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Thread: ”Homefront” Exclusive Impressions - E3 First Look

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    Default ”Homefront” Exclusive Impressions - E3 First Look

    Anyone caught this game?

    ”Homefront” Exclusive Impressions - E3 First Look
    We get the jump on this near-future first-person shooter that takes place just after America has been invaded.

    There's a global financial crisis. And a global energy crisis. What if these international issues led to a worst-case scenario? How about the conquering and subjugation of America by North Korean armies? That's the premise of Homefront, the new first-person shooter from developer Kaos Studios and publisher THQ. The game takes place about 20 years in the future, in a war-torn America that has been devastated by the invasion. In the game, you'll play as a single soldier who joins a ragtag resistance army in the desperate fight to survive. And we've got the first details.

    Kaos Studios' Erin Daly suggests that Homefront will stand out from the many other first-person shooters out there with at least three key features: first, its locations, which will primarily be devastated versions of familiar American locales. The game will begin in the state of Colorado, which is currently known for its beautiful Rocky Mountain vistas, but will, like the rest of America, be a smoldering ruin in Homefront and take on what Kaos hopes will be an "alien" look. Over the course of the game, you'll eventually head west and end up fighting along the Pacific Coast in a series of escalating battles. That'll be the second key feature that Daly suggests Homefront will offer: fast-paced action with no breaks and no cinematic cutscenes. All dialogue and story events will happen in real time, like in the Half-Life series. And finally, the third feature that Kaos hopes will set the game apart will be its "toys"--specifically, future-tech weapons and vehicles that, though only in experimental stages today, will be fully realized and usable in the game.

    The demonstration that we watched took place in an area that Daly suggests contains elements from the beginning of the game, but may not be the actual first level. Our character awoke to see a pair of resistance soldiers standing over him, shocked that we had survived and mentioning something about our character being on "the list." We arose and followed the leader as he led us through the shantytown, which was built around an abandoned Colorado suburb. Rickety windmills had been cobbled together to generate electricity, sapling trees were growing out of old paint buckets, and a mother was carrying her crying baby into a house. The resistance leader mentioned that this particular location had been a good one; crops had grown well this season, but the group had to remain on the move or risk getting attacked. We followed the leader through the suburb, entering what appeared to be the resistance colony's military headquarters, which amounted to a weapons cache in a living room. The resistance leader passed us a new weapon, the ACR (adaptive combat rifle), a smarter, faster version of the standard-issue M4 Carbine assault rifle used by the Armed Forces today.


    Homefront will offer explosive close-quarters battles in a beaten and battered future America.

    Just moments after we picked up and equipped the rifle, the town came under attack by enemy soldiers that had apparently discovered the location. The enemy troops came in hard and fast, ferried in by Humvee-like transports and immediately staking out cover behind their vehicles and even perching on rooftops. The resistance leader directed us to lend cover to the handful of battle-ready soldiers to get across the street to the town's main weapon dump, which also contained the controller for Goliath--a heavy-duty, experimental unmanned armored vehicle that the resistance leader referred to as "the only exit strategy." We took a breath and then leaped out of the building with the rest of the soldiers, blasting at enemy troops that our squadmates helpfully called out for us. An enemy soldier with a rocket-propelled grenade launcher was perched on the roof of a building across the street; we took him down and grabbed his fallen weapon, as directed by the shouted orders of the resistance leader and a brief onscreen mission prompt. As soon as we scooped up the weapon, we trained it on an enemy transport that was headed straight for us, blasted it, and narrowly dodged the flaming wreck as its momentum carried it past us until it exploded in a spectacular blaze. As Daly later explained, this was one of many dramatic set-piece moments planned for the game, but these events won't be scripted to happen exactly the same way each time.

