The other day I thought to myself, I fancy a game of Homefront online.
Having
put the disc in and fired it up, I found to my dismay that the servers
for Homefront were no more. Following the demise of THQ, Crytek (who
were developing Homefront 2 anyway), bought the rights to the whole
franchise, but they haven’t as yet turned the servers back on following
the transition. That was a couple of months ago now, so a return to the
battlegrounds of Homefront is looking increasingly unlikely.
Chances
are you are shrugging a “so what?” right now. This probably means
you’re one of the many who either didn’t bother with the game at all or
were put off by one or all of the following things:
A
very short campaign, questionable AI, an online component with little
in the way of game modes or customisation, problems connecting with
parties and friends.
But
there were those of us who saw past these issues. We looked beyond the
problems and the lacklustre first impressions. We cracked the surface
and found diamonds beneath.
The
campaign may have been four hours’ worth at best, but they were filled
with explosive action. The story may have been preposterous, but it was
believably told with emotional impact. And the multiplayer? Oh man, the
multiplayer. Before Battlefield 3 arrived to steal our hearts and our
time, Homefront gave us a brilliant multiplayer experience that – for
those who really embraced it – surpassed anything Call of Duty was
bringing to the table.
On
large, well-designed maps, Homefront used a simple, but perfect
mechanic to shape its online struggles. With every kill, assist or
captured objective, you accumulated XP that you could spend right there
and then in the heat of battle on war gear or other perks. Or, once
you’d been killed, you could spend XP to respawn in a teammate’s vehicle
or in one of your own. And the more XP you saved up, the greater the
vehicles – from armoured trucks to tanks and gunships.
This
resulted in games of Homefront starting out relatively subdued, but
they would grow into chaotic confrontations as players called in
armoured support, choppers and airstrikes.
Homefront
multiplayer may not have had the technical brilliance or scope of the
Battlefield series, or the tight, smooth gameplay of Call of Duty. But
damn it was fun. And there is a bunch of us out there who mourn its
loss.
Homefront is dead. Long live Homefront 2. Come on Crytek – make it happen.
The first time I saw you was just a video of
your first mission, a simple playthrough. Lots of action and nice atmosphere,
but still simple and straight forward. But God, you were beautiful. The
lighting, the animations. And the sound! My word, what a voice you had.
And then we met. So often a meeting in the
flesh can be a disappointment - the reality struggling to live up to the ideal.
But not you. You were everything I'd seen in that first glimpse and so much
more. Some spoke ill of your campaign, saying it was trying to imitate the
success of others, but I saw a thrilling effort, emotional and varied. Whatever
the case, none could argue what you were really bringing to the table.
Frostbite 2 - a next-gen engine working on current consoles, pushing them to
their limits and giving us visuals and sound quality the likes of which we'd
never seen before. What a show you put on.
And that's before I got to the multiplayer -
the meat and potatoes of the Battlefield 3 experience. So ambitious, with
innovative modes and sprawling warzones. Others who had come before you had
taught me little else but selfishness. They were all about my kills and my
achievements. You taught me teamwork. You were all about our kills and our
achievements. They were I and you were we.
Whether it be reviving squad mates,
resupplying their ammo, spotting enemies for others to take down, offering a
ride in your many vehicles - your gameplay was so well designed, so brilliantly
tuned towards teamwork that it encouraged us all to work as a team even in
situations where there were no points to be gained for ourselves. Sights like
this amongst the chaos are not uncommon:
Forgive me, I'm rambling and I don't want to
keep you. I know you're getting ready for curtain call. As I
write this, your Premium members are experiencing your final piece of content
and in two weeks, all will be able to access it and witness your last waltz.
The End Game.
It is an exciting time, but also a sad
one.I know we have a lot more time to
spend together, more memories to create, more Battlefield Moments to
experience. But I can't help but think of when we eventually separate, when
our time together comes to an end, as all things must. It is on the horizon
like a distant silhouette.
I dread the day when I have to say,
"I've met someone else." But I know we'll be ok because we both know
who that someone will be. It is you - only bigger, better and fill of all the
sights, sounds and moments that can only be found in Battlefield 4.
But let's not think about that now. Let us
seize the day and hit the ground running or strap in and take to the skies.
Before we draw that line in the sand, before we close the book - let us write that
final chapter.
Aliens: Colonial Marines. Right, where do we start? 1979?
