Back then, Dambuster Studios was called Crytek UK – having originally started out as Free Radical Design, which developed the popular TimeSplitters games, and was founded by members of the legendary Rare Software team behind GoldenEye. Free Radical Design had fallen on hard times and was bought out by Crytek in 2009. Giant US company THQ, which published Homefront, approached Crytek UK to develop the sequel, saying it wasn’t happy with the quality of the original. “We were looking for Crytek UK to have its own IP and franchise to work on, so it suited us well, too,” says Zala. “Back then, in 2012, we conceived a game that would be next-gen, but probably a bit more linear than it is today.
Remarkably, as Zala explains, Homefront: The Revolution benefitted massively from the turmoil. “Crytek was unhappy with the progress and reception of Crysis 3 [which came out in February 2013],” he says. “So we reassessed Homefront. It had been my long-standing ambition to turn it into an open-world shooter and, although that was supposed to be for the next version, we said: ‘You know what? Let’s go ahead and do that now.’ That was July 2013: we owned the IP, as we were Crytek UK, and we moved the game to an open-world structure, which really rebooted the development process.”
http://www.theguardian.com/technolo...-revolution-game-dambuster-studios?CMP=twt_gu
I find it interesting that Crysis 3's mixed reception influenced the game's change to open world.