THQ's Homefront 2/Mission High Level Visions

**Document Status: Yellow [Pending story sign-off]**

## Intro A

* **Main objectives of the level**
	+ Action start to the game
	+ Establish the player
* **Main game play feature/s if more than one for the level**
	+ Car chase
	+ No player shooting (all car)
* **Rough time limit for the level and expectation of workload**
	+ 5-10mins
	+ Heavily scripted
* **Pacing of the level**
	+ Broom, broom
* **Location of the level and initial art direction**
	+ Rural outside of Philly
* **Main story beat for the level how we currently intend to communicate that beat**
	+ McGuffin passed on? revealed

## Intro B

* **Main objectives of the level**
	+ Show the impact of the KPA occupation, set the scene
	+ Philly art direction
	+ Get past the KPA with the McGuffin
* **Main game play feature/s if more than one for the level**
	+ On foot exploration with ai buddy through the occupied city – scripted events
	+ On foot escape from Goliath and KPA forces
	+ The FIRST KILL
* **Rough time limit for the level and expectation of workload**
	+ 15 mins
	+ Heavy scripting
* **Pacing of the level**
	+ Mainly Slow
	+ Dramatic ending
* **Location of the level and initial art direction**
	+ Philly
	+ See the effects of the economic crash followed by 2 years of occupation
* **Main story beat for the level how we currently intend to communicate that beat**
	+ The player takes on delivering the McGuffin alone as Walker sacrifices himself
	+ The player is told by Walker how important the McGuffin is and where it has to go then they see Walker beaten and captured so that they can pass a checkpoint

## Shipyard

* **Main objectives of the level**
	+ First ‘real’ game mission
	+ Find the Resistance cell in the shipyard
	+ Pass the McGuffin to the intended recipients
	+ Escape the KPA assault
* **Main game play feature/s if more than one for the level**
	+ Large scale puzzle
	+ Player controlled Goliath
* **Rough time limit for the level and expectation of workload**
	+ 1 hour!
* **Pacing of the level**
	+ Stealth – shipyard entry,
	+ Exploration,
	+ All action ending – throw the cryEngine kitchen sink – the KPA are coming in
* **Location of the level and initial art direction**
	+ Naval shipyard
	+ Decommissioned ships
* **Main story beat for the level how we currently intend to communicate that beat**
	+ The Techies take the McGuffin, they intend to kill the player but the KPA interrupt and kill them
	+ Tech killed all but traitor
	+ The player escapes with goliath but is caught in an explosion and knocked out
	+ The player is left with the McGuffin and no idea what it is or how to use it

## Samaritan

* **Main objectives of the level**
	+ Assist the Samaritans on their ambulance missions around the city
* **Main game play feature/s if more than one for the level**
	+ Driving the ambulance
	+ Facilitating the treatment of wounded Americans
* **Rough time limit for the level and expectation of workload**
	+ 1 hour
* **Pacing of the level**
	+ High
* **Location of the level and initial art direction**
	+ Yellow Zone
	+ Nighttime – past Curfew – high risk
* **Main story beat for the level how we currently intend to communicate that beat**
	+ The player meets the various resistance faction leaders at the safehouse as they try and work out what the McGuffin is

## Indepdence Hall

* **Main objectives of the level**
	+ Rescue Walker from the show trial
	+ The twist – it’s a trap
	+ Fight through the KPA ambush
	+ Broadcast a counter propaganda message
	+ Kill ‘Tokyo Rose’?
* **Main game play feature/s if more than one for the level**
	+ Puzzle to use communications equipment ????
	+ Infiltrate
	+ Siege hold out
* **Rough time limit for the level and expectation of workload**
	+ 1 hour
* **Pacing of the level**
	+ Slow start
	+ Frantic during ambush
	+ Pace stays mainly high
* **Location of the level and initial art direction**
	+ Independence Hall
* **Main story beat for the level how we currently intend to communicate that beat**
	+ The KPA use Walker as bait in their trap
	+ Again the player fails to discover what the McGuffin is for as Walker cannot be reached

