[Introduction]
Remember Homefront?
Well, I hope you don't, because the developers have left it in the dirt quite literally in all but name. Homefront: The Revolution is a story-driven open world first-person shooter with some focus on exploration. All it has in common with its predecessor is a name and a basic premise, except this time it's actually well-implemented.
[First Impressions]
Wow.
This feels a lot like Far Cry 3.
The zone control, the weapon modification, the crafting, the story focus, it's kind of uncanny. It's also an unfair comparison, because the games are quite different from eachother, but chances are, if you've played Far Cry 3, then you'll recognise quite a few gameplay elements.
Also, if you've played Homefront, then you'll probably notice an immediate increase in quality.
[Development]
As you may recall, Kaos Studios was shut down following the release of Homefront. So who made Homefront: The Revolution? I'll tell you: Dambuster Studios. If you've never heard of them, there's a reason for it, namely that this is the first game they ever made. It's also the only game they've ever made, although Chorus is supposed to release in 2021 and Dead Island 2 is allegedly in development.
There have been some fairly substantial changes, the foremost of which is a change from the Unreal Engine to the CryEngine, which might further contribute to any Far Cry 3 vibes you might get. Other substantial changes is... everything else.
Also, this originally being a THQ title, there's a clusterfuck of a development process that I'm not even sure where to begin with. If you've read any of our other reviews featuring THQ games, then you already know how it goes, and as of writing, I'm looking at a mess I barely even want to touch.
Anyway, following the release of Homefront, THQ announced that a sequel was in the makes. This is back in 2011, which is the same year the original development studio was shut down. And, as we know, a year later THQ went bankrupt. Then in 2013, as part of this bankruptcy, they started auctioning off their IPs, including Homefront.
Crytek bought the rights to Homefront for half a million dollars, and in 2014 they decided to co-publish Homefront: The Revolution with Deep Silver, who had acquired other, unrelated IPs from THQ. Crucially, the change in both developer and publisher allowed for a total reboot of the game. In many ways, the final product ended up being pretty much everything the first game should have been.
And speaking of change in publisher, also in 2014, Crytek decided to dip out of the project by selling the IP to Koch Media, parent company of Deep Silver, a decision that was likely due to financial issues. This is when Dambuster Studios took over for Crytek, literally the same month the studio had opened its doors. Release was also pushed back to 2016, which gave Dambuster a mere 2 years total to actually work on the game.
So considering that this is almost a Frankenstein of a game, what with the juggling act performed by developers and publishers, it's pretty impressive.
[Game Mechanics]
Resistance good, KPA bad.
Help resistance, shoot KPA.
A simple premise that goes back as far as there have been shooters. Depending on your definition, this might even include old carnival games, but I digress. My point is that it's a tried and true method of interacting with the world, namely shooting bad guys.
To help you accomplish this, Homefront: The Revolution gives you a surprisingly large arsenal, although you're initially limited to carrying only one weapon and your sidearm. This is later expanded to two weapons and your sidearm. The thing is, this is deceptive, because your weapons can be modified. More specifically, they can be modified on the fly, and modifications can be extensive.
It probably goes without saying that switching out a firearm receiver on the fly without some kind of workbench or any tools at all is... not very realistic at all. If you're expecting realism, you're in the wrong part of town, because of the 6 weapons available to the player, 5 of them can be customised to 3 variants each. So, down to defaults, you get a pistol, a crossbow, an assault rifle, a battle rifle, a shotgun and a rocket launcher.
These can be converted into an SMG and a pneumatic pistol; a blunderbuss and a flamethrower; an LMG and a mine launcher; a marksman rifle and a fireworks launcher; an automatic shotgun and a napalm launcher respectively. Some of these, like the fireworks launcher and blunderbuss, get kinda silly. I mean, one is a fireworks launcher and the other is just a gigantic 4-barreled shotgun that always fires 2 barrels at a time.
