Homefront: The Revolution

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  • Twigg4075
    Kindergarten Cop
    • Feb 2009
    • 20056

    [ALL] Homefront: The Revolution



    Crysis developer Crytek reveals news details for their latest first-person shooter, and we try our hand at liberating KPA-occupied Philadelphia.


    The original Homefront, released in 2011, told the all-too-plausible tale of a newly-reunited Korea’s invasion of the United States. Through some powerful--and horrific--imagery, the game wove an unsettling tale uncommon to the bombastic nature of modern first-person shooters.

    Homefront was developed by the now-shuttered Kaos Studios. The rights to the game were sold to Crysis developer Crytek one year later after publisher THQ went bankrupt. This new Homefront, powered by the CryEngine, strikes the same tone as its predecessor, but takes that game's all-too-short campaign and opens it up with an all new open world design.


    Certain weapons can be modified with various attachments in real time.
    Homefront: The Revolution is set four years into the occupation of the United States by the Korean People’s Army. Philadelphia--birthplace of American independence--has been twisted into the enemy’s main headquarters, and it falls to the player to take it back. Since open warfare against the technologically superior KPA is no longer an option, players will have to use guerilla tactics to undermine, and hopefully overthrow, their oppressors.

    Since open warfare against the technologically superior KPA is no longer an option, players will have to use guerilla tactics to undermine, and hopefully overthrow, their oppressors.
    "Our version of Philadelphia is an oppressed, heavily policed environment," said Fasahat Salim, game designer at Crytek UK. "As the player goes through each of the different districts--the game is an open world so you can bounce around between districts--everything you do, each mission or side mission or whatever else, influences the game world and influences all of the civilians who inhabit it. Everything is being influenced by how you approach the game."

    That influence is represented by uprising points. As Salim explained, these points reflect the revolutionary state of Philadelphia and are earned throughout the game. "Everything you do, from throwing a brick at a KPA camera to assassinating a high-ranking KPA official, impacts the revolutionary state of the world. How you go about doing these things will also have an impact on the way people respond to you and your idea of a revolution, but either way the KPA will come down hard and try to oppress you as much as they can. Everything that happens in this world is part of a lot of powerful stuff we have going on under the hood."

    I only caught a glimpse of this during my brief time with the game, which was a lot of ducking in and out of cover while shooting bad guys in the face. The gunplay felt solid--Crytek is a practiced hand when it comes to making first-person shooters--but also very familiar. Item crafting was actually a big part of what I played as well. I collected supplies and threw together some molotov cocktails on the fly, and later built an RC bomb car that I could control. Since drones were a fan favorite in the previous game’s multiplayer modes, it was nice to see them used again in this sequel.


    Speaking of multiplayer, Homefront: The Revolution will support four-player online cooperative play.
    One thing I found odd was the amount of emphasis placed on the protagonist’s status as an everyman. Multiple times during his introduction to the game, Salim described the hero as being just an everyday guy without any sort of military training. Of course, in the game itself you juggle all sorts of weapons and are able to use them all with precision and ease. I’m not saying this is a bad thing, but it does seem strange Crytek would want to play up this discrepancy between narrative and gameplay.

    Either way, Homefront: The Revolution is coming to Xbox One, PlayStation 4, and PC sometime in 2015. There is still much to be revealed about this game’s open-world play style, which will hopefully help it stand apart from a crowded shooter genre. As Salim noted, giving this game an open-ended structure is definitely one of their goals. "We’re trying to avoid a situation where the player has to do something in a very specific way. The player will always have opportunities to approach a situation in a variety of ways. There’s no right way or wrong way, just different ways. What you have in that moment is what you use to get the job done. It’s very emergent."
    Open world and co-op?

    Thanks to Handle for the heads up.

  • Swarley
    A Special Kind of Cat
    • Jul 2010
    • 11213

    #2
    Definitely interested, b/c this kind of setting is cool. But I've never been a big fan of Crytek games.

    Comment

    • Aso
      The Serious House
      • Nov 2008
      • 11137

      #3
      I really enjoyed the original homefront and I agree with Swarley the setting is really cool especially for online play.

      Comment

      • Twigg4075
        Kindergarten Cop
        • Feb 2009
        • 20056

        #4
        Originally posted by Aso
        I really enjoyed the original homefront and I agree with Swarley the setting is really cool especially for online play.
        The mp portion was HIGHLY underrated. It was actually quite good. But it wasn't CoD or Bf so...

        The campaign was pretty fucking weak though, and unbelievably short. It had some cool moments but they were very few and far between.