    We finally tumbled into the house across the street, hastily grabbing a few ammo cartridges and the controller for the Goliath. The heavily armored vehicle came crashing through the wall, but with our controller, we were able to paint enemy vehicles as Goliath's next target through a hole in the wall, and with targets acquired, the unmanned vehicle crashed right back through that opposite wall to go after our foes. With Goliath providing cover, we were in a much more advantageous position to move back into battle and attack the invaders head-on. We bobbed and weaved through cover, stopping and popping at enemy soldiers as they continued to arrive in waves. Just when it seemed like we might have been turning the tide of battle, an enemy bomber in the sky launched an air-to-ground missile that blasted Goliath sky-high, bringing our demonstration to an explosive end.


    The experimental unmanned Goliath armor will be just one of the futuristic toys you'll get to play with.

    Although cover will be a very important part of Homefront, there won't be any kind of cumbersome "snap-to" system that forces you to acquire cover. Instead, in keeping with the game's focus on nonstop action, you'll simply need to run up behind, or duck behind, anything that can keep you safe. As it turns out, the game will actually have several suburban battles like the one we witnessed. The manicured hedges and parked SUVs of your local suburb might not seem like the first place you'd think of for ferocious close-quarters gun battles, but surprisingly, it seems to work quite well. Then again, not all of the battles will take place in the 'burbs, and not all of them will be fought alone. During the course of the game, you'll join up with a total of four computer-controlled companions as a makeshift fireteam that will call targets for you and provide covering fire to help you get from point A to point B. And Homefront will also have a "very big" multiplayer component, though at present, Kaos is keeping quiet about the details. Keep an eye on GameSpot for further updates on this explosive new game.

    More images are available here.

    Yeah, I know it is the politically correct NORKs invading () but with John Milius involved in it, it automatically gives it mega bonus points! Plus more bonus points because the ACR is in it!

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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    Looks like fun. I like the guy caught mid explosion
    "Far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy nor suffer much because they live in the gray twilight that knows neither victory nor defeat."
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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    I'm actually doing a retro bit right now. I just bought Curse of monkey Island special edition off of Steam and have been playing it while I was under the weather.
    "Far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy nor suffer much because they live in the gray twilight that knows neither victory nor defeat."
    -- Theodore Roosevelt


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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    Anyone with Xbox Live might want to take a look at the Spotlight section. They've got a new video up about Homefront - The World Of Homefront.

    The gameplay looks like it is going to be pretty awesome! It also lists official release date as 3/18/2011.

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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    http://www.homefront-game.com/#/home

    New developer Diary is up.

    Pretty cool.
    "Far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy nor suffer much because they live in the gray twilight that knows neither victory nor defeat."
    -- Theodore Roosevelt


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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    Looks really cool

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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    New trailer out!


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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    Looks like a very cool FPS:
    Interesting Axis war strategy regardless which puppet state takes turns fronting the regional conflict for China or Russia.

    To me this is a more plausible Chinese/Russian strategy than a lone NK. I think the producers used this plot to keep it politically correct, this Administration is sold out to China in ways the US public is just beginning to grasp.


    In the trailer they think the timing for invasion is in the mid 2020's.

    If America's economy falls in the not to distant future elements of this scenario could come much sooner than anyone would care to imagine.



    Homefront-Backstory Trailer



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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    It looks like there is a book that is supposed to accompany the game - http://www.amazon.com/Homefront-Voic...6579426&sr=1-1

    336 pages so it looks like a decent read.

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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    Geez I got this game today, but I can't play it yet cause it looks like my disk drive died!

    Talk about ironic for the first game I don't pirate...

    I looked for pirated copies, but I don't see any yet to even use my legal CD key.

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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    Ouch!

    I heard from a friend who read a couple reviews that the single player campaign mode is short and the game focuses a lot on multi-player like MW.

    I really hope this isn't the case. I'm not all that big of a fan of multi-player and like a nice long single player campaign.

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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    I have family members who already pre-ordered it on Steam playing it now.




    The same 2010 Red Dawn theme to rebuild your country from China is present in the opening.

    Realistic (Chinese) occupation.


    Probably going to pick it up at BB or Wally World...today.


    SHTF Bonanza!!!

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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    The fact America has lost the freedom to write entertainment that might offend China; America's #1 debt/asset holder regardless how they're building up their military should be a major wake up call.