Then there's your throwable items, which boils down to molotovs (no revolution without molotovs), hack tools, pipe bombs and firecrackers. But, as before, this is deceptive, because there are variations of each one. Every throwable item can also be turned into a remotely activated item. Or a proximity mine version. Or you can mount it to a fucking RC toy car and drive pipe bombs under KPA vehicles.
BUT WAIT, THERE'S MORE: you also have various gear available to you, which represent improvements to your capabilities. More carry capacity, faster reloads, better stealth, improved damage resistance, that sorta stuff. It's all generally quite useful, but to be fair, if you're not sneaking around a lot, some of it might strike you as unnecessary.
Now, how do you afford all this? The resistance is on a shoestring budget and everything is home made. There has to be some kind of barter system, and there is: the American dollar. Gather up valuables, complete jobs, participate in flashpoints and progress the story. These will all give you more money, particularly in the late game. It might sound a bit grindy, and very early on it can be, but by the end, you won't be missing a lot.
This might be a good time to mention some of the bugs I've encountered, because one of them is about flashpoints: they're supposed to be missions that kind of ad hoc just appear in the game world. The KPA attacking an outpost is the most common one, but sometimes it's supply stashes instead. Nothing fancy, but they do have an annoying habit of popping up right as I capture a new area. This is a problem, because capturing an area skips time forward and basically resets the game world in terms of NPCs and flashpoints.
Other than that, bugs are fairly minor, and I never ran into anything gamebreaking. Mostly it's been graphical bugs, like a door guard standing like he's holding up a gun, but it's just his empty hand. To his credit, he was maintaining good trigger discipline, although all that accomplished without a gun is pointing at the ceiling. Silly, but nothing really impactful.
I think that's about it. Kill norks, get money, upgrade your stuff, kill more norks. Rinse and repeat until you've liberated the United States.
[Graphics]
This is not a bad looking game by any stretch of the imagination.
But, at the same time, something feels kinda... off about it. I wish I had the words to describe exactly what it is, but I'm just not sure. Maybe its the quality of animations, maybe it's the way the models were rigged, maybe it's something about how motion capture translated to cutscenes, I just don't know, but it sometimes gets a sort of uncanny vibe.
[Story]
You are ETHAN BRADY, newly inducted resistance fighter and protagonist. Also, when I say newly inducted, I do mean newly inducted, because when the game starts you've been in the resistance for all of 3 god damn days. This is the first similarity to the first Homefront game, but by no means the last.
It's established early on that the digital revolution of the real world's Silicon Valley in the 1970s didn't happen in America, but in North Korea. We're gonna ignore the fact that North Korea is an insane Communist dictatorship presently stuck somewhere in the 60s, because in this world, that isn't the case. On the contrary, North Korea actually had a normal revolution in addition to the technological one and has become a capitalist country.
This lead to a frankly insane leap of development, to the point that they became the leading technological superpower in the entire world. We're talking "everyone's buying our stuff"-levels of development here. And it's not crappy knockoffs being sold abroad either, it's some legitimately advanced stuff.
And the world eats it up, particularly the United States. The company behind all this development, APEX, even has an arms research division that designs and builds firearms and various types of military equipment, including autonomous AI-controlled fighting vehicles that would pretty much be tanks if they had treads.
Unfortunately, because everything was made by APEX, North Korea effectively has a backdoor into the entire US military, and when the US refuses to pay off its monstrously huge debt, they just kinda turn off the American armed forces. And then they pull a Russia and "send emergency disaster relief" which is actually an occupation force. All those rations? They were military rations. For the KPA, not US citizens.
So, shit's fucked. How fucked is the shit? The shit's so fucked that APEX even shut down the guns the military had. As in, because APEX guns have biometric scanners and such built into them, they could just block any recognition of the soldier that was issued the weapon. This means that ALL military hardware is now useless. Any resistance movement literally has to build its own guns from scratch or scraps.
