The openworld FPS Homefront: The Revolution was thought to be dead by many when THQ closed the previous development studio and sold the IP to Crytek in 2014.
…and then it was thought to be dead again when Crytek failed to pay its staff and announced that “internal restructuring” forced them to sell the IP to Koch Bros.
Now, finally some good news for anyone that’s been holding on in the hopes that this game would break ground soon. Being developed by Deep Silver, Homefront: The Revolution has reared its head again in a more emotional trailer dubbed “Thank You.”
Homefront takes players through the Greater Korean Republic’s takeover of the United States. Philadelphia serves as the primary operating base for the GKR, and the story of guerrilla warfare begins among the Pennsylvanian residents.
Since the Deep Silver take over, a greater focus has been placed on co-op — letting players build their own Resistance Cells by recruiting more fighters and gathering supplies.
The game promises to not play like a standard FPS.
“this is no linear shooter; learn the art of guerrilla warfare and use ambush, infiltration and hit and run tactics against your foe in thrilling un-scripted firefights” – Gamescom 2015 press release
Homefront: The Revolution is slated to release sometime in 2016 on Mac, PC, PS4, and Xbox One, but no specific date is certain as of yet.
In the 74th annual general meeting and Q&A session between Nintendo and their shareholder, Shigero Miyamoto addressed the upcoming Legend of Zelda for the Wii U.
While the game was broadcasted at E3 as an “open world” game, Miyamoto stated that he would “prefer not to use the generally used term ‘open world’,” and that “there is a large world in which players can do numerous things daily.”
This could be a question mark to the direction of the game, but he went on to explain that he is trying to shift the focus in attitude players may take when approaching the new Legend of Zelda.
“In the traditional “The Legend of Zelda” series, the player would play one dungeon at a time. For example, if there are eight dungeons, at the fourth dungeon, some players may think, “I’m already halfway through the game,” while other players may think, “I still have half of the game to play.” We are trying to gradually break down such mechanism and develop a game style in which you can enjoy “The Legend of Zelda” freely in a vast world, whenever you find the time to do so.”
This idea appears promotes an attitude that hints that their idea of open world may not be as similar to other such games. Miyamoto concluded his response by mentioning that they look to evolve the Legend of Zelda series for the Wii U — likely to try and conform to a format of gameplay that is prominent today, yet adding their own personal touch.
So, yes, you can go to those mountains over there, but maybe not right away.