THQ's big FPS hope, Homefront, shoots into European shops today - and in terms of sales it's already off to a fantastic start over the Pond.
Review scores of the game have been pretty varied. CVG and others were big fans of Homefront's story-driven (if very short) campaign and "CoD-beating" multiplayer - but some sites were less appreciative of what the game has to offer.
We spoke to Kaos general manager, David Votypka ahead of release, who shared his thoughts on review scores, DLC and why you should buy his game...
How satisfied are you now that the game's done?
We're certainly happy with the experience that you get throughout the campaign; the storyline that you cover, the character development, the way that the plot goes and the overall feel of what you accomplish. I think players will be pretty happy as well.
As far as hours of gamplay... it ranges a lot. We've done a load of focus testing for over six months and we've seen it range from five hours to ten hours depending on player skill and so on. So it's hard to nail down what the exact timing of it is.
Generally I'm seeing it being roughly competitive with the other contemporary shooters that also have a big multiplayer component - and in multiplayer there's certainly hundreds of hours of gameplay there. We really wanted to focus on telling a story in single-player and then bring players online to have a lot of time spent in the multiplayer game.
It's fair to say that the multiplayer component is a big selling point for the game then?
Yeah I think so. I look at it as the single-player brings the gamer to the party so to speak, in terms of entering the world of Homefront and experiencing it. But multiplayer since the beginning has been a huge focus for the game and the studio.
Large-scale warfare is pretty much the bread and butter of what we've done over the years. We've put a lot into it and we're very proud of the experience and looking forward to playing online with everybody as well.
Homefront's one of many games carrying an online pass system. With the single-player campaign being allegedly quite short, which elements of Homefront do you think will encourage players to keep hold of their copies rather than trade them in?
I think the multiplayer and the length of that, plus the upcoming DLC as well is a strong reason to keep the game. The multiplayer has a fairly long unlock tree, it has a lot of replayability and certainly we're going to support the title with DLC as well going forward.
So I think there will be a pretty strong reason to keep Homefront in the disc tray.
So you'd be able to assure our readers they're going to get value for money if they pick up Homefront?
Yes, I think so. You have to have a strong single-player and multiplayer component for $60. We feel that ultimately we wanted to make a game that people felt, 'Yes, I want to spend my $60 on that product'. We think what we're delivering in Homefront is really compelling and also a lot of fun.
What's the team up to now you're finished? Is it vacation time or straight on to the next thing?
We've been working on DLC already - we had to start that as the game was wrapping up. We rolled people off of the game. Programming is generally the last working on the game, so art and design are moving over to DLC. That's kind of where we're at at the moment.