    Hollywood tries to stay on China's good side




    Without Beijing even uttering a critical word, MGM is changing the villains in its 'Red Dawn' remake from Chinese to North Korean. It's all about maintaining access to the Asian superpower's lucrative box office.

    By Ben Fritz and John Horn, Los Angeles Times

    March 16, 2011

    China has become such an important market for U.S. entertainment companies that one studio has taken the extraordinary step of digitally altering a film to excise bad guys from the Communist nation lest the leadership in Beijing be offended.

    When MGM decided a few years ago to remake "Red Dawn," a 1984 Cold War drama about a bunch of American farm kids repelling a Soviet invasion, the studio needed new villains, since the U.S.S.R. had collapsed in 1991. The producers substituted Chinese aggressors for the Soviets and filmed the movie in Michigan in 2009.

    But potential distributors are nervous about becoming associated with the finished film, concerned that doing so would harm their ability to do business with the rising Asian superpower, one of the fastest-growing and potentially most lucrative markets for American movies, not to mention other U.S. products.

    As a result, the filmmakers now are digitally erasing Chinese flags and military symbols from "Red Dawn," substituting dialogue and altering the film to depict much of the invading force as being from North Korea, an isolated country where American media companies have no dollars at stake.

    The changes illustrate just how much sway China's government has in the global entertainment industry, even without uttering a word of official protest. Although it's unclear if anyone in China has seen "Red Dawn," a leaked version of the script last year resulted in critical editorials in the Global Times, a communist party-controlled paper.

    That followed postings of pictures on China's popular Web portals Sina and Tiexue in late 2009 of the "Red Dawn" set showing actors posing as Chinese troops and mock propaganda posters of the U.S. Capitol building smashed by a hammer. The posts received tens of the thousands of views. "When does it come out?" read one Chinese comment. "There is no hope for theatrical screening [censorship], wait for pirated version."

    An MGM spokesman said that no one at the studio has had discussions with Chinese government officials about "Red Dawn."

    Hollywood has learned the hard way that besmirching China's image on-screen can have long-running implications for the many arms of a modern media conglomerate. In the late 1990s, Walt Disney Studios, Sony Pictures and MGM all faced a temporary halt in their business dealings in the country after releasing the movies "Kundun," "Seven Years in Tibet" and "Red Corner," respectively, which were critical of the communist government.

    Today, China is far more important to the Hollywood studios, despite the government's policy of allowing only about 20 non-Chinese films into theaters each year. In 2010, China was the fifth-biggest box office market outside of the United States, with $1.5 billion in revenue.

    A number of Hollywood studios are deepening their business ties to the world's most populous nation. Disney is building a theme park outside Shanghai, Sony Pictures co-produced the recent "Karate Kid" remake with the government-affiliated China Film Group, and News Corp.'s Fox International Productions recently made the Chinese-language hit "Hot Summer Days" there. Even independent studios like Lionsgate and Summit Entertainment will release their films "Killers" and "Red" in China in coming months.

    Dan Mintz, whose DMG Entertainment is a leading producer and distributor of movies in China, said the "Red Dawn" story dramatizes how Western companies can fundamentally misunderstand how the nation works. If the picture had gone out without redacting the Chinese invaders, he said, "there would have been a real backlash. It's like being invited to a dinner party and insulting the host all night long. There's no way to look good.... The film itself was not a smart move."

    Mintz, who met with the producers of "Red Dawn" to offer some suggestions on how they could proceed, said that doing business in China requires a partnership approach. "The more you reach out, the better your relationships will be," Mintz said. "This is bigger than a single film."

    The "Red Dawn" remake follows several teenagers in Spokane, Wash., who fight invading Chinese forces allied with Russia in the near future (in the original film, the Soviets partnered with Cubans). The roughly $60-million production stars Chris Hemsworth, who will become much better known to moviegoers this May when he plays the title role in the superhero event picture "Thor."

    MGM had been set to release "Red Dawn" in November, but the debt-laden studio filed for bankruptcy the month before and emerged under new leadership at the end of the year. New chief executives Gary Barber and Roger Birnbaum are seeking to sell both "Red Dawn" and the horror film "The Cabin in the Woods," the last two pictures produced under a previous regime, as they try to reshape the 87-year-old company.

