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E3: Homefront Preview

PC Xbox 360 PlayStation 3
Preview by Tom Bramwell

2 June, 2009

Page 1 of 2. Page 2 ->

We haven't swung the high-concept bat around here for a while, so how about this: Half-Life 2 meets Ghost Recon Advanced Warfighter. Valve's love of first-person storytelling, high-end graphics and mysterious military occupation, and Ubisoft's love of near-future weaponry, remote-control UAVs and current-day politics stretched to a fictional extreme. Kaos Studios' Homefront will have to go an enormous way to live up to that billing - and the developers aren't so immodest as to refer to either chart-topper when I visit - but the parallels are all there on the surface.

Set 20 years in the future, Homefront dumps you in Montrose, Colorado in a ramshackle, makeshift village of refugees fleeing an improbable North Korean occupation of the US. With a 10-year-long energy crisis in full effect, the Korean People's Army, thanks to mysterious and untold backing, has crushed its neighbour to the south and struck out for new territory, leaving you to pick through the rubble and feed off the droplets of water and electricity accumulated by windmills, aquifers, turbines and solar panels. Your identity isn't clear yet (although you're referred to as Connor Mason - "but he's on the list!"), and you're not helped to any conclusions by your lack of spoken dialogue in the first-person, in-game cut-scenes that establish the demonstration level's setting.

But you are quickly impressed by Kaos' application of Unreal Engine 3. Waking up in a suburban family house pocked with holes and tears, you catch a glimpse of windmills outside through the ceiling rafters as you sit up and take in a room full of plants - in pots, buckets and even shopping trolleys. "Good, I thought we lost you," says a khaki-clad man in the middle of the room, whose gaze and head movements follow you around. "They're going to be coming for us. We need to get everyone moving." You follow him outside, where people are packing up to do just that. A woman walks past with a baby in her arms. "Honestly, if we just landed in one place for more than a few weeks, then we could make a life out here," says your new friend.

'E3: Homefront' Screenshot 1

"In our world North Korea has become a major nuclear power," lead designer Erin Daly tells us. Sounded weird when he said it last week...

And then, as promised, they do come for you, and equipped with an adaptive carbine rifle (ACR), you rush outside to meet them. The transition from walk-and-talk to run-and-gun is abrupt, but coherent, and the atmosphere around the previously peaceful streets is suddenly as oppressive as anything in Call of Duty 4. You duck behind cover and pop up to fire with tight iron sights, reminiscent of Killzone 2, as KPA troops leap out of Jeeps and respond. You stop and throw a grenade at a machinegunner in the rafters of a nearby building, and drones fly overhead. Turning your attention back to the battle, an RPG hits a cover point just in front of you and the sound gets muffled, the graphics saturated. When it wears off, your character reaches for his ACR again and resumes.

Your objective is simple: get across the street and activate something called "Goliath". Achieving it is rather less simple, because the KPA have you pinned down. Fortunately, you get your own RPG and fire it at an incoming truck, which bounces towards you in flames, forcing you to dodge right into the safety of the target house. Here you find the controls for Goliath. "Goliath's in the back garden, it'll rip through the house!" Sure enough. Goliath, it turns out, is a remote-controlled war buggy reminiscent of the Tumbler Batmobile, and attacks things that you identify with a laser designator, rumbling over car wrecks and anything else in the way. By the time the level finishes a minute or so later, it's done a lot of damage.

'E3: Homefront' Screenshot 2

Squad-based combat? "They'll participate in the story, they'll participate in the tactics of your missions and things like that. They'll be used as vehicles for helping the player along," says THQ's Sean Dunn.

Pretty, confident and action-packed, the Homefront demo nevertheless makes a rather generic first impression. But speaking to lead designer Erin Daly fills in a lot of the blanks, and puts other elements in a different context. That bit where you shoot the truck with an RPG, for instance, and it bounces towards you, is part of what Kaos refers to as the "drama engine". "The way that works is, basically, wherever you are in that scenario, you blow up that Jeep and that wreckage is going to track towards the player," says Daly. "You're not always going to be in the same spot, so if you're 10 metres to the left and you blow that thing up you're still going to have to dodge it within a couple of seconds." Another example is incoming enemy attacks: your squad-mate might get an order from the drama engine to spin around and brutally kill someone who's running towards you so he's cut down before you can react, but in enough time to see it unfold.

