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Homefront: The Revolution
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Homefront: The Revolution for current discussions. Content is subject to change. |
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Homefront: The Revolution is a 2016 first-person shooter for Windows PC, PS4, and Xbox One. It was mostly developed by Crytek UK before being sold off to publisher Deep Silver following financial problems at Crytek: Dambuster Studios was formed from ex-Crytek UK staff working on the project who had not already quit over Crytek's failure to pay them. It is not a direct sequel to Homefront, but rather a reboot with a similar premise. Rather than the original game's premise of North Korea rather randomly becoming a global superpower, it is set in an alternate history timeline where the digital revolution occurred in North Korea instead of the West. Following the collapse of the United States economy in 2025, Korea invaded: the game is set in 2029, four years into a brutal occupation, in the city of Philadelphia.
The player takes on the role of Ethan Brady, a new Resistance member, and must take the fight to the Koreans in a semi-open-world environment rather similar to that of the 2009 Wolfenstein.
Three story DLC packs, The Voice of Freedom, Aftermath and Beyond the Walls, were released, respectively in September 2016, November 2016 and March 2017. This leads to a more than slightly ridiculous 63.9 gig install on Windows PC.
The following firearms can be seen in the video game Homefront: The Revolution
Overview
Homefront: The Revolution uses a very strange variant of limited inventory system in singleplayer mode, wherein the player character can carry a pistol, a main weapon, an RPG (later on in the game) and pick between four types of grenade (incendiary, explosive, distraction and "hack") each of which has four subtypes (timed, proximity, remote and mounted on an RC car) with the subtypes drawing from the main type's ammo pool. All of the main weapons and the pistol have two additional "conversion" upgrades that swap out the upper or equivalent portion to turn them into totally different weapons: for example, the assault rifle can be turned into a light machine gun or a sticky grenade launcher. Conversions typically use a different ammo pool from the base weapon. As a result of this, the system effectively allows six main weapons to be equipped if the player has the relevant conversions unlocked, and sixteen (!) types of grenade. There is a Crysis-style system for additional accessories (not all accessories will fit on all weapons), and this is also used to apply conversions.
Actually setting this nonsense in motion is linked to two currency systems: the first, dollars, are acquired by looting bodies, completing objectives and feeding random items referred to as "valuables" into cupboards with guns in them (shades of Far Cry 2's diamond-eating computers, there) and are used to purchase base weapons, weapon accessories, and "gear" which upgrades the player character's abilities. It is not possible to simply pick up weapons in the game world: this is handwaved as the KPA guns using biometric ID locks, which fails to explain why it is not possible to pick up weapons dropped by Resistance members either.
The other currency system is "KPA Tech Points," which are acquired by capturing KPA-held areas and completing certain other tasks in the game world, and are used to buy weapon conversions and the different types of explosive and incendiary weapons. There is also a rather superfluous crafting system which is used exclusively to make grenade ammo.
Handguns
Beretta M9
The Beretta M9 once again appears as the sidearm of the resistance fighters, now with a rail attached to the underbarrel dust cover and a rather odd slide. It is the base weapon for the "submachine gun" and "pneumatic pistol" conversions. In its base form, it can be fitted with a laser module and / or a suppressor.
Beretta M9 / Desert Eagle Hybrid
For reasons that are not entirely clear, the special skins in the DLC "Wing Skull Pack" and "Revolutionary Spirit Pack" put a Desert Eagle barrel with a threaded muzzle and a Desert Eagle slide with a strange toy-like sliding fire selector on the Beretta.
Submachine Guns
FN P90
During the introductory animation, American soldiers are seen holding FN P90s manufactured by the fictional North Korean APEX company as they react to a nuclear attack on Riyadh. Precisely who did this or why is never really established.
Pistol carbine kit
The "submachine gun" the player character can use is actually a fictional pistol-to-carbine kit which seems to be based loosely on the FAB Defense KPOS. Attaching this replaces the weapon's slide, and somehow turns the weapon from a semi-automatic 9mm pistol into a fully automatic .45 ACP submachine gun without changing anything in the lower.
Shotguns
Mossberg 590
A Mossberg 590 with a ventilated rib is available. It is the base weapon for the "automatic shotgun" and "inferno launcher" conversions.
Fictional shotgun
The KPA's shotgun is a top-loading design based on the FN P90. In some cutscenes it is treated as an SMG instead for some reason.
Assault Rifles & Battle Rifles
AK-74M
At the end of the introductory sequence, a group of Resistance fighters are seen preparing to attack a KPA patrol. One of them has what appears to be an AK-74M fitted with a Kobra reflex sight.
AKS-74U
Another fighter in the same scene has an AKS-74U.
Fictional Assault Rifle
The primary weapon used by KPA forces is a fictional bullpup rifle, seemingly based loosely on the SAR-21 with some Saritch 308-ness thrown on for good measure. The KPA in-game have a whole series of weapons based on the same common grip design, which includes every weapon aside from their pistol and shotgun, right up to their RPG.
M4A1
The M4A1 carbine is the standard weapon of choice of the resistance, it appears to have a undersized carrying handle, it can be fitted with a Aimpoint T1, ACOG, or EOtech sights. It is the base weapon for the "light machine gun" and "limpet launcher" conversions.
SOCOM 16
A SOCOM 16 is seen used by the resistance, and is referred to as the "Battle Rifle". It's shown with a stainless steel finish, black Vltor M1S-style stock system fitted with a marksman stock, underside and side rails on the stock, and a long rail mounted over the action. Like a real SOCOM 16, it is semi-automatic only. It boasts an incorrect 15-round capacity. There are also a couple of oddities regarding the bolt; namely, it doesn't reciprocate when the weapon is fired, and when it is pulled back during an empty reload, it clips through the back of the receiver. It is the base weapon for the "marksman rifle" and "freedom launcher" weapons.
Sniper Rifles
Remington 700
The Remington 700 appears, curiously, as an optional conversion upper receiver for the SOCOM 16, under the moniker "Marksman Rifle", with a paltry 3-round magazine capacity. Going by the ammunition pickup text ("12.7x99mm"), this is because it is supposed to be chambered in .50 BMG (!).
Machine Guns
Ares Shrike EXP-1
An early version of the Ares Shrike, the EXP-1, appears in the game as the "Light Machine Gun", and is available as a conversion upper receiver for the M4A1; unlike most of the weapons in this game, this is actually possible. Slightly less realistic, however, is the weapon's reciprocating charging handle, which would be liable to bash out its operator's teeth. Bizarrely, it still retains the M4A1's carrying handle when iron sights are in use; rather than attaching a separate front sight to line up with this, the front sight post is inside the carrying handle with the rear sight, which would yield a sight radius that would be considered insufficient on most pistols, let alone a light machine gun.
Launchers
Panzerfaust 3
The Panzerfaust 3 appears in one of the early trailers. In the actual game the KPA instead use a fictional launcher based on their common rifle grip, and the rebels use a cobbled-together launcher roughly the same shape, the main component of which appears to be a Javelin launch tube assembly.
Mounted weapons
Browning M2
"Futurised" Browning M2s are seen on various KPA vehicles.
Phalanx CIWS
A Phalanx CIWS installation can be seen on the distant carrier USS Theodore Roosevelt during the introduction.