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Giant Bomb Review

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Homefront Review

3
  • X360
  • PS3

A solidly crafted multiplayer component is the only thing that redeems Homefront's brief, nearly tensionless campaign.

There is a moment in Homefront's single-player campaign that sums up the whole shebang in its entirety. You're walking with your fellow freedom fighters through what was once a baseball stadium, but now doubles as both an internment camp for American civilians and a dumping ground for their bodies. You stumble upon a group of Korean soldiers dutifully shoveling corpses into a mass grave. This is, of course, awful. Dramatic, sad music swells, and one of your compatriots begins to tremble angrily, and as his temper builds, he finally cracks, pulling his rifle and shooting blindly at any soldier he sees. Then all the Korean soldiers run and find cover, and you spend 20 minutes sluggishly shooting at them while your AI-controlled friends stand around, sometimes shooting, and other times blocking your path.

Homefront is a five-hour anticlimax. It is endless buildup toward horror and shock, constantly kneecapped by the developer's unwillingness to make good on its threats of emotional impact. Its "terrifyingly plausible" tale of an America overrun by a newly powerful unified Korean regime seems like the stuff of paranoid nightmare, the kind of story that certainly could make for a troubling, intense video game experience. Instead, developer Kaos Studios plays it safe, out and out refusing every opportunity to explore its own narrative and instead resting entirely on a series of dully standard shooting missions, periodically punctuated by scenes of terrible things happening to characters you've developed zero attachment to. Were that action of a more visceral and exciting quality, and not merely a generally easy, periodically frustrating, and largely uninspired copy of every other modern shooter of the era--with one particularly modern game of warfare among them--you might be able to forgive Homefront's disinterest in storytelling. Instead, excitement often eludes the game, and were it not for a small handful of genuinely interesting setpiece battles and a decent multiplayer suite, Homefront would be completely dismissible.

 At some point, this dude will refuse to get out of your way.
 At some point, this dude will refuse to get out of your way.
Homefront's story puts you in the role of a faceless, voiceless protagonist named Jacobs, a former pilot who finds himself rousted from his bed and shoved onto a makeshift prison bus by cruel and murderous Korean soldiers. It's the year 2027, and the United States is little more than a shell of its former self. An opening preamble combines real life footage of Hillary Clinton discussing the South Korean military boat sunk by the North with manufactured news footage featuring the rise of Kim Jong-Un as North Korea's new great leader, his reunification of the two Koreas and outward expansion into Japan and other vulnerable Asian nations, and eventual attack on America via an EMP weapon. This leads to an invasion of America's West Coast and irradiating of the Mississippi River, to keep American forces in the east separated from the armies in the west. All of this in just 17 years, and now you're on a bus headed to God knows where, while you watch innocent civilians--parents, in front of their children, even--gunned down by faceless soldiers of an invading enemy.
 
And then you go shoot some dudes. 
 
After a daring rescue attempt by resistance fighters, you're whisked away, handed a gun, and told to just start firing away. While that makes some sense in the beginning, Homefront never breaks from this pattern of showing you something horrible (usually from a very safe distance) and then hurrying you off into a standard bout of duck-and-shoot firefighting. There are feeble attempts at emotional resonance, but for as much time as you spend with the characters in your squad of freedom fighters and seeing innocents beaten, bludgeoned, and shot to death, shockingly little impression is made. Characters appear and disappear frequently, making one wonder if the whole resistance is made up of like five actual people and some random extras. Flirtations with infighting--including tensions involving your Korean-American team member, and a sequence where a fellow fighter botches a launch of white phosphorus that kills as many friendlies as foes--are set-up and then cast aside. Opportunities for extrapolation, exploration, real emotion are constantly tossed away in favor of rote gunplay. Other, better shooters have found ways to marry their story and their action in creative ways. In Homefront, action and drama feel completely divorced from one another.

