Monday, April 18, 2011

A Bridge Too Far: Homefront (360

KAOS Studios’ copy of copy of a COD clone Homefront limps through a heavily scripted, entirely linear and unpolished 4 hour campaign through a near-future dystopia where the US of A has been overrun by pinko commie reunified Koreans.

Following his own playbook as the creator of Red Dawn, John Milius weaves an uninspired and cliché story overwrought with dehumanized enemies and endless brutality.

After a well crafted opening cinematic sets the stage for the North Korean lead invasion, the game begins in a small dirty apartment. As textures load into the scene, a knock on the door leads to a long, Half Life inspired sequence, as the player is pummeled and dragged to a bus. Trundling along a sideshow of cliché war crimes, the player witnesses act upon act of callous barbarism, which of course, makes the killing to come more fun.

Explosively rescued from the bus, the player hustles along side two AI guerilla fighter companions, trudging in cement boots down short tight corridors of war-torn environments. From this point forward the player must get used to the phrase “Follow Conner” and “Press x to” as they litter the short play time, robbing the player of any ability to do anything else. Invisible walls corral one down into a funnel of enemy AI that stream endlessly until a checkpoint or objective is reached. Monster closets dot the environments, their cacophony of barked phrases drowned only by the jrpg level voice acting.

At around the halfway point, Homefront, dressed in its Call-Of-Duty-lite best, invites the player to “press x to jump in mass grave”. Luckily, this is as bad as this game gets.

Unfortunately it never gets better.

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