Homefront: The Revolution

We did like it a lot, and we highlighted both its powerful multiplayer and its harsh campaign, which took us by the hand to a way to see the war conflicts as raw as anything we had seen to date. That is why the announcement of a second part did put us in agreement with

 

each other in terms of raising expectations,CryTek taking charge and then leaving the ship to leave it in the hands of a debutante British team.

 

What remains of all that? To begin a sense of instability that does not leave playing at this Homefront: The Revolution , and to continue a certain

 

mystery about how the project would have turned out to have had a calmer and less stormy production. We also have the use of a CryEngine as a legacy of the creators of Far Cry that, against all odds, ends up being one of the

 

greatest burdens of this The Revolution. However, not everything is negative, much less, and there are good ideas in the debut of Dambuster Studios , and who knows if with more time and less turbulence is a company that can offer more round works than this second Homefront.

 

 

Back to Front

Do you remember the 2011 Homefront? The videogame of Kaos Studios showed us a United States invaded by Korean troopsbut that, far from betting on an epic and implausible vision of the development of events, it was inclined to offer a more realistic approac

h as to how the conflict might occur. The spirit with The Revolution is similar. Instead of offering us a flamboyant but stomatal start with a war that is l
ost with dignity to make way for the North Korean troops within the borders of North America, on this occasion we are presented with an incomparable Asian power
in terms of financial and technological muscle, which it ends up subjugating first, economically and then militarily, the usually omnipotent US. It may be more or less feasible, but it is nice that different things are proposed in this field. When we come into play in the campaign, “all the fish sold” is already there,

 

Homefront The Revolution analysis

The Revolution, as a sequel to Homefront, respects the foundations of the original in terms of setting, but bets for an open world.

In this very devastating context, and in which we do not take long to see all the types of excesses carried out by the occupation troops on civilians, we are part of a revolutionary group that tries to carry out small acts of revolt a couple of years later. At a certain moment the leader of the resistance card of which we are part is captured by our militarized adversaries, and that is w

 

here our epic begins as leaders of this battered and improvised army of survivors that will accompany us during the 20 hoursIt will take us to overco

 

me a campaign where the objectives are predictable in a context of these characteristics. Sabotage, rescues and missions of cleaning enemies or vacating facilities or buildings will be our daily bread, not very imaginative but also of little objection given the extreme circumstances that their protagonists live.

 

Homefront The Revolution PC

The observation and the tactical approach of each step that we are going to give is very necessary

Stated as an open world , almost every block of Philadelphia has a secondary goal to fulfill and that adheres to the main profile missions that tend to have a greater interest. The Hearts and Mindsit is the percentage indicator of how much we have done for the oppressed people in each zone, and how much we have left to generate a state of rebellion in it, and it is a distract

ion in itself that will be as interesting for us as we empathize with the hardships that NPCs go through, and that sometimes we will see with our e
yes, especially in some areas. In which militarization is weaker we can move with caution but with a little more flexibility, while in the more complex, where the video game is more enjoyed in fact, we are almost forced to carry out hit
and run strategies. Our displacement occurs with motorcyclesto accelerate our speed, and although its behavior is not moderately realistic it seems cle
ar that its function and presence is a necessary evil, since the streets are full of rubbish and debris and with a car it would be quite difficult to move with some effectiveness. It also serves to relate to the video game another even more importan
t tool, the mobile phone . In our cell phone we have six applications that we will use either to check the mission record, take a look at the map, carry
out pirates with simple minigames or make use of its integrated camera, which serves as the binoculars in the Far Cry series and through which we can study the foundations of the enemies and mark their positions.

 

Homefront The Revolution

The telephone is one of the neuralgic centers of the game in terms of menus and interfaces. It is essential to familiarize yourself with it.

The observation and the tactical approach of each step that we are going to give is very necessary, especially if we opt for the higher levels of difficulty and also more recommendable. The lowest is called Normal, and what we have been able to verify is qui

 

te simple and does not bring out the best feelings of anguish and need that the videogame is capable of providing and where it becomes stronger. The two highest ones do, but if Suicide is so hard that it becomes unfair, with Duro (the intermediate) we will be able to feel somewhat more comfortable while extracting everything

 

that the title has in its entrails in terms of its facet of survival. And the fact is that looking for elements on the stage to equip ourselves with them or to later sell them is fundamental to get ahead within the economic system proposed by this Homef

 

ront. There are not too many separations between everything we collect, it simply fills the gap we have in the inventory destined for it and is sold in stores in exchange for money.

 

Homefront The Revolution PC

Now we play it in console or PC, the frame-rate is very capricious

Much more succulent is what has to do with the armament , which is managed with an important dose of depth in which it is one of the gre

atest successes of the game. We can buy different accessories for some weapons that we also buy in stores located in the safe areas, and at any time of the game we can proceed to alter each of the ones we carry by adding those new pieces, changing them by others with which we also load to alter their performance depending on what we need at a giv
en time, or even modify them completelyto convert a machine gun into a grenade launcher or a standard pistol in an automatic, and that is done with a convenient in-game menu that does not stop the action around us. In this same sense, and to invest the
advantage that the enemies have, we can use some hacks either to find the always welcome arsenals (we will go very short of ammunition usua
lly) or to take a look through their camera circuits. In the end with all those tricks and resources we get that the feeling of guerrilla warfare is transferred to the playable facet in an unbeatable way thanks also to the extraordinary architectural design of the sets, becoming the main redemption element of the title.