Homefront uses THQ Online Pass
Multiplayer progression limited without it.
Homefront will be the second game by THQ to feature an Online Pass - a system designed to act as a deterrent to second-hand buyers.
Online Pass codes are given for free to gamers buying Homefront new, first-hand. Those mopping up traded copies of the game, however, will inevitably discover that the one-time-use code has gone or has already been redeemed.
And what does no code equal? Access to only five character levels of Homefront's online multiplayer progression system, according to Shacknews. An Online Pass grants the full 75-level compliment.
Those without an Online Pass can of course buy one, but at a price of $10.
THQ first tried this tactic with UFC Undisputed 2010 last year, a game that restricted online play unless an Online Pass code was entered. Back then this cost only $5/400 Microsoft Points.
Homefront is, in a nutshell, THQ's answer to Medal of Honor or Call of Duty - a blockbuster FPS that will run and run and run.
The game uses a fictional setting where North Korea has invaded North America - a vision of the future that came startlingly close to reality late last year.
As well as that unique setting, Homefront developer Kaos also has some bright ideas about how to shake up multiplayer. Christian Donlan investigated for Eurogamer.
You'll need a brave heart.
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Comments (33) Latest comment 1 year ago
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As for the game it looks interesting but I'm finding I buy many of these FPS (MOH, BF:BC2 etc) but only end up going back to COD so I'm not buying any FPS full price this year outside of Crysis 2. Bargain bin I'm afraid THQ, nothing against the game it's just FPS so saturated and...well a little boring now. Next time do me some nice horror games, not many of them about.
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Really arrogant to assume that customers will pay the fee for an unproven product.
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Project 10 dollor and the online pass methords to stop the pre-owned market from keeping a lot of the income from the industry is still the much lesser evil of the 'always online' DRM or limited installs PC users still have to put up with
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Oh really well that's different to the EA method at least, it's still denying a consumer the right to sell on a fully working game but at least THQ are doing it in a better way.
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Agreed. Depressing that's where we are as consumers but agreed.
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It is, but as a PC gamer, I'm advising you to look at the DRM mess of PC gaming as a warning for the future of consoles.
Publisher "management" of your rights to play and own their games are getting more and more restrictive on both PC and console, that can't be denied, and I wholeheartedly advise any console players to start registering your objections now (if you have any), or you will soon find yourself in a similar position to PC gamers where you can't play games if your internet goes down, can't lend games to friends and can't sell them when you're finished.
Don't just say "at least it's not as bad as the PC", or soon it will be and the PC will be even worse. Then it will be too late to protest.
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Ah, I think it's different to each game then as someone was saying the Autolog thingy on NFS was per person. They love confusing things don't they, oh the glorious days of just buying a video game and playing it.
Internet was supposedly a good thing for gaming....
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I agree with your general point, but PC is not quite as bad as all that. Ubisoft seem to be retreating from the worst excesses of their system, and Steam's offline mode is pretty functional now.
In fact, might it not be argued that on PC companies like Valve are learning to develop DRM systems that make my time with games better, Steam being the best example. It is DRM, but it's pretty unobtrusive and adds in all the community, multiplayer and achievement functionality of Xbox Live without the subscription, and even goes further with stuff like cloud saves etc.
Just a thought.
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Online Pass/P10D even tho it's frowned apon by players hasn't had that big of negitive impact the above methords had as it's not being done for the same reason - like I said before it just needs tweeking, games without the pass or the added extras P10D (outside of THQs first attempt at passing by limiting online play totally with UFC) havn't left the games unplayable by either pass or nonpass players, all that needs to be agreed apon is the pricetag on the pass - Homefront TBH has hit the sweet spot by offering enought to allow the 'full game experience' but at least offers a desent price for those who wish to go futher without seeming like it's dobling the cost of the game (ie BFBC2 again)
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Online pass is only a way to encouage more new sales so the money goes back into the indrusty, once more players buy much more new, both online pass and P10D wouldn't be required anymore - if you really want a indrustry without these and DRM, just buy new.
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Agreed that there are some positive signs with the scaling back of PC DRM (certainly not all positive though), particularly with Ubisoft, but I would argue that it is mainly the backlash from gamers (bad press, low sales) that has forced their hand. So again, I would say to console gamers, make your voices of opposition heard, and vote with your wallets, because you can't rely on publishers to do the right thing 'just because'.
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But other people do and that means you're going to have to pay for it. For me, I wonder just how far they can go. It's a bit like a low cost airline. "Okay, customers are now paying for speedy boarding, luggage in the hold and going to the toilet - how else can we shake money out of their pockets?".
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Kinda the same as the "Kotick sucks" brigade on here and other websites, these people spend all year shouting to anyone that'd listen that they would never buy another activison game.....did it matter/have any effect? NO!! COD:BO smashed records everywhere.
I'd argue that 90%+ of the game buying public never read websites like this, so have no idea online pass/P10D even exists! its certainly not something any of the 2nd hand retailers inform you about!
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While I will not buy another EA game new while their policies of switching servers off and Project Ten Dollar exist, THQ are getting the benefit of the doubt, for now.
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Yep - certainly agree people should make their voices heard now, and take care with their buying decisions.
As you say, the progress there has been on PC is because people made their voices known, and developers responded. Also, I guess there was good competition from indies who could try out different ways of doing things that generated more good will from buyers.
Just think PC gets an overly negative representation sometimes in comparison to consoles which I think are often worse.
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Was really looking forward to this game but based on in game footage I saw last night it looks pretty shit. Expecting scores of around 7/10 IMO.
Bulletstorm over this at the end of Feb me thinks.
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I'd agree, the main reason I'm a PC gamer is because of the restrictions and tight controls on the consoles. However, unless you've been in the PC scene with mods, online multiplayer servers and all that jazz you might not notice that so much. Online only single-player and restrictions on second-hand sales are things that will definitely make console gamers sit up and take notice, and the online pass is clearly already having some of that effect.
Also agree that the healthy indie scene on PC is one of the big reasons people haved moved away from big publisher releases. With the success and quality of XBLA, maybe that will have an effect on console publishers too, although again the tight control MS has over XBLA makes the indie tag something of a misnomer IMO, at least on the Xbox.
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06/01/11 @ 09:22 "Really arrogant to assume that customers will pay the fee for an unproven product."
Yeah but you don't have to pay the fee when you buy it first hand
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By restricting the player base to just the original purchaser, multiplayer is very unlikely to gain any sort of foothold in the most competitive sector. Remember, they want to develop a franchise.
It's a tough decision; take a hit at first and gamble that the game will be popular and the sequel will pay off - or try to get as much revenue as possible from day one, potentially alienating a big chunk the sequel's future market.