    China will be an important market for the studio as it goes ahead with plans to produce two movies based on "The Hobbit" and James Bond sequels. The last Bond movie, 2008's "Quantum of Solace," grossed $21 million in China.

    In the last few weeks, MGM has begun showing "Red Dawn" to potential buyers at other studios. Several people who have seen the movie but requested anonymity because they were not authorized to speak on the record said they couldn't risk distributing it given the potential blowback in China.

    The feedback led to MGM's decision to make the highly unusual changes. Although it's common to reshape movies in the editing room, there's no known precedent for changing the nationality of an entire group of characters.

    People close to the picture said the changes will cost less than $1 million and involve changing an opening sequence summarizing the story's fictional backdrop, re-editing two scenes and using digital technology to transform many Chinese symbols to Korean. It's impossible to eliminate all references to China, the people said, though the changes will give North Korea a much larger role in the coalition that invades the U.S.

    "We were initially very reluctant to make any changes," said Tripp Vinson, one of the movie's producers. "But after careful consideration we constructed a way to make a scarier, smarter and more dangerous 'Red Dawn' that we believe improves the movie."

    Representatives for director Dan Bradley did not respond to requests for comment.

    If MGM is unable to find a distributor for the movie, it could end up going direct-to-DVD or could even be shelved, never to be seen by the public.

    "Red Dawn" is not the only piece of entertainment to swap out Chinese villains for North Koreans recently. The video game "Homefront," which was released this week and features a script by John Milius, writer of the original "Red Dawn," was also originally intended to feature a Chinese invasion. For business reasons, publisher THQ changed the occupying forces to North Korea.

    A representative for MGM said it's hopeful the unusual changes will have a simple result: turning "Red Dawn" from a complete write-off into a movie that can find an audience and make money.

    "MGM has been working with the film 'Red Dawn's' director and producers to make the most commercially viable version of the film for audiences worldwide," said Mike Vollman, executive vice president of worldwide marketing. "We want to ensure the most people possible are able to experience it."

    Times staff writer David Pierson in Beijing contributed to this report.

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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look



    I was going to go see this movie opening weekend. Now they can take their bullshit and shove it up their ass sideways!

    Guess I know how MGM is planning on coming out of bankruptcy now.

    As an aside, I didn't know that about Homefront. Yet I am not surprised.

    Here's a news flash assholes, refusing to talk about the giant fucking elephant in the room doesn't make it not there. Fuck them all.

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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    Started reading some real folks review of this game and they too say this game is pretty short in single player campaign. One guy cleared it in 4 hours! Unreal as I have dozens of hours into FO3 and FNV.

    I'm very strongly thinking about holding on to my company issued incentive points (the ones I used to get FNV) and just picking this up on Craigslist.

    Saw someone post this, how true!


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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    Well I'm a little disapointed. The game is a lot more scripted than I was imagining it would be. I was expecting an open concept where you could decide how you wanted to take out the invaders.

    I know a lot changes, but what the hell happened to this from the E3 first look...
    "fast-paced action with no breaks and no cinematic cutscenes. All dialogue and story events will happen in real time, like in the Half-Life series."
    Not to mention the bug that got me stuck in a wall after playing for less than 5 minutes...

    Finally, in order to force you to follow the script exactly you either can't move or are blocked from going into an area until you are supposed to. That's bullshit.


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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    Oh yeah, I'm definitely waiting until I can pick it up on CL for $10-$15... Really too bad as this game had a lot of potential.

    Sounds like if you want a good US invasion game, Freedom Fighters is still the only decent option and that game was released 8 years ago! Definitely sounds like FF is much more open optioned than HF is. In FF you could go take out air support first and not have to worry about it later on in other areas of the level or, you could take your chances against helo gunships to take out a bridge first and cut off enemy reinforcements so you didn't have to fight as many troops in other areas. Plus you can easily put about 10-12 hours of game play into it and it has an excellent soundtrack.

