Homefront The Revolution Your View Your Choice

Homefront The Revolution

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Homefront The Revolution Your View Your Choice

Homefront: The Revolution – The fateful fate of the relationship between Homefront: The Revolution and the studios that have “embedded” in the game’s development is probably too redundant to make a small documentary.

From Kaos Studios and THQ to Crytek and finally gathered at Dambuster Studios and sponsored by Deep Silver, perhaps this game’s “pregnancy” is as fraught as the rebels cling to and taking it as the resistance to the meaning of his life.

Personally, the writer always thinks that although the first Homefront version is truly a forgettable game. Simply because it did nothing to make it stand out from other games of the same genre released at the time, but At least the Red Dawn-inspired background at least gives it something called a “personal identity.”

What about Homefront: The Revolution?

The writer appreciates the enthusiasm of Dambuster Studios into this game, but the harsh fact that Homefront: The Revolution is not a game worth playing is still hanging around like a malicious joke.

The first and perhaps only thing that Homefront: The Revolution has somewhat successfully done is the design of the world with a bold “dystopia” when the KPA army completely colonizes the United States.

The image of Philadelphia reflected in Homefront: The Revolution is like the dark human conception of fatalism (belief in the ordering of almost inevitable events), which is why Homefront: The Revolution feels very similar to Half-Life 2.

Why Half-Life 2?

Do you remember the first time when Gordon Freeman set foot in City 17?

The “cold” feeling in which the Combine names are standing around every corner and always turning their heads to look at you until you are out of their sight with surveillance cameras with green lights illuminating every street. KPA soldiers with a very similar appearance to the Combine, rows of abandoned buildings with piles of rubble. The idea of ​​​​allowing players to walk through tightly monitored street corners without having to hide, all of which make the game feel like the first moments of Half-Life 2 in the open world.

The Greentree Yellow Zone areas are urban areas full of “clean” and, of course, more civilized than the Red Zone area with no signs of being colonized until you dig in. its hidden corners.

All create a very strange Philadelphia scene, very bold “Half-Life,” and can be said to be unique!

So, where did Homefront: The Revolution go wrong?

The answer: everything else.

From the first moments, it’s not difficult for players to notice the gameplay and design style boldly Far Cry – only with a level of sophistication that is slightly less than the AAA standard.

Ethan Brady – the game’s main character moves quite slowly and clumsy; you ride your motorcycle through enemies, making them feel like a 3D projection because they don’t show any impact; NPCs get stuck in a corner or sometimes run in circles.

If you don’t put on the CryEngine “suit,” many people may mistakenly think that Homefront: The Revolution is an “amateur” FPS game that is being tested in Early Access.

Homefront: The Revolution possesses a lot of quirky and extremely illogical designs.

There is one thing that makes the writer “crazy” for the duration of the game. I can use the crafting feature and create my explosives, incendiary tools, equipment hacking tools, or lure enemies in various ways. Maybe “sticking” it to a teddy bear to set traps on the path or putting them on RC Car toy cars and transporting them out of sight of the enemy. Still, I don’t understand why the game allows creating the most important and necessary equipment – the first aid boxes used to heal, especially when the game’s main character does not automatically heal?

Similar to recent Far Cry versions, Homefront: The Revolution also allows the player to choose how to approach the mission, either shooting or acting in secret, but the problem is that the game doesn’t seem to know. How to balance these two sides, the result is that shooting in Homefront: The Revolution is only temporary, covert action is not much better.

With secret action, you can buy a silencer. Still, you can only attach it to a handgun with a very powerful power unreliable. Because many times the writer pulls the trigger when the heart is neatly lying on the opponent’s head at a distance enough to “hug and kiss,” the opponent only reacts by rubbing his hands behind his back as if bitten by a mosquito!

The handgun that used thrust was not much better.

You can buy some upgrades for secret actions like “camouflage” that makes you harder to detect or footsteps completely disappear. Still, they are not very possible with the AI system (artificial intelligence) is unreliable and willing to act illogically.

where can you get a Homefront The Revolution online

Homefront: The Revolution – PlayStation 4: Buy it now

Homefront: The Revolution (Xbox One): Buy it now

Homefront: The Revolution – Steelbook (Day One Edition): Buy it now

Homefront: The Revolution’s arsenal is only temporary but has a “strange but familiar” function that allows players to attach accessories directly to weapons (similar to Crysis) and transform frame-based weapon categories at the touch of a single button.

That is a fairly potential system, but there is not much “martial land” because the game clearly defines useful weapons compared to the rest.

Why use a regular Assault Rifle when the LMG has 3-4 times the magazine with the same damage and range?

Why use Pump-Action Shotgun when automatic Shotgun is so powerful?

Why use the Marksman Rifle when the Battle Rifle shoots semi-automatically, has more ammo, and takes just one more bullet to take down an enemy?

And it’s also strange that the game has a ton of different upgrades, but it can’t load more upgrades that increase the number of equipment players can bring with them.

The entire world in Homefront: The Revolution is divided into two main zones: the Red/Yellow Zone.

The Red Zone area has a very nice alarm system; once you are detected and chased, just run to the mission area, maybe hack a certain transceiver, then suddenly, The alarm will stop!

The context of the Red Zone is also quite odd because it only includes ruins after ruins, and the writer raises the question: why does the KPA possess such a dense patrol force? In this area?

Even this happened in the Lombard area that almost turned into Chernobyl when the air was thick with gas, and the KPA was also… free enough to bring some advanced weapons here!

The Yellow Zone is an urban area, as mentioned above. You can hide and blend in behind the civilians, but in reality, the player’s only option to stay undetected is to rush to the locations like trash cans or public toilets to get rid of enemies.

The Yellow Zone may seem less safe than the Red Zone, but in fact, the level of danger of the KPA here does not change throughout the game, and the way you deal with the enemies, of course, never changed.

The activities in the game are repetitive and insanely boring.

You will have to find a way to capture important locations, activate transceivers to mark all KPA machines and resistance radios on the map or base/safe house for the resistance to place guard point.

The problem here is how capturing these locations repeats itself throughout the game: activating them over.

In the Yellow Zone, these locations are often located in rooms on the upper floors of buildings, and often the player must climb through the wobbly areas to reach them. So despite determined once penetrate these areas, players are safe, simply because the KPA cannot rise to chase you like that.

These areas are very small in size, making them never worth the player to spy on the movements of the patrols.

And unlike Far Cry, you can’t perform tricks like “flying” straight into the enemy base with a wingsuit or sitting on a mini plane and bombarding from the air because the grounds in Homefront: The Revolution only owns a single path for players to use.

Even the pump factories in the Red Zone have the same layout and the same number of enemies.

In the end, the plot of Homefront: The Revolution is not only bad, but the way it is conveyed is HUGE.

It is a game that even if you play while drunk, you will probably have to frown at the ridiculousness of the way the game presents the concept: uprising.

It’s hard to take the game seriously when there’s an idiot who says “you did well” every time you kill a KPA or turn on some crappy radio.

The resistance in Homefront: The Revolution is led by “children dressed as adults” who hold guns and shout “REVOLUTION” with the sole purpose of destroying all KPA, without caring about people.

About half of the game forces the player to find and rescue a character considered a “link” of the resistance, and the writer confesses… I don’t care and don’t even remember his name. The remaining three key characters make the writer understand that Dambuster Studios dare not give Ethan Brady a voice. If he did, he would frankly scream “SHUT UP, FULL FOOL” every time This character participates in the dialogue.

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