It's a shame, given the supposed involvement of writer John Milius, who co-wrote Apocalypse Now and both wrote and directed the Cold War paranoia cult classic Red Dawn. Who better than he to plug into the fear inherent to American culture of a sadistic invading army stepping foot on US soil? Who better to flesh out these characters, or at least give them some cheesily memorable personality? Either Milius' involvement is grossly overstated, or the guy has just lost his touch. At no point do you get any sense of gravity or reality in this story, nor do you get the kind of rah-rah, everyman vs. an evil army vibe so prevalent in Red Dawn. That movie certainly lacked realism, but it's chock full of standout lines and significant characters. Milius knows how to write dialogue. This is the guy who wrote the "Indianapolis" speech from Jaws, and the "Do you feel lucky?" monologue from Dirty Harry. The most memorable lines from Homefront? A Bruce Campbell reference, a Korean barbecue crack about some burning enemy soldiers (which really feels like it should have been followed by a sad trombone for maximum impact), and the time someone on my squad shouted about enemies occupying a Hooters.

 Suffice it to say, this did not go entirely according to plan.
 Suffice it to say, this did not go entirely according to plan.
That the action fails to pick up the story's slack is Homefront's greatest disappointment. We're used to games failing to deliver on their cinematic storytelling goals, but given the inroads made by developers in first-person shooting over the last few years, it's shocking how underwhelming much of Homefront's action truly is. Indeed, there are moments that impress. While the game is plagued by a dingy, often indistinguishable color-palette and crusty, blurry textures (which make the game's pervasively janky frame rate all the more confusing), Kaos Studios has managed to craft some appropriately decrepit and heartbreaking scenery to fight through--ruined, blood-soaked suburbs and an artillery-laden Golden Gate Bridge are particular standouts--and as you fight through them, the battlefields are rife with explosions, ambient gunfire, and a kind of controlled chaos; the kind you can trudge through without feeling like the shaky-cam and constant waves of enemies are throwing off your equilibrium.

On the flipside, few moments in Homefront feel truly dangerous. There is a constantly guided feel to the game's progression, not to mention a distinct lack of challenge. A few particularly intense firefights will lead to repeated death, but on the normal difficulty level, most missions are a breeze (the hardest level is an improvement, but not exactly gut-wrenching.) Most of this breezy feel is the result of the game's definition of "squad tactics." You're nearly always accompanied by a few other resistance fighters, and most times you're just following them around to wherever it is they decide to go. These cohorts aren't crack shots, but they're also invincible, meaning you can often just use them as temporary bullet shields, and following them will always result in you finding the best cover spots.

As much as that aids the game's ease of play, it also adds some frustration. That your AI compatriots take cover at all feels a bit like a cruel joke, since they can't get hurt. Ostensibly they're supposed to be real soldiers like you, so of course they'd want to use tactics to avoid getting shot. But then they take the best cover spots, and refuse to move out of your way while you're running around getting pelted by enemy fire. And while following your friends around makes for a bit of a brainless progression, periodic bouts of AI weirdness sometimes trap you in one spot. There are random moments where they just refuse to move for periods of time--the longest of which ended up being about half a minute--until some inexplicable trigger happens that makes them realize, "Oh, right, war is happening. Time to go!" Perhaps this is the developer's way of trying to pad out the campaign's disturbingly brief run time, which ends up being somewhere around four to five hours on the default difficulty.

Despite THQ's blitzkrieg promotion of Homefront's single-player story, the multiplayer is where it feels like most of the developmental effort went. Maybe the publisher was frightened of getting crushed by the all-absorbing multiplayer Akira monster that is Call of Duty, and perhaps with good reason. If you are a developer making a first-person shooter with a modern-ish setting and the usual slate of modes, it takes a Herculean effort to pull players away from the great time burglars of the genre. Homefront's effort isn't quite Herculean, but it's a good try.

Modes are all team-based, with a standard team deathmatch, and a ground control mode, where your team captures specific points on a given map. Battle Commander is a mode that alternates between these two match types, and also tosses in the benefit of an AI commander for both teams, which assigns special mission objectives and highlights players with particularly high kill streaks as threats. Meeting those objectives and killing off targeted players earns you bonus points.

Fighting through the suburbs is a neat idea--it just never delivers the promised impact.
Fighting through the suburbs is a neat idea--it just never delivers the promised impact.
Battle points are the game's currency, but they're spent in an unusual way. When you choose your class at the beginning of a match or right before a respawn, you see a number of other weapons, drones and other gadgetry that your class has unique access to. These objects can be purchased on the fly during the course of a game. So, say an enemy has jumped into a humvee and is coming barreling at your heavy weapons-class soldier. Now might be a good time to spend a few points and bust out a rocket launcher. Vehicles also cost points, so if you're particularly interested in flying a helicopter or driving a tank right over some unsuspecting players, it's best to save up your points.