        Comment

        • Buzzman
          Senior Member
          • Oct 2008
          • 6659

          #5
          I really loved Homefronts online, sadly none of my friends bought the game.

          Comment

          • Swarley
            A Special Kind of Cat
            • Jul 2010
            • 11213

            #6

            Comment

            • ThomasTomasz
              • Nov 2024

              #7
              Originally posted by Twigg4075


              Crysis developer Crytek reveals news details for their latest first-person shooter, and we try our hand at liberating KPA-occupied Philadelphia.




              Open world and co-op?

              Thanks to Handle for the heads up.
              Open world, co-op AND made by Crytek. Definitely excited for this game. I also enjoyed the first Homefront, despite being short, for what is was. Definitely an entertaining five hours or so.

              Comment

              • Twigg4075
                Kindergarten Cop
                • Feb 2009
                • 20056

                #8
                Originally posted by Buzzman
                I really loved Homefronts online, sadly none of my friends bought the game.
                I thought I played with you a few times? I think it was just you and I that were trying to champion the mp but no one gave a shit.

                Sent from my Samsung Galaxy SIII using Tapatalk.

                Comment

                • ThomasTomasz
                  • Nov 2024

                  #9
                  Bill needs to try and get his contact from Crytek to get us on this game. We were all over Crysis 3 from the alpha all the way to launch, would be great to do so again because I can see Homefront gaining some traction.

                  Comment

                  • Twigg4075
                    Kindergarten Cop
                    • Feb 2009
                    • 20056

                    #10
                    Originally posted by ThomasTomasz
                    Bill needs to try and get his contact from Crytek to get us on this game. We were all over Crysis 3 from the alpha all the way to launch, would be great to do so again because I can see Homefront gaining some traction.
                    That guy was cool as shit. I loved talking to him on the podcast.

                    Comment

                    • Handleit_44
                      Posts a lot
                      • Jun 2009
                      • 3330

                      #11
                      Deep Silver buys Homefront from Crytek


                      Deep Silver has acquired the Homefront intellectual property from Crytek, and Homefront: The Revolution is now being developed at a new studio, Deep Silver Dambuster Studios, Deep Silver announced today.

                      "We are thrilled to see another great IP joining the Deep Silver universe," said Dr. Klemens Kundratitz, CEO of Deep Silver parent company Koch Media, in a press release today. "We strongly believe in the potential of Homefront: The Revolution and trust in the new team to continue the path they have been walking in the last years."

                      According to Koch Media, the acquisition includes "the Homefront brand and all coherent assets." The company did not disclose financial terms of the deal.

                      Homefront: The Revolution is the upcoming sequel to 2011's Homefront, which was developed by the now-defunct Kaos Studios and published by the now-defunct THQ. Nottingham, U.K.-based Crytek UK, formerly known as Free Radical, began developing the sequel for THQ. The studio's parent company, Crytek, acquired the Homefront IP from THQ for just over $544,000 after the latter company went bankrupt in December 2012. Deep Silver had already been jointly publishing Homefront: The Revolution with Crytek.

                      A Deep Silver representative confirmed in an email to Polygon today that Deep Silver Dambuster Studios, which is also located in Nottingham, is a new company founded specifically to take over development of Homefront: The Revolution and the Homefront franchise. Dambuster Studios is Deep Silver's third internal development house, joining Champaign, Illinois-based Deep Silver Volition and Hamburg, Germany-based Deep Silver Fishlabs.

                      The representative could not confirm whether any developers from Crytek UK are moving to Dambuster Studios to continue working on Homefront: The Revolution, because "all of this is still in process." At Crytek UK, Homefront: The Revolution was in development on Linux, Mac, PlayStation 4, Windows PC and Xbox One.

                      Crytek UK and Crytek have been dogged by numerous recent reports of financial turmoil, including rumors that employees were refusing to come into work after weeks of not receiving paychecks. Crytek released a statement earlier this week saying that it had secured the additional funds it needed to continue its transition from a developer to an online publisher. The company acknowledged that "the flow of information to employees has not been as good as it should have." We've reached out to Crytek for comment, and will update this article with any information we receive.






                      ...


                      Why Crytek is dropping Homefront and doubling down on F2P


                      Crytek is going through some pretty drastic changes right about now. The company known for making the Crysis series and Ryse: Son of Rome reached a breaking point today after weeks of bankruptcy rumors and reported missed payments to employees. Crytek UK, the team that had been working on Homefront: The Revolution, is no more. Crytek USA is being scaled down from development studio to a small support team. Koch Media (which owns Deep Silver) has acquired the rights to the Homefront brand, and will continue work on The Revolution through its new in-house developer Dambuster Studios, which comprises ex-Crytek UK employees. Tough times for sure.