    Come to think of it I may have to fire up the old Xbox and play through it again. Been a while since I've played through it. I really wish they wouldn't have shelved the sequel.

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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    I finished Homefront SP game the other day, it was decent, but too short.

    It should have been 2-3 times longer.


    Midway into the game we run into the Heartland where survivalists are made out to be cruel Neo-Nazi's torturing the poor NK's soldiers.


    Frankly, if an invading army rounds up American families into forced labor camps to torture and mow them down with machine guns. Then bulldozed their remains in an open graves, I'm not so sure survivors would be so quick to forget this activity.





    Homefront Wiki Navigation
    Survivalists



    Survivalists, according to Connor Morgan, have been preparing themselves for the end of the world since the Y2K scare. During the collapse of the United States economy, Survivalist ideologies became very popular. When the KPA first attacked in 2025 the Survivalists retreated to large camps in the vast countryside of Utah and other states. While they are American they hold no to little allegiance toward the American Resistance, simply fighting for themselves.

    They are extremely racist towards anyone of East Asian descent, shown when two Survivalists torture and "toy" with a captured KPA soldier. And even using captured KPA soldiers and possibly other ethnic East Asians as slave labor as bad as the Korean occupying force.


    Boone Karlson of the Colorado America Resistance group made a arrangement with the Survivalists in needing their helicopter for the Resistance's operation in helping the United States Armed Forces in San Francisco; however, the Survivalists renege on their deal after learning that Boone was killed by the KPA and threaten Connor in exchanging for Rianna and Hopper Lee - heavily implying of using the former for sexual pleasure and killing the latter for his Korean ancestry. This forces the Resistance to fight the Survivalists to their way to the helicopter.





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    Default Re: ”Homefront” Exclusive Impressions - E3 First Look

    Dear Homefront, Can You Let Me Feel Important?
    March 26, 2011



    I’ve been playing Homefront for the past few days, and I’ve come to the conclusion that it’s not very good. While it’s certainly playable and isn’t the worst game on the market, it’s generally archaic, with a poor sense of narrative pacing and generic shooting action that looks like it was lifted directly from a mediocre PlayStation 2 title. However, these issues are not among Homefront’s greatest crimes. Kaos Studio’s “alternative history” game about a Korean invasion of North America typifies one of the worst crimes a game can do — make the player feel like an intruder.

    There are certain games that look and feel as if they’re perfectly happy playing by themselves and would rather you just go away. Homefront is an exemplary offender, reducing the player to the status of a herded sheep rather than a focal point of the gameplay. As non-player characters converse amongst themselves and become emotionally invested in a war for survival, the silent mook following them is made to feel like a rank outsider, largely ignored and generally unnecessary.

    For sure, the game makes a half-hearted attempt to pretend that you’re important, and even gives you some tasks to complete on your own, but it’s akin to giving a child some paper and sticking it in the corner to do a drawing. It’s just busywork intended to make somebody feel special so that the adults can get on with their lives. Homefront consistently conveys this message, and it’s almost offensive.

    Most of the game is spent following a resistance leader called Connor, who is the actual main character as opposed to the player. This is his war, and Connor’s overwrought, dramatic speeches and manufactured outrage will make that abundantly clear. Despite being an obnoxious and thoroughly unlikable character (with a voice that sounds distractingly like Trey Parker), he’s the star of the show, without a doubt. He and his band of merry men, of which you are merely a faceless member, lead the charge against the evil Korean bastards, and your main role in the game is to follow everybody else. I’d say that roughly 70% of the game’s stated objectives are “Follow Connor.” The objective marker is above the ugly man’s head for most of the experience and it makes one wonder why we’re not playing as this guy, a chap who is clearly more interested, more involved, and more of a player than the one holding the controller.

    The game gives you so little direction, focusing instead on what the rest of the cast is doing. Your job mainly consists of popping off Korean police officers in the background. You can rarely advance in the game without the rest of the resistance clearing you a path, and even then, you can only go so far before the game forces you to wait for somebody else to make a decision.

