Friday May 25, 2012 12:13 PM AEST

Homefront: the review it almost hurt to write

By David Hollingworth
10:34 May 13, 2011 | 19 Comments
Tags: Homefront | Kaos | notGOTY
Homefront: the review it almost hurt to write
 
70
Verdict:
Sadly, a step backward from Kaos's excellent Frontlines.
 
---

Review: Is this what singleplayer gaming has come to? A campaign shorter than some movies?

The problem with gazing into a crystal ball and making bold predictions is the out-and-out risk. We did that with Homefront, pretty much calling it as a game of the year contender before it had even come out – we’d played a good wedge of the campaign, and a fair bit of multiplayer, on multiple platforms, and what we saw was looking good.

So why, then, now that the game is out, are we feeling a touch embarrassed about our prognostications of greatness?

Well, it’s because we got it wrong. Picking whether a game’s going to be good or bad based on carefully managed previews is always going to be tough, and in this case, we flubbed it. But we’re not the only people to blame – fair suck of the fail-sav must also go to THQ, who hyped the living bejesus out of the game. That level of hype is a problem because while it’s more or less adequate, Homefront is not the Second Coming THQ’s been promising.

But why not?

Is that it?
We almost can’t remember the last time we played a satisfying singleplayer campaign in a shooter. We might have to go back as far as the first Bad Company game, actually, but it certainly isn’t going to be Homefront’s offering that leaves the next good impression.

It’s a moody enough affair, set in the Korean-occupied future of the USA, and the game certainly looks good, but a lot of that is really only skin deep. Look closely and you’ll discover all the usual FPS bugbears of linear level design, poorly scripted AI and press-X-to-x that we hate about modern gaming. If you play the game in the spirit it’s intended, it’s good, but our real main issue is even then... you’re not going to get your money’s worth.

Homefront’s singleplayer is almost criminally short. The fastest playthrough we’ve heard of is about two and a half hours, which is... just wow. Really? To get anything close to a mere ten hours you’ve got to play on the hardest difficulty, and even then you’ll spend most of that time simply restarting levels.

Mechanically the game is fine, offering some sharp ballistics and some really deadly ballistics modelling. But there’s just too damn little of it.

Not really better with friends
Most modern shooters, however, rely on their multiplayer component for real success and longevity, but, again, Homefront’s online portion is so far more miss than hit. Of course, it’s worth pointing out that we felt much the same way about Bad Company 2, our current go-to FPS, but patches and careful attention from EA and DICE fixed that up pretty fast.

Homefront’s multiplayer troubles start with the server browser. As is so often the case, it’s buggy and prone to crash. Just refreshing the server list sees the game lock up, and we’re not alone in that. What’s more, the filtering options are limited to non-existent.

In-game, Homefront’s solid enough on many fronts, but not really outstanding in any of them. If anything, the game’s brutal weapon physics, work against online play. The default mode is closer to many other games’ Hardcore settings, yet without the moderating influence of things like bullet drop snipers become very powerful. The maps are good, but limited to just four at release, and while the drones and range of vehicles are good, you really end up missing BC2’s destructible environments. Any tank duel that can be won by clever use of picket fences is silly at best. Plus, like many FPS games, spawning can make or break your experience, and too often you end up dead before you’ve even worked out what way the objective is.

There’s a solid game there, but it’s going to take some clever patching and support to kick it into gear. And quite likely more than that to earn back the trust of a lot of disappointed, hype-sick gamers.

 
Product Info
Specs:
PC, Xbox 360 and PS3 (reviewed on PC) Developer Kaos Studios Publisher THQ
Supplier:
THQ
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19 Comments
Action Cheese
May 13, 2011 12:03 PM
Kaos' first realse, Frontlines: Fuel of War, had similar problems when it was first released. The server browser just didn't work and the bugs in multiplayer were everywhere.. It took several patches to make the game playable but coming via steam these were all over 2gb each. Maybe patching will fix it but from my time with my Uncle Torrence's copy definately left me feeling dissapointed with the single player experence
V1RUS
May 13, 2011 12:12 PM
I agree with you action
Their first game was like that but the patches seem to fix it some what
and yet i enjoyed frontlines alot better then homefront
they dropped the ball and i dont think they can recover
nesquick
May 13, 2011 12:42 PM
Did I not tell you it would be bad? :P
Mudg3
May 13, 2011 4:37 PM
Yep we all said it would. Nooooppppppe
Rage09
May 13, 2011 5:03 PM
etro2033 had a really good singleplayer
Rage09
May 13, 2011 5:04 PM
Metro*
psyched
May 13, 2011 5:10 PM
Drat, I like I guess many, was really looking forward to this one.
Twents
May 13, 2011 5:53 PM
yeah didnt like it, if a tank hides behind a picket fence, your silly bazooka couldnt hurt the bastard.
Ai is dumb as dogshit
GhostFaceKilla
May 14, 2011 11:55 AM
I feel your pain David. I know that many at Atomic who had seen the game were genuinely excited about it. As gamers yourselves you all want an excellent game as well. But as you said, there was no way you could have known what the final product would be like.

Maybe I will get a copy when I see it come down considerably in price. Hopefully it will have been patched a bit by then as well. The MP doesnt interest only the SP.
tantryl
May 14, 2011 10:54 PM
"Homefront’s online portion is so far more hit than miss" - based on the tone of the article and surrounding comments, I get the feeling you got that the wrong way around.
tantryl
May 14, 2011 10:55 PM
That said, how does a game with an insanely short single player experience and a frustrating mutliplayer experience get 70%?
qwakqwak
May 16, 2011 8:45 AM
This is really dissapointing, I was really looking forward to this game.
Hawkeye
May 16, 2011 9:34 AM
We work on the assumption that a perfectly adequate game should get around 75 per cent. Lower than 50 suggests a game that's inherently broken, while upwards of 80 starts to get quite good.

So, I think 70 stands fine. Homefront is less than adequate, but not really that broken, IMHO.
witcher01
May 16, 2011 5:46 PM
a better review...

this game is awful...
GhostFaceKilla
May 16, 2011 6:32 PM

I think its a pretty fair review. The game isnt 'broken' so much as there just isnt enough of it.

A game with a score of 70 says to me that its not worth the full retail price, but may be worth a look when it comes down considerably in price if you are a fan of the genre (in this case FPS).
tantryl
May 16, 2011 7:27 PM
The minimum quanitity less than adequate? I guess the tone of the review didn't just convey that to me. I said the first person was barely worth playing and the multiplayer was entirely pointless. *shrug*
tantryl
May 16, 2011 7:28 PM
"I said" meant to be "It said".
condor_man
May 17, 2011 1:34 PM
I couldn't even bare to play through this. worst part is its a steam activated game so cant return !
Ghoullees
May 20, 2011 5:46 PM
Twents: Actually, the picket fence would destroy the shot.
Anti Armour Sabot Rounds rely on precise shaped charges detonating at spefic distances. The Picket fence would cause this to occur prematurely, destroying the focus of the plasma/sabot charge. The occupants would get a headache and need to repaint their poc marked armour. Thats about it.

In this instance, I think its poor game design rather than excellent relism modelling!

Oh, and I didn't get the game, being wary of 'tried hard' marketing. Thanks god!
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