Developed by
Kaos Studios
Published
by THQ
Homefront
looked promising the first time I saw a trailer for it. A game about a resistance force fighting an
enemy on US soil. Maybe not original (I
can immediately think of Freedom Force), but I was excited. And then I played it. It’s hard to tell exactly when the excitement
completely faded and I realized just what I was playing.
The
story takes place in the near future where, after Kim Jong-Il’s death, Kim
Jong-un’s actions led to the reunification of North and South Korea, the
takeover of Japan, and an invasion of a weakened America. This is all explained in an opening cinematic
over various newscasts, and expanded on through newspapers scattered throughout
the game, which is actually a great use of a collectible to give the player
more backstory. The game itself stars
the mute Robert Jacobs, a former pilot who’s being captured by the Koreans
before he’s rescued by the resistance.
The
game actually has quite a few hard-hitting moral questions throughout, like the
nature of war and the violence and terrible actions on both sides. And it handles all of this in the most
hilariously incompetent way possible. It
certainly doesn’t help that the campaign is a mere 7 levels long, and can be
beaten in about 3 hours. I’m not
complaining about the length, I like short games. But this is a case where the game scratches
at the world it’s created and then shrugs and goes “We don’t have time for this”. We get hints of the racism that has become
prevalent, with Americans killing any Koreans they find, even American-born
citizens. But then the game just moves
on. It never gets back to the
point. Connors (and HOO-BOY will I get
to Connors later) seems to have his own horrific tendencies, but he never
develops as a character or becomes a villain or anything like that. And at one point, one of your resistance
teammates sees the Koreans bombing an American shantytown, realizes it’s thanks
to the resistance’s last operation, and has a “My God what have we done” moment…then
somebody tells him to shut up. And the
game just goes on. Tough moral
ambiguity? Naw, go shoot some guys.
Of
course, the story is also offset by several other problems. Let’s start with the product placement. For whatever reason, Hooters and White Castle
have significant product placement in the game, and it’s damn hard to take a
game seriously when you have Connors yelling at you “There’s enemies in the
Hooters!” There’s also terrible
scripting. While I’m hanging back and
poking around for newspapers, my teammates are just moving on. Continuing on with dialogue that I can’t hear
and can barely read in the subtitles, never mind if I had them off. The scripting also means that you’re
constantly waiting for teammates to finish a conversation before they open the
door to continue the level, or in one instance, crawl under something and
remove the invisible wall. And there are
LOTS of invisible walls. I haven’t seen
this many in a long time.
The gameplay itself is…unremarkable. I mean, I just got done playing Modern
Warfare 3, and say what you will about Call of Duty, but I think it’s perfected
what it does. And you can tell that kind
of thing when you play a game doing exactly what CoD does but not as good. There’s regenerating health. There’s a bunch of generic machine guns with
different scopes as weapons. I’ve seen
it all, and I’ve seen it better. The
levels aren’t exciting. There’s some
nice moments. One level that involves
flying a helicopter around almost approaches genuinely good. The AI clearly becomes scripted. I’d die, go back, and watch the AI do the
same exact thing it just did. The
regenerating health also feels…off. I
don’t know how to explain it. It
regenerates too fast when you’re hiding, but at the same time, if you’re out in
the open and getting shot, you die almost instantly. I guess you’re just expected to hide back in
cover. Or, as Connors would say, “GET
YOUR ASS TO COVER!”
Oh
yes, I’m going to bring up Connors, and I’m going to talk about one of my least
favorite things in games. It seems to be
constantly plaguing games I would at least somewhat enjoy otherwise, and it is
what I will call “MOVE YOUR ASS!” syndrome.
It’s the feeling of the game that, if you don’t have somebody in your
squad, preferably whichever person would be annoying on his own circumstances,
constantly telling you to move and get to cover and shoot that guy and do this,
you’re not going to do it. And it REALLY
gets on my nerves. I just get tired of
being constantly told to move my ass.
And the game does it no matter where I am. I’m practically hugging Connor and he’s
telling me to move my ass. I’m a mile in
front of him and he tells me to move my ass.
A scripted event happens, time to move my ass. Games need to let my ass do whatever it wants
to do. I’ll go ahead and let this
tangent go further off-topic by relating a story. In Half-Life 2: Episode I, Alyx was
originally going to keep telling the player to keep moving forward. Valve, in their playtesting, realized everybody
was hating Alyx, and quickly made her shut up.
So what if the player ends up screwing around with the gravity gun. Let the player do what they want to do, and when
they’re ready to move on, the game moves on with them.
At
the end of Homefront, the game just kinda…ends.
The final level’s a pretty cool location and all, but it just feels like
you finished the second act, you’re pumped up for the third, and the credits
start rolling. Kaos Studios shut down
shortly afterwards, and now it looks like THQ is heading for the same
place. Any hopes for a sequel that can
actually take the game’s good ideas and make something great out of them are quickly
diminishing. There’s just so much better
out there.
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