walking into a room, seeing a group of chest-high walls, and thinking “Looks like I’m about to get into a fight!” In Homefront, we wanted to avoid this feeling and offer cover that was more interesting and not quite so obvious. Our fantastic Level Artists made our encounter spaces ruined, abandoned, and realistic without losing the importance of having a good solid wall to hide behind.
Combat isn’t just about cover, though. A lot of the success or failure of an encounter lies in the various ways the player (and the enemies) can move through the space.  As Level Designers, one of our primary jobs is making an interesting and smooth route for the player to travel.
Unlike multiplayer maps, single-player level design is more about creating a player experience. While multiplayer level designers have to make a balanced map that caters to different styles of play (sniper, SMG, etc.), the single-player game can be one-sided, overwhelming, and tailored to a specific weapon setup.
In each encounter we had an idea of the high-level experience that the player would have. We tried to pace our combat in such a way that no two fights were alike, and so the encounter in the backyard of a suburban house was different from a fight in the parking lot of a big-box store. Even though the environments were very different, early versions of some of our best encounters had combat that felt strikingly similar.
Early in the project, we experimented with “arena”-style combat that was reminiscent of multiplayer maps. We would create a group of enemies, have them enter the combat space in a number of different ways, and let them duke it out with the player and allies without too much regard for “ideal” ways to play. This offered the player the chance to invent strategies on the fly, but when we played it to judge the quality, the combat experience felt watered down.
It may seem counterintuitive, but offering two or three clear choices ended up giving the player more opportunities to improvise, not less. Without these choices, the player could accidentally take cover too far ahead, and end up behind enemy lines getting shot in the back (never fun) or suppressed in a corner forced to pixel-hunt enemy heads from far away. However, when you see a juicy piece of good cover that will let you get an advantage on your enemies, you can work out how to get to that location, and we as designers have a good idea about how to direct the enemies based on that likely movement.
Through scripting, we could piggyback on the intelligent behavior of our AI and set up reliable events that could happen in the middle of a fight. Aggressive enemies with SMGs could charge forward, hoping to push a conservative player off-balance and encourage a more dynamic play style. Enemies could fall back once their numbers were thinned, and a wave of reinforcements could bolster their ranks as they desperately tried to escape the player’s wrath. Enemies could fire on the run as they raced for cover and then bunker down behind a solid wall to pour hot lead on the player.
MIXING IT UP
A good way to add texture to a combat encounter is to add elements of verticality. Enemies are all roughly the same height, so by default their heads are all along the same horizontal plane. This can make an encounter boring as the player simply strafes back and forth while aiming at head height. An enemy standing in a window or up on scaffolding breaks this monotony and forces the player to improvise.
Putting some enemies up high also underscores their importance. If an enemy needs to stand out as a threat (a soldier with a rocket launcher, for instance), he should be separated from his allies. If he’s just one of many, he’ll blend in with the rest of the crowd and you might get clocked by a rocket before you realize what’s happening. Putting an enemy up high makes him more visible and indicates to the player that he’s more of a threat.
Another way to make an encounter space exciting is to offer a “flanking route,” a way to take a side path and move around to catch enemies from the side. The player can usually get a few easy kills before the enemies are able to move and protect themselves from the new threat, and it’s always rewarding to see the side route, come up with a plan to get there, and be rewarded when you execute the plan and get the drop on unsuspecting enemies.
Although not all combat encounters need a flanking route, all combat spaces need avenues to move through, places to stop and hide, and places that offer good position on the enemies. It’s important that the player is able to make intelligent decisions about how to advance on a fortified position, where to fall back to, and where the most defensible location is.
WHERE IT ALL COMES TOGETHER
Designing the single-player levels in Homefront was often challenging but always inspiring. Through changes in tone and direction, and a boatload of iteration and new inspiration, we experimented throughout the project to get encounters and levels that felt like more than just a violent amusement park ride. We hoped to impart depth and meaning to our levels, and allow the gameplay elements to coexist with the story and allow them to improve each other. I hope you found this article interesting, and I’ll see you on the field of battle when Homefront ships next week!

Homefront Community.