Why aren't you playing Homefront™: The Revolution on your Playstation™ 4 Pro at a silky smooth 30fps with per-object motion blurring and an eye-pleasuring 2,560 x 1,440 resolution?
Why aren't you playing Homefront™: The Revolution on your Playstation™ 4 Pro at a silky smooth 30fps with...
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Because i'm playing it on pc and not playstation
same reason I'm not going to play ME:A
>Because i'm playing it on pc and not playstation
PC doesn't have Playstation™ 4-exclusive HDR, user.
And why is that, user?
Shit you right, you just convinced me to go out and buy a PS4™. I just got home with it and a copy of Homefront™: The Revolution, damn does this look so much better, and the 30fps is an improvement over the 60fps I had on PC. Wtf i love Sony now
Just beat it for the first time last night and it was neat but there was almost no plot, the gun fights were bullshit because you die in 2 shots and I maxed out everything and bought everything in like 2 hours of playing.
I've encountered numerous bugs and 1 game breaking bug where a switch wouldn't activate so I looked up what to do and had to use other glitches to get past it.
Anyway, it's a solid 5/10, but the facial animations are a deffinite 10/10. Best I've seen in a game desu. Props there.
I feel the negative reception it got at launch was deserved. It's definitely improved since then and the dlc's for it are good
>but there was almost no plot
It's almost all environmental storytelling and shit, user. It's like the Dark Souls of open world FPS games. Like, this citizen having a beer and flipping invisible sausages. What does it MEAN? When a random NPC complains about how the KPA are deliberately not giving essential supplies to the people, what is that saying about America's healthcare system? On a deeper, metatextual level, when one random NPC pulls out a pack of cigarettes, lights their cigarette, and then hands a cigarette to the closest NPC and then lights that NPCs cigarette with their own, what are the developers trying to tell us about the military industrial complex? We have to go deeper. There may be skeletons and bloodstained floorboards and stuff because ENVIRONMENTAL STORYTELLING™.
so they fixed nothing?
>so they fixed nothing?
They fixed a shitload of bugs. And the game went from running at 15-20fps on PS4 to running at what looks like a locked 30fps. But there will always be more bugs. And yes, they really should have focused on a few rare, but nasty game breaking issues that appear later in the game. If fans are lucky, there might be another patch coming before they wrap up support.
Compare this:
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to this:
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I actually applaud reviewers for giving a comprehensively broken game negative scores. It's just a pity that dozens of reviews justifiably complaining that the game was a literal slideshow that kept corrupting their saves and crashing for no obvious reason haven't been updated to reflect the game's current status. The hate the game still gets really hurts. This isn't some No Man's Sky deal where promises were broken. Dambuster delivered the game they'd promised on a content and mechanical level. It was just completely broken.
>the gun fights were bullshit because you die in 2 shots
Which is paradoxical because once you unlock certain weapons you can literally just steamroll your way through the KPA even on Deathwish if you know how to exploit them.
It got 1.5 stars on Japanese Amazon, the most unshilled, user-oriented review there is.
Wouldn't that have a lot to do with the game running at 15fps on PS4, being full of game breaking bugs, and also having no crosshairs and thus triggering a shitload of ethnic motion sickness? Reviews for the game tend to be completely invalid due to how drastically it has changed since launch.
The reviews are literally all people complaining about the shit framerate and endless game breaking bugs and the longwinded pauses every time the game saves.
I remember playing the game at launch and then dropping it for the longest time. I eventually played it post-patch and it's a night and day difference. The devs stuck by it and continued to patch it and release content updates. The story was clichéd at times and lacking some serious polish, but I think the game more than makes up to it with the atmosphere and some of the environmental storytelling. There's an entire optional side quest that was discovered last month or something that has you following a serial killer and his kills, you just don't get that kinda stuff in most triple A games. I think it's obvious that with a few more months of development this game would have come out and gotten some praise for it's environments
In all fairness too, the development was a clusterfuck. When Crytek was around the team wasnt paid for months, it was taken from a basic sequel into an "Open World HL2", they had only one writer and hired another one with 6 months left in development, its a miracle the game wasnt canceled. I kinda want Dambusters to make a sequel or a new project to see what the team can do given a stable work environment, the last DLC has its moments and is kinda decent feeling like a nice mix of HL2 and Crysism
>There's an entire optional side quest that was discovered last month or something that has you following a serial killer and his kills, you just don't get that kinda stuff in most triple A games.
It's the remnants of a planned sidequest. What makes it a bit sad it's quite apparent that they did intent to have a proper sidequest system where you completed missions that had actual depth. The final game just has the main storyline, meaningless Stalker-style "jobs", and a bunch of environmental storytelling. There are a lot of hints in the game that point towards cut content. I think the game was poorly managed and they got caught up in open world design which ultimately hurt the game. They should have focused more on the Yellow Zones. And they should have forced the player to ditch their weapons in the Yellow Zones.
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I think it's a really good game, but it could have been a much more focused and deep experience. The Red Zones were clearly a late addition to the game, and they struggled to give them an actual purpose. And while I'm sure there's other cool easter eggs and stuff in the game nobody has found, a lot of the world design screams "rushed". I wouldn't be surprised if half the Red Zone stuff was hammered together in the last few months before shipping.
I almost bought it just for Timesplitters 2 but held off
Wait, is that a dev channel? Thats fascinating, what else was cut or was hidden in the files? How ambitous was this originally?