## Penn University

* **Main objectives of the level**
	+ Get some computer equipment working to see what’s on the McGuffin
* **Main game play feature/s if more than one for the level**
	+ AI buddy helps you
	+ Puzzle to assemble computer equipment and decode McGuffin SSTV signal
	+ Gangsters rather than KPA are the enemy
* **Rough time limit for the level and expectation of workload**
	+ 1 hour
* **Pacing of the level**
	+ ???
* **Location of the level and initial art direction**
	+ University
* **Main story beat for the level how we currently intend to communicate that beat**
	+ The player works out part of the McGuffin and gets a map with a position marked with a date and time
	+ The Traitor helps you in the mission so also finds out the information

## City Hall (order problem)

* **Main objectives of the level**
	+ Assassinate Kim Jong-Un
* **Main game play feature/s if more than one for the level**
	+ Sniping
	+ Rooftop zipline traversal
	+ Marking targets – RPG ?
	+ Aerial attack
* **Rough time limit for the level and expectation of workload**
	+ 1 hour
* **Pacing of the level**
	+ High as you zipline around sniping
	+ High during assassination attempt
* **Location of the level and initial art direction**
	+ Rooftops very high up
* **Main story beat for the level how we currently intend to communicate that beat**
	+ Currently unclear

## Wet Lands - PIVOT MISSION

* **Main objectives of the level**
	+ Meet the EU agent
	+ Rescue the EU agent
* **Main game play feature/s if more than one for the level**
	+ Quicksand style mud if the player strays
	+ Airboat
	+ Convoy assault
* **Rough time limit for the level and expectation of workload**
	+ 1 hour 30 mins
* **Pacing of the level**
	+ Slow tense buildup
	+ High intensity KPA assault
	+ High octane convoy assault
* **Location of the level and initial art direction**
	+ Wetlands
	+ Foggy
* **Main story beat for the level how we currently intend to communicate that beat**
	+ The EU agent and player are captured by Army Rangers
	+ The traitor is revealed as they call in the KPA
	+ Rescue the Agent who reveals the second part of the McGuffin to be the KPA BattleNet access codes, he provides software that must be uploaded to allow the invasion to occur

## Comms Dish

* **Main objectives of the level**
	+ Upload the EU agent’s software into the KPA battlenet using the access codes
	+ Defend the dish during the upload
* **Main game play feature/s if more than one for the level**
	+ Hide from KPA searches
	+ Assault
	+ Manually align sat dish
	+ Make drones freak out
	+ King of Hill mobile defense of multiple objectives
	+ Half Life E2 ending
* **Rough time limit for the level and expectation of workload**
	+ 1 hour
* **Pacing of the level**
	+ Tense intro
	+ High paced assault
	+ Slow puzzle section
	+ High paced defense
* **Location of the level and initial art direction**
	+ Satellite Dish
* **Main story beat for the level how we currently intend to communicate that beat**
	+ Uploading this software will cause havoc in KPA military command and control at a specified time, allowing the invasion to succeed

## Fairmount Waterworks

* **Main objectives of the level**
	+ Move around the KPA command centre in disguise
	+ Obtain the plans to the Atlantic City defences
	+ Blow up vital stuff
* **Main game play feature/s if more than one for the level**
	+ Being in disguise
	+ Planting bombs
	+ ???
* **Rough time limit for the level and expectation of workload**
	+ 1 hour
* **Pacing of the level**
	+ High during initial landing at Fairmount
	+ Slow and tense while infiltrating command centre
* **Location of the level and initial art direction**
	+ Fairmount Waterworks and the museum
* **Main story beat for the level how we currently intend to communicate that beat**
	+ Although the KPA battlenet will be disrupted the Invasion must still contend with the local defences, by obtaining the plans the Resistance can attack them
	+ The traitor is found here

## Atlantic City 1

* **Main objectives of the level**
	+ Destroy KPA defences
* **Main game play feature/s if more than one for the level**
	+ Not sure yet
* **Rough time limit for the level and expectation of workload**
	+ 1 hour
* **Pacing of the level**
	+ Not sure yet
* **Location of the level and initial art direction**
	+ Atlantic City
* **Main story beat for the level how we currently intend to communicate that beat**
	+ Destroying defences so the Landing will succeed

## Atlantic City 2

* **Main objectives of the level**
	+ Unknown
* **Main game play feature/s if more than one for the level**
	+ Unknown
* **Rough time limit for the level and expectation of workload**
	+ Unknown
* **Pacing of the level**
	+ Unknown
* **Location of the level and initial art direction**
	+ Unknown
* **Main story beat for the level how we currently intend to communicate that beat**
	+ Unknown