You
know about the films and you know there have been a handful of decent
games made off the back of them, but none of these games have fully
lived up to our expectations. We had no reason to believe any of them
ever would, until this glimmer of hope shone through the darkness in
2006………
Oh
my. This is it, we thought. Finally. All we’ve ever wanted was to be a
Colonial Marine playing out James Cameron’s Aliens. It doesn’t matter
which previous game you can think of in the Aliens franchise, they all
aspired to be just that. Whether it was Aliens vs Predator on the PC,
Alien 3 for the Megadrive or Alien: Resurrection on the PS1, all of them
tried to replicate the second film in some way and all of them fell
short. But this, this had promise.
After
all, with the technology we now have, how hard could it be to make an
Aliens game? All you need is right there on the screen.
With
the possible exception of Death Race, I can’t think of a film more
suited to a videogame adaptation than Aliens. You have a cast of
characters, a squad mechanic, great locations, atmosphere, the monsters
and an almighty boss battle.
So what the hell happened?
After
that initial reveal, it all went quiet on Colonial Marines. It would be
six long years before it emerged again, but it arrived on a wave of big
words from developer Gearbox. It was their baby, their labour of love
and this game was so true to the franchise that it was proclaimed as
official canon by Fox and the true sequel to Aliens. Despite shitting
out the worst game ever made in Duke Nukem Forever, Gearbox had our
attention and our trust and what they were showing us pointed to a
brilliant game ahead.
We
approached the release. Where were the reviews? It became evident that a
review embargo was in place.With publishers trying to maximise week one sales by getting the games magazines to sign non-disclosure agreements, embargoes are rarely good news and show a lack of confidence in their own product.
Sure enough, when the release day came, the reviews landed and they were hard to read:
Edge called it "a familiar mismanagement of a rich and potent set of ideas and images," while OXM described it as a "superficially faithful clone with little of the films' spirit inside."
And of course, Hitler had something to say about it too.
Despite the Fuhrer, I decided to make up my own mind and handed over my money with trembling hands.
The
game starts well enough with all the right sounds and titles and these
sound effects continue throughout the game – the horrifying blip of the
motion tracker, the hiss of the aliens and of course the deep, raw sound
of the pulse rifle – all are present and correct. Even Lance Henrickson
has lent his voice.
Other
highlights are the first few sections as you are still expecting a true
Aliens experience. You are creeping through the darkness, the tension
mounting. Finding locations and little nods from the first two films
will also cause a few stirs of emotion from you.
However......
Voice
synching with the marines’ lips is terrible, the AI is seriously flawed
and full of bugs – marines suddenly spawn in front of you when you run
ahead and you can shoot and walk right through each other.
The textures are awful and the whole game, while not quite last gen graphics, is pretty damn close to it.
I
know the game is supposed to be action packed, but there are just far
too many aliens and facing them quickly loses its impact.
And
the story, while adequate, ends with the hope of a sequel that we’ll
never see and also (and I won’t give away how), it gives an almighty
"fuck you" to Alien 3’s opening.
Having
said all that, I did find myself reasonably entertained. I think I had
more fun than I did with Black Ops II’s campaign, I was never as
frustrated as when playing Kane and Lynch and it isn’t as bad as Duke
Nukem Forever. Nevertheless, even if you’re the kind of person who can
justify the price for 6 – 8 hours of reasonable entertainment, there are
still a lot more games you’d be better off with. The multiplayer is
awful and you’d never choose it over Halo or Battlefield and even though
there is fun to be had in split screen or 4 player co-op, this will be
more down to your friends than the game.
But the main reason I can’t in good conscience recommend this game has a lot to do with this:
We
were lied to. Gearbox rolled us one up. They had us believe the game
was better than it was and if Sega have anything about them, they will
do something to ensure this doesn’t happen again.
But I haven’t told you the worst part.
The worst part of Aliens: Colonial Marines - and this is the game’s greatest crime of all……..The Xenomorph are not scary.
Sure
there are a few bits in this game that will make you jump and there’s
the blind-firing panic you get into when you’re caught in the open or
one has worked its way behind you in a corridor, but ultimately this
game becomes a firing range. You step boldly into rooms where you should
be edging your way in, checking those corners. You run, gung-ho through
levels when you should be hunkered down, preying your motion sensor
doesn’t beep.
These
are not H.R. Geiger’s ferocious creatures that have haunted our dreams
since 1979. They are far from the perfect organism with a structural
perfection matched only by their hostility. They are dumb, limp AI with
no direction or grace, flailing headlong at your gun barrel. They are
mere cardboard cutouts of cinema’s most beautifully terrible creation.