Anyway, Brady joins the resistance and is part of a cell due to receive a visit from the reigning orangutan of the movement, one Benjamin Walker. Unfortunately, the KPA cracks down on the cell right as Walker arrives, and although he manages to save Brady, he gets captured. Brady instead heads to the resistance HQ.
Here, he's assumed to be a spy and ends up in the torture chair face-to-face with Dana Moore, one of the resistance leaders. From this point on, Dana is mostly characterised as a frankly psychotic individual whom the resistance can barely control, but they keep her around because she's a talented interrogator. And because her tendency toward sudden bursts of extreme violence makes her ideal for ambushes.
Fortunately, Jack Parrish shows up and stops her with all the nonchalance in the world, barely registering that Brady has been tied up and nearly tortured. This is just a thing Dana does. Parrish, meanwhile, is introduced and continuously characterised as a good man and a good fighter, but not a particularly charismatic fellow. He's the first to advocate rescuing Walker, because if he has to do any talking or hold any speeches himself, they're screwed.
Eventually they're joined by Sam Burnett, a doctor whose primary concern is providing a foil to both Dana's psychotic nature and Parrish's willingness to do whatever it takes. Burnett largely only involves himself with the resistance in order to provide medical care via his network of clinics and to talk them out of some of their more drastic plans that might result in collateral damage.
So we have a decent core of characters, with others on the side. This is a big win over the first game, because there's very frequent chatter, particularly over the radio. In addition to this, the story is often told through cutscenes with tertiary information provided through journal entries that can be found throughout the game world.
Honestly? It's compelling. You really do get the feeling that these are very different people who, ordinarily, might never have met eachother, let alone gotten along. It's also solidly established that some of them, such as Parrish and Burnett, would have been in entirely different situations if not for the ongoing war, and Dana most definitely would never have been given any position of authority if not for her usefulness in the current SHTF scenario.
It should also be mentioned that there is a DLC that explores the events following the main game, but I never played it. The DLC apparently also features a voice actor for Brady, which I think is fitting. In retrospect, he probably shouldn't have been made a silent protagonist, especially considering how chatty everybody else is.
[SPOILERS]
I'll try and make this short:
Walker breaks under torture, prompting Parrish to step up and try to fill his shoes despite his self-avowed lack of charisma or oratory skills. He gets shot up pretty badly, but he survives and ends up in a wheelchair.
Dana learns empathy from her involvement in the resistance and from witnessing the sacrifices of others. She gives up her life to destroy a goliath blocking the advance of the resistance in the final act of the game, effectively redeeming her previously psychotic personality and behavior.
Burnett eventually leaves the resistance due to conflicting ideologies and opinions on how best to resist the Korean occupation of America. He instead focuses his efforts on evacuating people from danger zones and continuing to set up clinics for both combatants and civilians.
In the end, KPA air superiority is broken. Also, from what I can tell, the aforementioned DLC features a rescue operation of Walker as well as the destruction of the KPA satellite network and subsequent NATO involvement in the conflict.
[Pros]
- Solid FPS experience
- Flat improvement across the board over its predecessor
- The story is fairly decent
- The revolution actually feels like a revolution
- The KPA feels like a credible threat
[Cons]
- It can be a bit janky
- Certain elements are introduced or hinted at but not used to their fullest extent
- The story is, frankly, a little silly, even if it tries to play itself off as serious
- If you're North Korean, this is not the game for you
- Multiplayer is dead and should never have been added in the first place
[Conclusion]
Homefront: The Revolution is absolutely worth your time. It's not the longest game in the world, even if you go for 100% completion, but it's a solid little experience that'll draw you in if you give it a chance. And I'd be lying if it wasn't a little cathartic getting to play a game of "hippity hoppity get off my property" with the KPA.
If you want out of this hell, we're gonna have to fight our way out. Moral compass optional.
/DUX