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. 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. Kilometer long vessels battled their counterparts in titanic, decisive conflicts that often decided the fate of the planet below them.
We bring you the chance to experience Halo from space, in orbit and among the stars. In Homefront, you can command warships that stretch for kilometers and field dozens of weapons. Build nimble frigates which dip and weave in combat against their counterparts and strafe larger ships. Construct heavily specialized carriers able to dispatch dozens of fighters or drones, or explore more atypical, exotic weapons.
Halo © Microsoft Corporation. Homefront was created under Microsoft's "Game Content Usage Rules" using assets from Halo. 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. As such, it does not contribute to the official narrative of the fictional universe, if applicable.
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.
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). 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.
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 line between who worked where became much fuzzier after that point. Discussion about the appropriate home for this new project started to cement and it was decided that Slugfest would “own” the new mod. 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.
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. 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. So, the decision was made among the studio heads that we would form one studio under the name Chokepoint Games. Each mod still has a coherent development team within Chokepoint, but with a unified workspace, the flow of information and assistance between these projects is more fluid.
A chokepoint is an area where a combined force can utilize a team of limited manning to maximize its force projection and increase their overall effect on the battlefield. This term felt like it rung true for what we’re trying to do with this new experiment. We’re all working together, to varying degrees, to bring you the finest Halo mods we can muster. And maybe someday more.
Above we mentioned a joint project for Arma 3, as that was the catalyst for much of this discussion, but we’re not quite ready to talk about that project yet. Keep your ear to the ground and early next year we’ll begin directing you to the appropriate places to get caught up on what we’ve been doing when we’re not starside.
Thank you for your continued support and patience,
Studio Head, Chokepoint Games
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