The feel of the multiplayer is solid. It's fast-paced without feeling too arcadey, and the vehicles are easy to use and fun to control. The variety in classes occasionally lacks definition--the difference between a sniper and a heavy weapons fighter are obvious; others less so--but nearly all are fun to play with. There aren't a ton of maps, though one can probably expect more via DLC at some juncture--an all-too-obvious Alcatraz map, perhaps? The Xbox 360 DLC store is already replete with stuff, including such Avatar-focused gems as the Kim Jong-Il suit and glasses (each sold separately). Maybe it's just me, but that feels dangerously close to the territory of downloadable Hitler mustaches and Gaddafi robes.

Whether or not you decide to pick up Homefront should rely entirely on how much you want to play its multiplayer. It's not quite exciting or remarkable enough to trump the current giants of online dude-shooting, but it's a solidly crafted mode made comparatively impressive by just how tremendously mediocre the game's single-player campaign proves to be. Kaos obviously had ideas for this game, yet seemingly couldn't bring any of those ideas to total fruition. The end result is a brief, brittle campaign bereft of impactful storytelling or creatively designed action, one that ends not with a bang, but with the build-up to a bang, followed by a title card.
Alex Navarro on Google+

122 Comments

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Bolgirk

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Edited By Bolgirk

I think this game deserves a higher score for its use of Speed Tree. I'm not sure how and or why but that has to count for something.    

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JoelTGM

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Edited By JoelTGM
@Hourai said:
" Meh. Passing on this. I'll look to Crysis 2 for my dose of generic FPS.  "
Same.  Crysis 2 is more of the same, but at least it has the nanosuit abilities which makes it somewhat different.  
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JuggertrainUK

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Edited By JuggertrainUK

Ok someone is talking bullsh*t because this game has scores ranging from 1 to 10 on metacritic. But i trust giantbomb an im gonna go with this review.
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Stealthoneill

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Edited By Stealthoneill

Great review, Alex. I was secretly hoping this would be a hit and would come somewhere near Freedom Fighters but, alas, seemingly the industry has failed once again! The ad campaign, the mystery and even the box hint at something greater. Unfortunately it sounds like the marketing team were most talented than the guys actually producing the content.

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Piranesi

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Edited By Piranesi

 
Tempted to pick up for the MP - I rarely play the campaign in an FPS given the usually level of quality. Looks like it will hit the sales bin pretty quickly but the MP may already be dead by then ... 
 
Interesting to see THQ execs trying desperately to save PR face over here as the game isn't out until Friday.

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newsocks

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Edited By newsocks

Had a Feeling this wasn't going to be as good when there were no early reviews

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sins_of_mosin

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Edited By sins_of_mosin

Such a stupid story that could never ever happen.  A story about the US leaving South Korea to it's own defense then having North Korea attacking it would be a much better story.  
 
This dev hoped that this stupid story would generate sales... I hope it bombs badly.

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zigx

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Edited By zigx
@GeekDown: Now's your chance. As @egocheck616 and Alex himself (on Twitter) pointed out you can find it for $40 at Walmart and Amazon now.
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Vlad_Tiberius

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Edited By Vlad_Tiberius
@Lautaro:  Isn't it obvious? I'm referring to all the corporate slaves that post such messages on every review. 
Look up every review on this website and you'll find at least one of those messages that praise the game without being specific. Those are guys that are paid to post such messages. Don't tell me that you thought that marketing of a videogame stops once it's released? 
 
Out of curiosity, go look up on Amazon, Gamestop or other retailer website at the customer reviews OR go to the comment section of the reviews provided by those videogame websites: you'll see these SAME kind of messages on every game, with the SAME phrase construction, with only the videogame title being changed.  What are the chances of seeing 3 or 4 people expressing themselves EXACTLY the SAME, with the SAME words, SAME nouns and adjectives when referring to those products?
Again, these people are paid to continuously spam the most known videogame and retailer websites in order to praise a product. They're just as annoying, irritating and pitiful as those door-to-door salesmen or the Jehovah's Witnesses.
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MezzerliptikJay

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Edited By MezzerliptikJay

I was going to get this for the xbox 360, but after hearing that there is no Hardcore mode or 1st person view in vehicles for consoles and theres also a 10 pound fee after you get to level 5,  i cancelled my pre order... and thats a shame because i did have my hopes up for this!

