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Homefront: 'It appeals to MW2, Half-Life and Battlefield fans'

Kaos boss David Votypka on his studio's new FPS - and the market it's looking to rule...

It's little wonder that Kaos is widely seen as an inspiration to amateur developers and modders the world over.

The core team behind the hard-working dev made their name by creating the classic Desert Combat mod for Battlefield 1942. Released in 2004, it placed players in the midst of the first Gulf War and became a word-of-mouth smash amongst FPS nuts.

Then still called Trauma Studios, it wasn't long before THQ cherry picked the studio's brightest talents to set up Kaos in 2006. By 2008, the group had created their first triple-A game - the well-received Frontlines: Fuel Of War.


This year, Kaos unleashes Homefront on 360, PS3 and PC. The studio is still small, but its ambition is sky high.

Absorbing influence from the likes of Half-Life and Children Of Men, Homefront is a military shooter with a difference - a twisting narrative that forces you into the role of revolutionary in an occupied US.

Playing on the economic vulnerabilities of the US - as well as the growing military might of North Korea - Homefront is Kaos's attempt to tap into modern paranoia; to create a shooter that tests your emotional capabilities as well as your trigger finger.

With a thought-provoking campaign and a seemingly solid multiplayer offering, gamers are beginning to show their excitement. But Homefront's boogie man won't disappear until its release in March - can a new FPS really take on the bewildering might of Call Of Duty?

CVG caught up with Kaos creative director David Votypka at the studio's HQ in New York to ask whether brains can have a place alongside guns in the mass market - and how Homefront is going to break through in one of video gaming's most dominated sectors...

How much of Frontlines has made it into Homefront?

I think one of the key things from Frontlines is the large scale multiplayer, which we've been doing since Desert Combat and Battlefield 2. We've done some different things with it to make it more accessible and bring in some of the console audience's needs for the large scale warfare experience.


Drones is another thing that has come across from Frontlines. People really like it and it was one of the standout features. It still fits into the fiction for Homefront. We had an energy crisis in Frontlines and we really like the idea of how that changed the world and how people lived. We've got a bit of that in Homefront in the energy front standpoint, but we have the EMP blast as well. They sort of go hand-in-hand and create this twisted America.

What do you think is the key difference between Homefront and other top competitors?

In single player I think it's about the world we created, giving it character and making it emotional and story driven. There's a lot of emotion in it, partly driven through things you see in emotional scenes but also because you're going through the game with real human characters, civilians turned freedom fighters who make mistakes and have different viewpoints. They're more human than a lot of other FPS games that have super soldiers and military.

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