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Homefront: The Revolution

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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.



Homefront: The Revolution
Release Date: 17 May 2016
Developer: Crytek UK, Dambuster Studios
Publisher: Deep Silver
Series: Homefront
Platforms: Playstation 4
Xbox One
PC
Genre: First-person shooter



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 (default which is either timed or impact depending on the grenade, 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 on-the-fly customisation system for weapon accessories (not all accessories will fit on all weapons), and this is also used to apply conversions. Each conversion has its own accessory settings and limits, and "remembers" the accessories that have been applied to it when it is selected and will still have them when switched to again, except for the Battle Rifle which likes to forget it has a scope fitted.

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, level upgrades for 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 non-default grenade subtypes. There is also a rather superfluous crafting system which is used exclusively to make grenade ammo.

Beretta M9 modified

Beretta M9 "Pistol"

The Beretta M9 once again appears as the sidearm of the resistance fighters, now with a M9A3-style rail attached to the underbarrel dust cover, a rather oversized and pointed beavertail, no hole in the hammer, and a rather strange slide. Oddly, the weapon artist's portfolio model of this weapon shows it had a normal Beretta slide when he handed it in, someone at Crytek UK apparently later deciding to change it into having a weird M1911-like 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.

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Beretta M9 - 9x19mm. U.S. military-issue 92FS. Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS.
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The pistol in hands.
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The pistol with mods in hands.
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Pistol sights.
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Reloading the pistol.
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After the invasion, nothing was quite the same. This pistol is a case in point.

Beretta M9 / Desert Eagle Hybrid "Pistol"

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.

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Beretta M9 - 9x19mm.
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IMI Desert Eagle Mark XIX - .50 AE.
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The pistol in hands.
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The pistol with mods in hands.
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Pistol sights.
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Reloading the pistol.
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"Some days I wonder why the Koreans invaded, and then I see things like this..."

Pistol carbine kit "submachine gun"

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.

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A Glock pistol fitted in a FAB Defense KPOS Glock to Carbine PDW Conversion Kit
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The SMG in hands.
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The SMG with mods in hands.
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SMG sights.
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Reloading the SMG.
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Weapon preview.

"Pneumatic Pistol"

Another modification of the Beretta. This time a conversion to a pneumatic pistol.

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The Air gun in hands.
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The Air gun with mods in hands.
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Air gun sights.
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Reloading the Air gun.
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Weapon preview.

Colt M4A1

M4A1 "Assault Rifle"

The M4A1 carbine is Brady's weapon of choice. It begins with an undersized carrying handle as the standard rear sight, but Aimpoint T1, ACOG, and EOTech sights can be purchased. It is the base weapon for the "light machine gun" and "limpet launcher" conversions.

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Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO
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The Assault Rifle in hands.
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The Assault Rifle with mods in hands.
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Assault Rifle sights.
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Reloading the Assault Rifle.
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The M4A1 as seen in the hands of the player character. Note the unrealistically small carry handle, and that the safety is on.

Ares Shrike EXP-1 "Light Machine Gun"

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.

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Ares Shrike EXP-1 - 5.56x45mm NATO
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The Light Machine Gun in hands.
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The Light Machine Gun with mods in hands.
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Light Machine Gun sights.
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Reloading the Light Machine Gun.
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The Ares Shrike EXP-1 in the hands of the player character.

"Limpet Launcher"

Modification of the M4A1 rifle.

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The Launcher in hands.
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The Launcher with mods in hands.
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Launcher sights.
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Reloading the Launcher.
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Launcher previev.

Mossberg 590

Mossberg 590 "Pump Action Shotgun"

A Mossberg 590 with a ventilated rib is available. It is the base weapon for the "automatic shotgun" and "inferno launcher" conversions. This is achieved by simply yanking the barrel, forend and end of the magazine tube off and putting something else on the front instead. This should not in any way be confused for something that would work.

Because so little of the gun is actually changed when it is modified, it is always Mossberg 590: the conversions just give it a heat-shielded barrel, a vertical grip forend and a drum magazine shoved into the loading port, or a very large break-open barrel and an odd diagonal foregrip.

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Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge
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Ethan gets to work customising his shotgun: note the Mossberg top strip safety. The dog tag held on with elastic bands bears the name of Pedro Amorim, a Portugese 3D artist who made this gun model and many of the other weapon models.
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Field-stripping a shotgun is a lot easier when two-thirds of the front end is attached by blind faith.
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The "Automatic Shotgun" variant still has an obvious pump-action forend, and gains a heat shield held on with elastic bands. Because, you know, elastic reacts really well to being heated.

"Automatic Shotgun"

"Inferno Launcher"

Springfield Armory M1A SOCOM 16

Springfield Armory M1A SOCOM 16 "Battle Rifle"

A Springfield Armory M1A 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. It feeds from something that looks suspiciously like an oversized 20-round 5.56mm STANAG magazine, which due to logic gives it a capacity of 15 rounds, and like a real SOCOM 16, it is semi-automatic only. 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.

