As we continued to work on our respective projects and shared resources for the joint project it became clearer that it would benefit us all to become a unified studio, share a digital workspace, and formalize our unified planning. With the understanding that Slugfest was about to become more public-facing, we realized that Slugfest’s studio name should change due to legal concerns with younger, but more official, entities with that name. Credit and attribution are important in modding because these projects are often centerpiece items on portfolios for aspiring game developers, so these types of discussions are natural when enough people are involved. Discussion about the appropriate home for this new project started to cement and it was decided that Slugfest would “own” the new mod. The line between who worked where became much fuzzier after that point. The sharing of resources and manpower became more pronounced last year as several members from each team began working together on a new modding project for Arma 3. The reality is that these teams shared so much manpower and planning that they were essentially one large group and the separation was largely due to precedent and modding norms. Previously, each mod team operated under different fan studio names: Slugfest Studios, Broken Line Studios, and 363 Productions however, the overlap of staffing between these projects was extremely high and each team’s leadership worked in concert with one another throughout the development process for each project (going so far as to deconflict release schedules). Today, the teams behind Sins of the Prophets, Sins of a Galactic Empire, Operation: HOMEFRONT, and Evolutions: Real-Time Strategy Evolved - renowned mods for Sins of a Solar Empire, Homeworld, and Command & Conquer 3: Tiberium Wars respectively - are proud to announce that they are joining forces to create Chokepoint Games, a fan development studio to pool their collective knowledge, talent, and skill. As such, it does not contribute to the official narrative of the fictional universe, if applicable. It is not endorsed by Microsoft and does not reflect the views or opinions of Microsoft or anyone officially involved in producing or managing Halo. Homefront was created under Microsoft's " Game Content Usage Rules" using assets from Halo. HHF is Halo based, but if we feel like we can improve on something, we will try our best to do so in a manner that stays as close to established lore as possible. Ship designs and unit choices that are more dictated by gameplay than simply following canon for the sake of canon.This also means that we do not currently plan on a campaign, but will not rule one out in the future. To this end, we will be supporting an online player community as much as we possibly can. Revival of multiplayer and competitive gameplay - While we do provide an excellent AI in skirmish, our goal is for Homefront to be played against other individuals.Furthermore, there will be no playable flood or Forerunner faction. The mod is based sometime before the fall of Reach, so will not include any new UNSC tech post Halo 3. A tailored, well rounded game - Our vision isn't simply to bring Halo to Homeworld 2, but to make a game that is fun, balanced and within reason.New UI features, new music, new voices and new ships - We intend to replace as much as we can from the vanilla Homeworld 2 experience to bring you a total conversion worthy of the Halo universe.Play on maps featuring key Halo locations and backdrops - Earth, Sanghelios, Reach and even the Halo rings themselves.Both sides will be asymmetric to each other, providing a varied experience. Play as either the slow, steady and economically minded UNSC, or the heavily armed and aggressive Covenant.Construct heavily specialized carriers able to dispatch dozens of fighters or drones, or explore more atypical, exotic weapons. Build nimble frigates which dip and weave in combat against their counterparts and strafe larger ships. In Homefront, you can command warships that stretch for kilometers and field dozens of weapons. We bring you the chance to experience Halo from space, in orbit and among the stars. Kilometer long vessels battled their counterparts in titanic, decisive conflicts that often decided the fate of the planet below them. While the games had followed the UNSCDF's fight from a ground-side perspective, there was always the back drop of war with the Covenant waged on two fronts while the troops of both factions clashed on the ground, their monumental warships fought for supremacy in orbit. Ever since Halo: Combat Evolved opened with the descent of the Pillar of Autumn toward the alien ring world known as Halo, the vehicles and spacecraft of Halo have featured heavily in the plot, setting and cinematic of Bungie's masterpiece series.
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