Development was a clusterfuck, but I think their decision to reboot the game as an open world "Member City 17? Member Breen? Member Antlion Thumpers? Member no children in City 17? Member silent silent protagonist?" game fucked the project. There's a reason why Ubisoft have hundreds of people working on their open world games. Making open world games is incredibly time consuming, and presents a lot of performance budged problems that a linear game doesn't have to face. There is so much that can go wrong. I think Kingdom Come: Deliverance is likely facing similar issues right now. Making an open world CryEngine game isn't easy. And the AI in particular will often come back to bite you as you increase the world size. Homefront: TR purges NPCs way too aggressively in an effort to improve performance, because CryEngine wasn't designed with open world "dozens/hundreds of NPCs roaming around" mechanics in mind. Creation Engine uses tricks to handle AI movement when you're not looking at them.
>Wait, is that a dev channel?
One of the devs. He left Dambuster recently to work as a Senior Level Designer on Star Citizen. He wanted more stuff like this in the game, but time constraints got in the way.
>what else was cut or was hidden in the files?
Nobody has bothered to extract the game's encrypted archives, which is a great shame in my opinion. There could be some really interesting stuff buried in there. It is safe to say a lot was cut, though.
>How ambitous was this originally?
It was originally a much more linear and "cinematic" game. A great deal of the stuff shown in 2014 is either gone or heavily stripped down. I think they originally planned for the game to have less focus on shooting people and more on improvisation and gadgets. For example, you can still destroy cameras in the game by throwing bricks at them, but there's never really any need to. And it looks as though campaign co-op of some kind was originally planned. I think they shifted the game to open world, stripped out a shitload of story content, and then tried to patch it all together with a new narrative director. A lot of "cool" stuff was removed. For example, in 2014 footage, your character lit molotovs with his lighter. He opened vents to check the contents. Resistance Stashes were supposed to have some kind of POINT, but in the final game they're just full of ammo and junk to sell. The shift to an open world badly diluted the game, and I honestly think it would have been better served by a tighter hub-based design with maybe one or two open world sections.
The game really would have benefitted more if it were just Metro in terms of level design.
>you just don't get that kinda stuff in most triple A games
lol, wtf, are you saying homefront 2 is a AAA game? are you insane?
The DLC plays like a hybrid of Metro and Crysis 2, and I think that honestly the fault lies with gamers as much as Crytek/Dambuster. People attacked Crysis 2 for being too linear. They refused to buy Crysis 3, which was a mixture of wide open areas and liner sections. Meanwhile, they were lavishing praise on Far Cry 3 and other open world titles. I'm not sure what their exact reasons were, but I think that the non-stop complaining about how bad linear game design was in that era was likely a factor pushing them towards jumping on the open world bandwagon.
Only reason to play this game is for Timesplitters within it.
Were the Crysis games AAA games? How would you categorise a hugely ambitious open world sequel/reboot to one of THQ's most successful games made by a moderate sized British team?
Are you supposed to play this on the hardest difficulty? I'm blazing through enemy camps, and it feels a bit easy.
>I kinda want Dambusters to make a sequel or a new project to see what the team can do given a stable work environment
They're hiring for a new game currently. Apparently team size will be over 100 people. Likely using Unreal 4. It's apparently an "established" AAA series in a "realistic style". This is based on their jobs page over the past few months. It's also "sandbox". So while I doubt it's a Homefront sequel since publishers are reluctant to continue IPs that don't sell well, I think they're probably hoping to tackle the same type of game but with a much more focused design this time.
Considering some people whine than the medium difficult is "impossible", I think it comes down to individual players. The game does get quite a bit harder later on, though.
What about the fun and engaging exploration and puzzle solving?
PS4 Pro Digital Foundry analysis when?
Holy shit they gutted the graphics so much to fix performance it hurts. Fuck you, underpowered AMD chipsets.
I genuinely have no idea what they mean by "established series". It sure as hell cant be Timesplitters or Crysis, but its nice that both Deep Silver and Dambusters learned from their mistakes and thankfully didnt suffer from layoffs.
I can see why since linearity in most games at the time just consisted of straight corridors without much planning for how shootouts would work.
Oh shit, I didnt even realize that you could open vaults, or even that 4 player co-op was intended. That makes the dev hell even sadder.
Would those issues have still existed if the game ran on something like the Unreal engine though?
>Would those issues have still existed if the game ran on something like the Unreal engine though?
Unclear. Open world games do not generally bother doing any sort of world simulation beyond a block or so. And most open world games use engines tailored for it. Ubisoft use their own CryEngine fork that they've modified drastically over the years for their Far Cry games.
Unreal would probably have the same issues, as would Unity. When making a game like this, you need an AI solution that is built from the ground up to handle large numbers of NPCs wandering around. Culling them when you walk more than, you know, 200 meters away, or if you turn your back on them long enough, isn't a good solution. Most players probably won't notice, but anyone who's tactically minded is gonna go, "Wait... Where did that tank go? It was travelling down this road, but when I ran around the long way, it disappeared."
I think this aspect of open world design is something that isn't really appreciated. People complain about the CPU usage of games like Watch_Dogs 2, but the reality is that keeping AI active and responsive in a 500x500 meter section of a city is honestly really demanding. Fallout 4 literally purges random civvies when you're not looking at them, and then restores them when you look back. That's why their clothing and faces can change when you spin 360 degrees. I think the problem with Homefront: TR is the solution they chose to fix AI performance overheads was a bad, clumsily obvious fix.