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M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)
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The Assault Rifle in hands.
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The Assault Rifle with mods in hands.
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Assault Rifle sights.
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Reloading the Assault Rifle.
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Ethan holds up his SOCOM 16 as he prepares to customise it: note the short barrel, showing this is not a standard M1A. Despite having three rails at the front, it can still only mount one accessory there
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Later, he finds himself having to deal with his SOCOM 16's habit of forgetting it has a scope equipped, somehow sliding the ACOG scope onto the rail with the quick-release levers in the locked position and then having it just stay in place by itself. Note also the bipod accessory, which decreases recoil despite always being folded, and the muzzle brake, which apparently "allows the use of more powerful ammunition" (which is the same ammunition that was in the magazine beforehand) and so adds to the damage but also increases recoil. Presumably in Homefront's world you apply the brakes to make your car go faster.

Remington 700 Export "Marksman Rifle"

Most of a Remington 700 Export 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 (!).

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Remington Model 700 Export with Leupold Mark 4 scope and Harris LM-S bipod - .308 Winchester
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The Launcher in hands.
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The Launcher with mods in hands.
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Launcher sights.
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Reloading the Launcher.
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Ethan admires the result of his radical breakthrough in the field of stupidity. Note that despite allegedly being a .50 cal, the gun model just uses a shorter version of the 7.62mm 5.56mm magazine from the SOCOM 16.

"Freedom Launcher"

Modification of the M1A rifle. Firework launcher.

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The Launcher in hands.
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The Launcher with mods in hands.
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Launcher sights.
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Reloading the Launcher.
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Freedom Launcher previev.

Launchers

Fictional rocket launcher

Rebels use a fictional cobbled-together rocket launcher roughly the same shape as a Panzerfaust 3, the main component of which appears to be an FGM-148 Javelin launch tube assembly. The KPA instead use a launcher based on their common rifle grip.

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Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm
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Rocket launcher in hands.
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Iron sight.
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Inserting a new racket.

APEX Weapons

APEX Biometric Assault Rifle

The primary weapon used by KPA forces is a fictional bullpup rifle, seemingly based loosely on the SAR-21 with some Saritch-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.

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CIS SAR 21 - 5.56x45mm NATO
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Saritch design concept - 7.62x51mm NATO (non-functional)
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A soldier equipped with an assault rifle.
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A soldier equipped with an assault rifle with suppressor.

APEX Biometric Battle Rifle

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A soldier equipped with an battle rifle.

APEX Biometric LMG

APEX Biometric Pistol

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The soldier is holding a pistol.

APEX Biometric Rocket Launcher

APEX Biometric Shotgun

The KPA's shotgun is a top-loading design which loads like an FN P90 and appears to be mostly based on the Kel-Tec KSG.

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Kel-Tec KSG with Magpul RVG foregrip - 12 gauge
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Two KPA soldiers armed with the shotgun (foreground) and the KPA assault rifle (background) in an image from the reveal trailer. Note how the front of the shotgun is triangular as if it still has the KSG's dual magazine tubes, despite that it is not even supposed to work that way.
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A closer view of a KPA member's shotgun.

Timesplitters 2 Weapons

Not Usable

AK-74

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-74 with polymer furniture and a Kobra reflex sight.

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AK-74 with plum furniture - 5.45x39mm
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Bob the Generic Terrorist leans over his friend Survivalist Jim, brandishing his AK-74.

AKS-74U

Another fighter in the same scene has an AKS-74U.

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AKS-74U - 5.45x39mm
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Survivalist Jim holds his AKS-74U, wishing that Bob the Generic Terrorist would stop that.

Browning M2

"Futurised" Browning M2s are seen on various KPA vehicles.

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Browning M2HB on vehicle mount - .50 BMG
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Machine gun mounted on a car.

Colt Model 933

The NPC model for the M4 is, in fact, a Colt Model 933 due to its 11.5" barrel.

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Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm
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A resistance soldier hold Model 933.

FN P90

During the introductory animation, American soldiers are seen holding FN P90s with HK-style front sights 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.

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FN P90 - 5.7x28mm
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An American soldier brandishes his APEX-made P90 during the introduction.
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The soldier and his mildly perturbed friend then flee as they discover they've accidentally ended up on the set of Call of Duty 4.

M1911

The advertising for the Beyond The Walls DLC shows a rather undersized M1911 of some sort with a non-factory hammer and an odd extended barrel being handed over. It does not appear in the game itself.

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World War II Colt M1911A1 - .45 ACP
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"No son, you take it, it'll grow into its barrel in a couple of years and fire's no place for a baby gun."

Mk 18 Mod 0

While riding on the Goliath at the Philadelphia Naval Shipyard, Brady's M4 inexplicably turns into a Mk 18 Mod 0.

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Mk 18 Mod 0 with 4-position stock and RIS handguard - 5.56x45mm
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With the Goliath now handling the KPA onslaught, Brady takes a breather and ponders where the missing 4.5" of his M4's barrel went.

Phalanx CIWS

A Phalanx CIWS installation can be seen on the distant carrier USS Theodore Roosevelt during the introduction.

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Phalanx Block 1 CIWS - 20x102mm
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A Phalanx installation is visible on the distant USS Theodore Roosevelt as the Koreans press the on / off switch for the US military following America's refusal to explain what an Apache was doing at a naval parade.