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Homefront 2: What we want to see

This is our list, but what do YOU want to see?

We've got a lot of time for THQ's first foray into the military FPS battlefield with Homefront. As far as challenges in the gaming universe go, charging bayonet first at the likes of COD and Battlefield is considered something of a suicide mission, but Homefront had a pretty decent stab.

In fact there were areas where Homefront really shone; its multiplayer mode, for example, which we actually think bested the multiplayer messiah of the masses Call of Duty. Impressed? Just a bit.

But for all its assets and potential, Homefront did fall agonisingly short in some key areas, ultimately tripping up in its attempt to beach the Activision and EA barracks.

Here's where we think THQ can improve next time, we're 94 percent sure you've got a list of your own.

FIVE HOURS?!
Five hours just isn't enough, basically. Well, it would be if it were the most well-crafted, perfectly polished piece of gaming that's ever landed on our humble earth. If a game managed to offer a five hour campaign package that left us blown away with innovation and emotion as well as closure and satisfaction by the end, we would perhaps even be in favour of such a short single-player experience, one that knew when to quit, one without the all to common entertainment lull in the middle.

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We don't think we'll get that game for a long time, in fact we don't think we'll ever get such a perfect package. It'd be wrong to demand that from Homefront but we think it is fair to demand more hours of solitary play for the hefty price-tag attached.

Thankfully Kaos Studios agrees and general manager David Votypka has said that the studio would do a longer campaign for the sequel should this first one be received well by the fans.

While the Homefront reception might have been mixed, the sales themselves were pleasing for THQ, probably enough to warrant a sequel, so we think a longer campaign could be on the cards.

BEST FRIENDS FOREVER?
Homefront made a classic FPS error and one that's always significantly damaging; it gave us annoying team-mates.

It was editor Tim's first complaint in his Homefront review and you can understand why; these are the people we're going to be spending the entirety of the game with, we're pretty much rubbing shoulders with them for the duration, so if our AI amigos aren't likable it starts to grate quickly and continues to do so for a long time.

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In fact, according to Tim, team-mate Connor is more than a little annoying:

"Connor is a massive pillock," He...muses. "By the end of Homefront's compact campaign, you're likely to end up hating him almost as much as your conscience-free Commie enemy."

Yikes.

It's the classic formula as well; Connor's a macho man who swears more than Gordon Ramsey trundling through a particularly jumpy haunted house and shouts, well, all the time basically.

What's worse though is he's always getting in the way and, like so many futile AI friends in the past, has no effect or real purpose on the battlefield other than to lead you around and make sure the swear count remains above quota.

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