What's more, there's a definite logic behind these scripted events. One example in the current demo is the incoming RPG round, and the groggy, Saving Private Ryan aftermath. As THQ's Sean Dunn puts it, "it's not going to do that while you're looking the other way". Nor will each event be obligatory, tying you to a particular location until you hit the right mark to enable the next set-piece. "It's a completely tunable logic system," says Dunn, "so we don't want it to be where the drama engine controls the pace. It's there to enhance the player's visual take on the world and the action."

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Comments: 1-17 of 17 in total

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Gl3n
02/06/09 @ 07:32
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Gameplay etc might be interesting, but man, what a crazy story.
ChthonicEcho
02/06/09 @ 07:39
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A genuine yank game. More 'save your country from communists!' nonsense.
Der_tolle_Emil
02/06/09 @ 08:01
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Not sure what to think of the setting/story. North Korea launching nuclear weapons and missiles and then this. I know it's just a game but still, sometimes I don't think it would hurt to at least pay a little attention to the real world as well.
Metalfish
02/06/09 @ 08:01
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Go wolverines!
SYS64738
02/06/09 @ 08:44
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So it's a FPS version of World in Conflict where the Soviets are replaced by North Korea with Crysis-esque weapons.

Would be more interesting IMO to have the setting somewhere else for a change (Europe?) - in fact the missions i enjoyed most in WIC were of the NATO kind.

And let's hope they deliver what they say - not another Console -> PC port. I'm getting sick of this worrying trend. I guess we'll find out in a couple of... years....

EDIT: Actually a Korean invasion into -insert modern asian country here- --- now that would be something different (and SLIGHTLY more realistic)
Edited 2 times, most recently on 02/06/09 @ 09:50
Eraysor
02/06/09 @ 08:57
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I like the idea, and Frontlines wasn't half bad either. If they improve on that, coupled with the nice setting and what seems like a slightly different take on the director AI from L4D, this could be very promising.

And I preferred the US missions in WiC...the Soviet levels were epic too.
metalangel
02/06/09 @ 09:36
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Frontlines was great, but I'm a bit worried for this. Apart from the story being complete gibberish, designing the engine so wherever you look things explode towards you seems a bit pointless. I love chaos (no pun intended) as much as the next man in my action games, but it's often more dramatic when something crashes AWAY from you, y'know?
kendoji
02/06/09 @ 09:40
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When do we get to be the ones invading the US?!
Gnort
02/06/09 @ 11:43
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Who will the Korean's mysterious and untold backers turn out to be?

a) Russians
b) Aliens
c) Vampires
d) Lehman Brothers
SYS64738
02/06/09 @ 11:59
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Who will the Korean's mysterious and untold backers turn out to be?

a) Russians
b) Aliens
c) Vampires
d) Lehman Brothers
---------------------------------------------

e) Ryanair. They'll provide air support as well.
SYS64738
02/06/09 @ 12:14
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@ Eraysor

I agree from a gameplay point of view - my NATO preference was more based on the variety of arsenal of weapons/vehicles & maps in those missions, particularly the one where you had to clear a picturesque village in the french riviera of enemy troops... Nice! (no pun)

But i can't think of any game that played out modern urban warfare in say Tokyo or Hong Kong for example...
N@
02/06/09 @ 12:24
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Seems like bullshit propaganda to me.
M_of_the_sys
02/06/09 @ 12:30
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I like the pin and pass technique. I always try this in COD4 but it never does much. More of this kind of stuff will most certainly have me interested though.

The drama engine sounds interesting. I hate when things happen and you're looking the wrong way, only to turn and see a cloud of smoke, wondering what just happened.
Feanor
02/06/09 @ 13:15
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Maybe this game has both.
vegard
02/06/09 @ 13:22
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people are freaking out over improbable plots in games now?
AliRay
02/06/09 @ 14:30
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i'm more freaked out by the improbable physics:


the "drama engine". "The way that works is, basically, wherever you are in that scenario, you blow up that Jeep and that wreckage is going to track towards the player," says Daly. "You're not always going to be in the same spot, so if you're 10 metres to the left and you blow that thing up you're still going to have to dodge it within a couple of seconds."

Would the truck not react to the explosion, propelling it in a realistic fashion?!

NewtonianPhysicsFAIL
Scimarad
02/06/09 @ 15:27
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"What an absurd premise; North Korea invading the United States. An alien invasion from Mars would be less improbable!"

And much more entertaining - Especially if you could play the Martians! Come to think of it, why the hell hasn't anyone done a decent alien invasion game from the point of view of the invading scum. And, no, Destroy All Humans does NOT count!
Edited 1 times, most recently on 02/06/09 @ 16:27

Comments: 1-17 of 17 in total

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