Homefront Preview


posted 10/6/2010 by Tina Amini
other articles by Tina Amini
One Page Platforms: 360
In Kaos Studios’ first-person shooter, Homefront, North Korea has united with South Korea under Kim Jong Un’s rule. An EMP blast wipes out communication in North America, preparing for Korea’s attack on the country. In the singleplayer experience, players will take on the role of one of the resistance fighters carrying out tasks to see to a successful resistance against the invading army in the year 2027.

The multiplayer aspect of Homefront, however, involves an entirely different gameplay mechanism. For a game to have a multiplayer feature means that it will likely outlive its typical shelf life. This particularly rings true for a first-person shooter, so it is without surprise that Homefront is one such game. In a sense, then, the multiplayer review is just as, if not more, important than the singleplayer (depending on the kind of gamer you are).

Though I don’t personally require a multiplayer experience to feel satisfied with a game, it oftentimes lengthens my enjoyment with it. Homefront’s multiplayer is quite like the first-person shooters that have come to pass. The closest similarity would be the most recent Battlefield, Battlefield: Bad Company 2.

Centered on large-scale warfare, multiplayer goes up to 32 players per round, complete with a wide range of vehicles and weapons in which to confront said warfare. As the Multiplayer Designer from Kaos explained, players can take on the roles of infantry, ground vehicles, aircrafts, drones and airstrikes.

At THQ’s hosting, my fellow journalists and I played rounds of multiplayer in two different maps. There was only one mode currently available, Ground Control, which involves securing the various bases spread across the map. The first map we embarked on was termed “Cul-de-sac” and was a tightly packed area that we had to consistently defend, and in which we were told was perfect for infantry and drone play due to its size. We were also told that the rounds of multiplayer we played would “escalate” as we played through them due to the currency system in place.

As you capture and defend areas, making kills, you rack up points to use as you see fit. Instead of spending these points outside of the game, however, you can spend them mid-action, mid-game. So if there is a particularly bothersome helicopter hot on your trail, you can quickly purchase a rocket launcher to get it out of the air and off your back. Making these decisions in-game allows you to respond accurately to the escalating situation as people use their Battle Points for fiendish purposes.
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