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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Italian, Spanish - Spain, Dutch
Engagement
Hours played at review time, across 55 reviews with recorded playtime.
Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Es un juegazo, la historia es corta, tenia futuro creo yo pero es una pena que ya no tenga multi, de todo lo demas, buen juego. :3 Y si aun no te decides, no te preocupes, ya lo he jugado por ti, miralo aquí: https://www.youtube.com/playlist?list=PLYG4exLJRL2ZsqroYoBHPcUeiKTB1JTb9
Honestly one of the most underrated games of all time. It's an interesting setting, but I feel like for the campaign, there are moments where the story could've had more potential. Such as increased fleshing out of Col. Jeung, or the first guy we meet in the bus. This game is pretty metal in some really good ways to show the horrors of war. And had some really cool weapon concepts that we haven't seen in later models. (The Sentry Towers are my favorite weapon design in this game.)
This game can only be described as a buggy ♥♥♥♥♥♥♥♥♥♥♥. Hands down one of the worst PC ports of all time. Genuinely an awful experience from a gameplay perspective. Now the story might be the single biggest plot-armour dumpster fire I've ever seen. Somehow North Korea manages to take on the combined might of the USA, Japan, South Korea, and Saudi Arabia. Yet four American rednecks, backed by three fuel containers, somehow manage to turn the entire tide of the war. Don't bother. Awful game.
The campaign is pretty short but totally worth
I am not a big fan of competitive multiplayer shooters, and Homefront surely did not change my opinion on them. Because of that, this review is addressing the single-player campaign exclusively. The setup is a masterclass in political fan fiction that makes zero logical sense, but you roll with it because a North Korean occupation of America is a wild, untapped backdrop for a shooter. The lore jumps through Olympic-level hoops to make this happen. Kim Jong-il passes away, and Kim Jong-un steps up to miraculously heal a decades-old geopolitical rift, merging the Koreas into the Greater Korean Republic alliance. Meanwhile, the Middle East implodes into a war that triggers a global fuel crisis. Somehow, the rest of the world goes into a total economic meltdown, yet this newly formed Korean superpower is completely immune to the resource starvation. They casually march into Japan while global superpowers look the other way. Then, a massive pandemic hits the United States in 2021, completely crippling its infrastructure and military. It is hard not to look at that fictional timeline and feel a bit of dark humor, considering 2027 is right around the corner for us. By the time the invasion happens, America is so weak that it’s less of a war and more of a hostile takeover, giving us a literal, modern-day Red Dawn scenario that sets a fascinating stage. The game hooks you immediately with atmospheric storytelling. You wake up in a miserable, dilapidated apartment, surrounded by the depressing realities of life under occupation while propaganda blares in the background. Then comes the aggressive knock on the door. Suddenly, you are pinned against the wall with a barrel in your face. The man leading the raid is General Jeong himself. For a high-ranking general to personally show up to arrest your character, Robert Jacobs, the narrative loudly screams to the player that Jacobs is a critically vital asset to the resistance, and that Jeong is going to be your primary, deeply personal antagonist moving forward. It is a textbook setup for a compelling hero-villain dynamic. What follows is easily the most memorable and daring sequence in the entire game. You are shoved onto a repurposed school bus, forcing you to look out the windows at the raw, unedited brutality of the occupation. Watching a pair of parents get ruthlessly executed right in front of their screaming child is a deeply unsettling, heavy moment. It takes serious balls for a developer to put a scene that explicitly heartbreaking into a mainstream, big-budget shooter. It builds an immediate, burning desire to fight back. But the moment the bus crashes and you are rescued, the illusion completely shatters. You find out Jacobs is special simply because he can fly a helicopter. Worse, the secret, underground resistance movement you’ve been looking for is hidden around what feels like next corner from the crash site. The grand scale of the world instantly shrinks into a series of highly convenient, tightly scripted video game corridors. The middle of the campaign attempts to maintain that gritty, horrific tone but completely trips over its own presentation. You are sent on a high-stakes mission to tag enemy fuel tankers. During the chaos, the resistance utilizes white phosphorus