In the 360 degree maps it’s harder to maintain a front. Any kind of attack, or even being seen, can set off alarms and call in tons of reinforcements, so it’s easy to be overwhelmed. The balance of the combat just doesn’t feel quite right. It means that I had some amazing moments of guerilla warfare - darting between buildings and launching quick fire-and-forget raids - but there’s also frustration, restarts and bullet walls to scale. They’re enjoyable if simple, while the ability to go where you want and do what you like keeps things moving along. The smaller objectives are usually things like finding a way into a building, or clearing out enemy troops. Ticking off a given map’s strike points lowers enemy presence, increases the local Resistance and slowly makes life easier. The bulk of the game takes place in relatively large open maps, usually with one main objective and a selection of bases to clear, as well as other side goals. Initially, it’s all about picking your fights. The studio renamed itself Dambuster and finally got to finish the game. However, Crytek itself ran into money troubles and sold both the game and developer, Crytek UK, to Deep Silver. It took the originally linear game and remade it into an open world shooter. However THQ went bust in 2013, selling the rights to Crytek. The original Homefront didn’t get the highest of scores but it was enough for THQ to start work on a sequel.