    The complete lack of player agency is typified by the fact that you cannot even open doors for yourself. It’s become a joke among the gamer community that you have to constantly wait for NPCs to open doors for you, but I think it adds to a larger, more serious point about how Homefront treats the player as an unwanted passenger. It’s no exaggeration that the game constantly forces you to watch other people open doors, or flip over refrigerators that are blocking the path. While it looks like unintentional self parody, it sends a very definitive message to the player — this is our game, and you’ll get to play when we say you do.



    I’m all for linearity in games — a linear experience is often necessary for titles that want to communicate a clear and concise story, and when done right, such an experience can be just as satisfying, if not more so, than a totally free, open-world game. Homefront, however, takes the idea of linearity to mean that the player is an audience member as opposed to an instigator. Compare it to Half-Life, which guides one just as much as Homefront does, but makes the player the focus at all times. NPCs talk to you directly, and your actions are often what compels the game forward, not the other way around. More recently, Crysis 2 places players right in the middle of a large scale war, but you have the freedom to take out the enemies any way you see fit. You are the central, dominant star, and the NPCs are there to remind you how awesome you are, rather than how awesome they are. There are FPS games no less scripted than Homefront, but with just a little more focus on the player’s actions and his role in the world, one feels much more invested and, more importantly, wanted.

    Homefront isn’t the only game to screw this up, of course. First-Person-Shooters can easily fall into this trap, with several earlier Call of Duty titles and the recent Medal of Honor reboot committing similar crimes, where the player is carted around the map and made to watch other people do all the cool stuff. Even outside of the genre, certain titles shaft the player in their own unique ways. Final Fantasy XIII threw players into a world where the story was already half told before they got there. Characters would talk about things like Pulse, Coccoon, the Fal’sie and all this other convoluted garbage without explaining any of it beforehand. It was up to the player to trawl through an ever-expanding in-game encyclopedia to understand what the Hell anybody was talking about. Added to that, the game’s battles largely played themselves, with the player merely inputting vague directions. Final Fantasy XIII was a game in which one was thrust into a world full of characters talking amongst themselves and fighting their own battles. There was barely any point you being there.

    Another example one might not expect is the PlayStation Network’s Noby Noby Boy. For those unfamiliar with this weird game, the aim is to stretch the titular Boy by pulling swallowing and pooping things to gain elasticity, then pulling the Dualshock’s analog sticks in opposite directions. That’s really it. The main draw of the game isn’t the stretching, however, but the weird and wonderful world that Noby Noby Boy inhabits. Each randomly generated environment is full of bizarre sights — people ride around on the backs of toucans, skeletons and devils dance around the world, angels drive cute little cars and donuts fall from the sky. The weirdness can be awe-inspiring, but this awe soon gives way to annoyance when you work out the insulting truth — everybody in the game is having more fun than you are.

    Why can’t I be a cavorting devil? Where’s my cute little car? Why can’t I ride on the back of the toucan? I love toucans, they’re my favorite bird, and everybody gets to ride them but me!



    When a game feels like it’d be having more fun without you, I feel it’s crossed a line, and this is a line Homefront never steps back from. It’s a game in which you’re not allowed to walk through a passage or climb a ladder until all the NPCs have done so first, when you can’t move forward without getting permission. Hell, there’s even a cool tank called Goliath that blows stuff up … but it’s autonomous. Your job is to point it to a target and then watch it destroy all the important things with cool explosions. You can’t really take pride in destroying a tank when your role in the fight was merely to ask something else to do it. By the time you get your own rocket launcher, you feel almost grateful, then you realize you only get to explode one tank with it before you’re forced into the back of a jeep and put through an on-rails section — which just feels like salt in the wound after being led around on a leash for the past hour.

    In any war, there are more faceless pawns than grand heroes, that’s a given. A battlefield is a big place, and if you’re in it, you’re one of the many. I don’t play videogames to be one of the many, however. Surely, we play games to be in the high places with the heroes, not in the ditch, trailing behind their shadows. I don’t want NPCs that are more a part of the game than I am. More importantly, I don’t want to feel like a cameraman in a machinima movie.

    Either let me in, or just release your “game” as YouTube videos.

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