Homefront: The Best Failure of 2011

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shoes1315

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Mar 23, 2011
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I tend to use Homefront as a comparative example when talking about FPS games on my Examiner page. At first, I thought this was just because it was one of the few new shooters I had played recently, and I had a limited pool of games to draw from for my articles. Admittedly, this was part of the reason. Hell, I was writing about Modern Warfare 3 before I even played it. Something else about Homefront was dragging me in. It didn?t take me long to realize that, despite all my problems with the game, it was actually one of my favorites from 2011.

A brief synopsis for those not familiar with the title: the game explores a possible near-future scenario in which a unified Korea gains control over much of the Asian continent, growing in power until the new empire invades the west coast of the US. The protagonist you play as is a captured civilian helicopter pilot who is rescued by a small resistance force. You fight through the game as a resistance member, sabotaging the Korean occupation wherever you can.

The premise of the game was a breath of fresh air in the stagnant environment of the modern military shooter. Finally, there are enemies other than Russians and Arabs, and instead of bombing the living shit out of some undeveloped village with an AC130, you?re desperately fighting house-to-house through a small town American suburb. I know what you?re thinking: ?didn?t Modern Warfare 2 have missions where you fought through an American suburb?? Yes, my quick-witted reader, it did. The difference with Homefront is that you and your fellow resisters are untrained in combat, and without the support of an overpowering and technologically advanced US Army. You are forced to rely on whatever weapons and ammo you can find or steal, and you and your friends must learn military tactics through trial and error. This is meant to instill a sense of desperation, and immerse the player in a bitter fight for their own backyard. At least, this was the theory.

Unfortunately, this idea didn?t pan out nearly as well as it should have. Rather than conserving ammo out of fear of running out in the middle of a firefight, I was carrying so much that my inventory was full on a regular basis, and I had to leave extra ammo lying on the ground. Also, with a button control system lifted straight from Call of Duty, I had absolutely no trouble jumping right into the combat. Having an agreeable user interface is always a good thing, but if I?m supposed to be untrained in military matters, I should have a little more trouble getting used to firing a gun at other human beings.

Speaking of human beings and the emotions of said creatures, I couldn?t help but notice my distinct lack of concern for the well-being of my fellow resisters, or even myself. One of the draws of the game was that you were just a civilian fighting for your home and your life, and not just some government trained killer. There were some moments in the game, such as fighting off a KPA raid while a woman shielded her crying baby right behind you, or watching piles of civilians being bulldozed into mass graves, when it did succeed in unnerving the player and reminding them of the severity of the situation. Most of the time, though, I just didn?t give a shit. The dialogue was uninspired, to say the least (the game was written by John Milius, the man behind Red Dawn. You can take that any way you want). There?s little-to-no emotional investment in the characters, and until your piloting skills are needed to fly a helicopter, your presence in the group seems entirely incidental.

While the main story was ultimately a let-down, the overarching history of Korea?s rise over Asia and the US is extremely well done. As unlikely as the scenario of a unified Korea gaining that much power sounds, it is actually very plausible under the right conditions. Throughout the game you encounter scraps of newspaper which tell the history of the game?s story. These scraps detail the death of Kim Jong Il, the unification of the peninsula under North Korea?s charismatic new ruler, and the rapid decline of the Western economy, military and society. While games like Modern Warfare seem to ignore the fact that the Cold War is long over, Homefront paints a disturbing picture of the capabilities of what is currently one of the world?s real threats to stability. It?s important not to get xenophobic at times like these, but the story behind Homefront is definitely one of the most plausible stories to come from a modern shooter.

Another strength of this game, and what is probably the only thing besides the trophies that gives it replay value, is the multiplayer. The single player campaign was tragically short (although the seven missions it had were considerably long by themselves), but the multiplayer is the only area where Homefront was able to stand out. This doesn?t mean it is without its flaws. There are only a few different game modes to choose from, and a small number of maps that get recycled for each one. However, the saving grace for the multiplayer is the Battle Point system, which allows players to call in different weapons or vehicles once they acquire enough points. The BP system, in my opinion, provides a much better reward system for player performance than the kill streaks in CoD. It doesn?t take long to accumulate enough points to call in a tank or helicopter that the player can control themselves. I have yet to experience a better feeling in Homefront than when I request a tank and start blowing the living fuck out of everything in my path. The gameplay in multiplayer is the only reason why this game stays in my PS3 for extended periods of time.

There are other issues and strengths about Homefront that I could touch upon, but this post is already getting pretty long. If I've managed to keep your attention for this long, I heartily thank you. The last thing I will say is this: while the game may have failed in what it set out to do, I think it failed in the best way possible. The gameplay wasn?t innovative, the writing was terrible, but the overall story was very good, and it displayed a real effort to try and make a change in the current FPS trend. I really hope that this game can become a successful franchise. Just don't let Milius write the sequel.

You can find this same review and others (with images!) at my blog: http://trophy-enabled.blogspot.com/
 

TephlonPrice

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Dec 24, 2011
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I agree here.

Honestly though, I was expecting something along the lines of Freedom Fighters or something like old-school SOCOM or Ghost Recon style gameplay, seeing the story in the game could've worked for it. Not to mention it never really felt like an American insurgency against invaders in the way Freedom Fighters did it, seeing how you only seemed like it was you & just three other people instead of having at least a good support behind you here.

