Homefront

[Hands-On] Homefront Multiplayer

Does Homefront have what it takes to compete in the crowded multiplayer space? We went hands-on and determined... something.
Author: Ryan Green
Published: February 5, 2011
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Homefront, Kaos Studios' latest endevor, is a rather ballsy move on THQ's behalf. If there is one thing this generation needs less of, it is another first person shooter. This year alone we are getting Killzone 3, Resistance 3, another Call of Duty, and Battlefield 3 (and I'm sure there are others set to release, too). With all of that in mind, it seems nearly suicidal to try to compete with these established franchises, two of which are strictly exclusive to the PlayStation family.


But in spite of this, Homefront is doing its best to keep in step with the best of them while breaking free from the competition. A particularly focused singleplayer campaign with a script and tie-in novel by famed writer John Milius are a huge get for the studio, and for what looks to be a potential franchise.

But what might make or break this game is the multiplayer portion, which up until my preview did little to bring character to the gameplay. During their press event, THQ touted the line about Kaos' first project. A simple yet ever-so-popular mod for Battlefield 1942, "Desert Combat", I found it interesting that THQ would link their development studio so closely to EA and DICE, one of their chief rivals in the shooter space. Is it to say "Hey, these guys make a sick mod for an awesome multiplayer game"? Why not go the extra step and mention that Kaos Studios developed Frontlines: Fuel of War? If anything, that game stands out more than a mod does.

But this small gripe aside, it didn't change the fact that Homefront's multiplayer didn't stand out that much from a cross between Battlefield and Call of Duty. We knew they had vehicle combat and perks, but what could they bring to the table? It turns out, there are a number of things.

First and foremost, the Battle Commander mode sets up objectives and rewards players for their actions. The Battle Commander itself is an AI assigned to each player that gives bonus skills (like infinite sprinting) to players that rack up the highest kill streaks as well as target enemy players that are excelling as much as someone on your team is. So, if there is a guy that is laying waste to your team, your Battle Commander will add him as a target to an increasing number of players. The higher their rating (out of five stars), the more people will be assigned that target. A small area will be shown as to where they are, but that search radius will not pose a problem when your entire team is hunting him down.

On the flip side, being the best player on the team does have its perks. After a certain number of kills or actions in a single life, you will gain one star. After every requirement (from as far as I saw, it was only kills), you gained another perk. Everything your Battle Commander gave you after your next level helped you resist the incoming hoard of players that were stalking your pompous ass around the battlefield.
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