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dawnclover

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Edited By dawnclover

Well, I'm glad I didn't spend my hard-earned money for this. Maybe when the price drops... I was more looking forward to the SP than the MP tbh.

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hisTALLness117

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Edited By hisTALLness117

Alex does a good job with reviews, but his nasal snark and bad jokes are tough to take on videos and podcasts

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Silock

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Edited By Silock
I think I see why they went crazy on the advertising now. 
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blogpostnogood

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Edited By blogpostnogood

But the multiplayer Alex, the Multiplayer!  Alex no, NO, no it needs more stars Alex.  IT NEEDS MORE STARS DAMMIT.

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mars188

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Edited By mars188

Worse Game i played so far 2011. Awful
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puck2dag

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Edited By puck2dag

Just finished the single player and wow WTF was that shit. I tried multi and could never connect to a game. It was like they stopped at half a game just to set up a sequel. The first few minutes are impactful and had me thinking "OK this might be something" and then flop.   Puck2daG is out. peace

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Neoimperialist

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Edited By Neoimperialist

I have to wonder what part of this thing that  John Milius is supposed to have written, as sanitized self-parody really isn't his style.  It looks like we have yet another promising game concept hamstrung by a studio that chose to spend most of its development budget on marketing.  I'm really very disappointed.  This is another of those "might have been great" sort of games.  I do keep track of game studios, though.  The ones that hype and don't deliver don't get a second pass from me.
 
After an initial run through, I decided that it was an ok shooter if you don't mind suicide missions, but a good percentage of those missions had me ready to just quit playing.  In one of them, I found myself fighting through a maze with infinite enemies spawning until a specific point was reached, all the while stuck following a couple of AI companions that just ran around in circles and constantly pushed me into the enemy line of fire.  Doesn't that sound like all the fun there is?  A helicopter mission had me screaming at the screen and I nearly gave up about the twelfth time I got blown out of the sky in the first ten seconds.  Then  I got caught in a loop for a while; load game, explode and die immediately, repeat.
 
During the last mission in the humvee I discovered an interesting glitch.  It seems that if I have the gun aimed forward, I will crash into a bus every time and end up sliding off the bridge to an untimely demise.  An interesting characteristic that, given that the AI is driving the thing anyway and the route is scripted.  That one took me about seven or eight run throughs to figure out.
 
All in all, while it did have its moments, I found it to be a rental quality shooter with a great deal of dramatic potential that was tragically  wasted by the developers at every opportunity.  Should a sequel be released in the future, I will be sorely tempted to simply pass it by.

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Neoimperialist

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Edited By Neoimperialist
@lucifon: 
 
Well multiplayer is really just an addition stuck onto the single player portion.  If a game lacks any sort of decent single player experience I'm sure not going to buy it just for multiplayer.  In other words, the single player part IS the game.
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Ben99

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Edited By Ben99

This guy is the best editor ever . I'll keep tracking his reviews and any other article he publishes 

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grilledcheez

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Edited By grilledcheez

Great review Alex

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Edited By Mumrik

This is a review of the 360/PS3 version, so maybe that is better. The PC version is absolutely horrible. I have a hard time deciding what score it deserves but it's somewhere between 1 and 2.

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briangodsoe

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Edited By briangodsoe

The multi is really worthwhile and outshines the half baked single player. Though if Kaos doesn't do something about server problems lickety fucking split that will be the end of it. I've had a couple friends who loved the multi give up on it and state that they refuse to play until it's completely fixed. I can't imagine how many people who were in the fence about it already who probably traded it in at the first sign of trouble. If you're adding an entry into an overcrowded market then you need to be on top of everything or you will lose people who are leery about giving it a chance and prospective players to their bad word of mouth.  
 
I hope they fix it in time and that doesn't happen though so I don't lose out on it and ruin the one consistently worthwhile thing about the game.