against the occupiers. A devastating, horrific weapon. Yet, any emotional weight or horror from that choice is immediately ruined by the incredibly lazy, immersion-breaking use of the iconic, comedic Wilhelm scream sound effect. Immediately after, you are forced to hide from a patrol by laying inside a literal mass grave. Jacobs' brilliant survival tactic is to casually grab the hand of a corpse, pull it over his face, and just lie there. Amazingly, the enemy soldiers look right at a pile of bodies with a fresh, living guy holding a dead hand over his eyes and think nothing of it. To top it off, General Jeong shows up again in this segment. The game is practically begging you to anticipate a massive, cathartic final showdown with him. Instead of a satisfying payoff, the final act rushes to a bizarre, abrupt conclusion. After returning to find your home base completely wiped out, you escape, hijack a helicopter, and fly it toward the tagged fuel trucks. In an absurd, action-movie sequence that completely abandons the grounded grit of the early bus ride, your companions casually leap out of your moving helicopter directly onto the speeding trucks. You escort them to the Golden Gate Bridge for a massive final assault. During the chaotic battle on the bridge, one of your main companions sacrifices himself, dramatically calling in an airstrike directly onto his own position to clear the path. The bombs drop, the screen goes white, and the game just ends. General Jeong never shows up. There is no final confrontation, no closure, and no resolution to the personal threat established in the opening minutes. The campaign kicks off with immense promise and then completely derails the absolute second you are forced to step out of your apartment. When it comes to the actual moment-to-moment gameplay, Homefront feels like a budget, generic imitation of Call of Duty. It borrows the exact same structure but executes it with none of the polish. You are constantly funneled through linear paths behind a knockoff version of Captain Price, whose entire purpose in the game seems to be walking up to closed doors, waiting for you to catch up, and opening them. Because the mechanics are so uninspired and the story pacing is so broken, the only saving grace of the campaign is its length. It is incredibly short, ensuring that it at least doesn't overstay its welcome or become an unbearable chore to finish. As dark as the fictional story of an occupied America is, the real-world tragedy is what happened behind the scenes at Kaos Studios. The development of Homefront was an absolute nightmare of human misery. The workplace culture was broken from the top down, plagued by severe management instability and an endless cycle of revolving general managers who couldn't steer the ship. The internal politics were incredibly toxic, featuring a bitter, ongoing feud between the art department and the design team, largely driven by a widely disliked art director who was eventually terminated midway through production. The studio morale was so profoundly damaged that during the critical alpha phase in 2010, the company was hemorrhaging staff at a horrifying rate of roughly one employee per week for the first 30 weeks of the year. Employees were subjected to brutal, unrelenting crunch and total creative burnout, all while working under the crushing weight of knowing their publisher, THQ, had completely lost faith in them and was already planning to sideline their studio. Going into this, I was fully prepared to drop a harsh, well-deserved negative review on Steam. The game is flawed, rushed, and heavily compromised. But after uncovering the sheer level of corporate mismanagement, human exhaustion, and workplace agony that went into building it, I just don't have the heart to give it a thumbs down. The developers clearly tried to make something unique under impossible conditions. When it goes on sale for less than the price of a cup of coffee, it is worth experiencing just to see what could have been. Especially now that masterpieces of the genre like Spec Ops: The Line have been completely wiped from the Steam store, leaving us with fewer narrative-driven shooters to look back on.
oyun yarrak gibi bunu aldığım günün evveliyatını sikim düşmana sıkıyon mermi bazen işlemiyor düşmanın mermi lootlanmıyor herketli hedefleri vurmaya çalışırken oyun yaptığın atışı algılamıyor mermi bok yoluna gidiyor ve her oyuna devam ederken ta en baştaki sinematik hahber sekansı çıkıp duruyor konu olarak güzel bir oyun ama oynanış olarak yarrak gibi
juego tan malo
ta bien con una campaña de 2-3h
Tolerable. Just another shooter from the late 2000s and early 2010s.
Many of the plot points feel like a time traveler wrote and obscured them.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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