The campaign was just too short & lacked the sort of liberation theme needed. Like capturing a Wal-Mart & using it as an insurgent base of operations or stealing Ruger 10/22s from a gun store & using them as weapons to fight against the Korean forces. There just seemed to be a lack of moments that would've solidified that this was a true insurgency. The beginning more than set the mood well, but after that, things seemed to turn into Call of Duty with some moments that do hammer the point home, but nothing that really seemed to follow the concept here.
 

Vault101

I'm in your mind fuzz
Sep 26, 2010
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hey...I remember homefront..

"guys this story st going to be TOTALLY AWSOME!"

then

"5 hour campgn" there goes my interest, even more funny were their attempts to justify it
"yeah..but that depends on your skill level" yeah so Ill have to die a million times to get my moneys worth? no thanks
 

gigastar

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Sep 13, 2010
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Well, i cant say im a fan of the story concept. Its like some kind of American homeland-defence power-fantasy, but it stands head and arse above other stories in certain shooters released Shooter Season 2011.

Perhaps if they didnt leave the campaign so short it would have been much better, but we will never know seeing whats going on at THQ right now.
 

Spencer Petersen

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Apr 3, 2010
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The game may have had a chance if it didn't piss away its premise by making every bad decision on the modern shooter checklist.

The game could have had an interesting difficulty curve by starting you off with improvised and/or heirloom weapons coupled with guerrilla warfare, adding variety and empowering the themes of American ingenuity and much needed under-dog reinforcement, but instead it gives you a modern combat rifle in the first mission that you basically use the entire game barring scripted weapon scenes, like rockets for tanks, snipers for distant enemies and sighters for artillery/aircraft.

The game also was paced horribly. By front-loading the game with manipulative and shallow money shots of cartoonishly evil bad guys the player doesn't get a proper perspective of the situation and the oppression occurring. No matter how many little dolls you see getting trampled, you cannot show oppression without giving the player a personal stake or showing the situation before the conflict started. Replacing the silly bus ride with a player controlled chase sequence or outmatched shooting section would have been great to illustrate just how dangerous and ubiquitous the N Korean presence is. Protip: A mass grave isn't very shocking when you treat everyone like whack a moles for the entire game. Show us some prison camps we have to infiltrate/liberate. Let us live in the shoes of a victim. Let us experience the occupation, don't just tell us about it.

The game could have also shown up the traditional military FPS boredom by offering some freedom. Allowing the player to make informed decisions about tactics based on manpower/firepower could have greatly reinforced the idea of precise and smart resistance. Do we attack the tank column or let it pass because we lack heavy ordinance? Do we waste valuable time engaging a squad clearing houses or do we hold the main objective first? Its not moral choice, its tactical choice, something the game desperately lacked. The "kill all targets to proceed" presentation undermines the theme that we are operating at a disadvantage in the conflict, as the game never really presents you with a challenge that you need to think smartly to overcome or consider avoiding to fight another day.

Also, don't stock your game with stereotype characters who are terrible to be around.

Point is: The game was so uninspired and by the numbers the interesting premise only showed how incapable of subtlety the makers were. Boring shooting galleries with boring weapons against boring enemies punctuated by awful characters, a lack of thematic coherence, incredible brevity and finally sprinkled with manipulative scenes of such forced evilness I halfway expected the final boss to be cobra commander. Pure mediocrity straight from the can.
 

shoes1315

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Mar 23, 2011
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Thanks for reading, everyone. Despite all of Homefront's promises to deliver a new shooter experience, it seems that somewhere along the line they fell into the same trap that most (if not all) recent military shooters fell into. In trying to compete with CoD, they ended up trying to become CoD, completely ignoring the many chances they had for innovation. I can't even give them an "A" for effort, as it seems all the effort ended after the planning stage. I'll at least give them points for thinking about doing something different. You gotta start somewhere.
 

Dogstile

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Jan 17, 2009
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Doesn't matter how plausible it was, it was never going to survive under the amount of people calling it a cod clone and the other group of people screaming that america was invincible and nothing could harm it. Really wish some people could just think of it as an alternate universe sometimes.

That said, dude, review wise, pictures, they're needed. They break things up a bit, help get your point across, etc.
 

shoes1315

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Mar 23, 2011
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Yeah, I thought the probability of the story was complete BS for a while until I thought about all the conditions that the game presents. IGN also had a pretty interesting article about Homefront's plausibility. I agree, though, that most people would never take it seriously (because really, Russia starting a one-sided war with every major European country and America makes so much more sense).

And this same review has images throughout on my blog, I just didn't add them here on the forum. I'll have to remember to do that next time.
 

Kvaedi

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Jul 7, 2011
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I agree with you. When I read what it was supposed to be, I was amazed. I was expecting to be the underdog. What I truly thought it would be like was those last few missions in Half Life 2, where you fight through the city streets with your small resistance force, against overwhelming odds. Without armored support, taking fire from gunships and vehicles...That's what I wanted, to fight through the rubble, being completely inferior to the enemy in manpower and equipment.

Instead, Homefront was just another shooter. I didn't feel like the enemy was a real threat, I jumped right in, and from the very start became a superhuman grim reaper on the battlefield. I felt more like a half super soldier, half god of war than I ever felt like an out-manned and outgunned resistance fighter. There were some moments that snap you out of that, like you mentioned, but other than that it plays like any other shooter. You're the guy with the gun, go kill the entire enemy army.