                      It's always a downer when a studio closes up shop, but Crytek UK's closure seems to point towards an even bigger shift than Homefront changing hands. There are two distinct trends happening here, and they both have everything to do with low-risk decisions.

                      Companies that make and license game engines seem to care less about competing in retail markets with their own games. And at the same time, when these companies do opt to make games on their own engines, they default to the inherently safe bet of the free-to-play model instead of big-scale budgets. Both strategies are about playing it safe and letting other companies take the risks.

                      Try this analogy on for size. Game engines are like licensed-out typewriters--once you've made one, your hard work is pretty much done. It's up to others to take what you've made and do something with it, and no matter if the book they write does well or not, you're still making a profit. And, if you do want to write something on your own typewriter, you don't have to go all-out and spend years of your life coming up with the perfect game-I-mean-book. You can just go small, and if your work does prove to be popular and generate a lot of microtransactions, so much the better. Listen, it's not the best analogy ever written, but I think you're picking up what I'm putting down.

                      Now stick with me on this one. Crytek is part of a trinity of companies with widely used, widely available high-end game engines. There's Epic Games with Unreal 4, Valve with Source, and Crytek with CryEngine. And all three of these game industry giants are putting their efforts into the free-to-play space. Crytek has the military shooter Warface, with two more F2P games on the way in Arena of Fate and Hunt: Horrors of a Gilded Age. Epic Games is similarly invested in free-to-play, with the model already announced for the upcoming Fortnite and new Unreal Tournament. And Valve would probably do just fine for itself if it stuck with the F2P Dota 2 and Team Fortress 2 for the foreseeable future. Portal 2 from 2011 is Valve's most recent retail release, and lord knows when we'll be getting… y'know… THAT game. With the dude in the glasses. Not Gabe Newell.

                      All three companies have a history of acquiring, and later letting go of, external game studios. After THQ disintegrated, Crytek bought up Vigil Games, makers of the Darksiders series, and converted it into Crytek USA. As of today, we know the unhappy ending to that story. Epic Games also picked up a piece from THQ's remains in the form of Big Huge Games (Kingdoms of Amalur, Rise of Nations) and renamed it Epic Baltimore. That studio was eventually renamed Impossible Studios (a prophetic pick, I'm afraid to say) and was shut down before it could release Infinity Blade: Dungeons. Valve bought up Turtle Rock Studios, renamed it Valve South, then gave it the boot after Left 4 Dead (with the exception of some L4D DLC later down the line). Are you seeing these parallels?! I'm like Jim Carrey in The Number 23.

                      These acquisitions suggest that at one time, all three companies were interested in developing ambitious games in the same vein as Darksiders 2 or Kingdoms of Amalur. But things change, particularly markets. Free-to-play seems to where all the money's at these days, and developing games on huge, triple-A-caliber budgets is riskier than ever. Crytek, Epic Games, and Valve have all opted to go a much safer route: develop free-to-play games on their own proprietary engines. That, in turn, gives those game engines a wider audience, and frees up resources for engine support with other developers, be they big-name or indie.

                      Crysis series composer Graeme Norgate, formerly of Crytek UK and now of Dambuster Studios, put out a tweet announcing his move that had a nice little dig: calling Crytek "Crytanic." And while Crytek may be going through some very significant changes at the moment, it doesn't seem to be as disastrous as the Titanic sinking. It's not that Crytek is going to implode and be whisked away to the game studio equivalent of an elephant graveyard. It's just that the Crytek you knew--a studio that tackles huge undertakings like Crysis 3 and Ryse: Son of Rome--is no more. Like Valve and Epic Games before it, Crytek is shifting away from big games towards smaller, safer games in the free-to-play market.

                      Crytek is going through some pretty drastic changes right about now. The company known for making the Crysis series and Ryse: Son of Rome reached a

                      Comment

                      • ThomasTomasz
                        • Nov 2024

                        #12
                        So the same group of guys still ends up working on the game, while Koch Media/Deep Silver has essentially become THQ minus the WWE franchise that went to 2K Sports. I think this helps, not hurts the game. It's a shame Crytek is in such condition with their finances. Even moreso to see all of the THQ studios shutting down after acquisition. Koch Media has Volition, which seems to be the only one that has survived, and now this group working on Homefront will hopefully do the same.

                        I also hate the shift to the F2P marketplace, but that won't be stopping anytime soon, especially with the rise in tablet sales and with it, the increase in mobile gaming on the tablet/smartphone platform

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