Freedom Fighters
Don't you just hate it when the commies invade over dinner?
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This review is going to start off with an admission of stupidity. When I took my first shot at this game I thought the difficulty selection was a level tutorial selection thingy. So I wound up playing through the whole game on 'easier than hating David Blaine' setting, putting the trouble free progress down to it being a console port - and don't all we PC owners know what a daft bunch those PS2/GC/XBOX 'fanboyz' are? Well feeling suitably ashamed, I can give you a review of the game that took me the least amount of time to compete in the last ten years.
As the easiest game of the last ten years (EGOFLT), Freedom Fighters is an excellent way to spend five or so hours. Put the difficulty setting up, as I did for the sake of journalistic integrity, and you should get a good few days of fun out of this very good console port. No matter what difficulty setting you play on there's no getting around the fact that there are not a massive number of levels, and each level is not the largest thing you ever did see. However this has meant that the developers have taken good time and care to make sure each one is lovelingly detailed and nicely controlled.
The premise is straight from that classic 80's film Red Dawn, although there's not a single body warmer in sight. And the setting is New York City, present day, so the music should be marginally better. The Commies have invaded the US. Not only that, they've managed to take over the whole country. The player takes on the role of Chris Stone, a 32 year-old plumber from Manhattan. As the game unfolds you will progress from the role of an unknown freedom fighter to the leader of not just the local resistance but a figurehead for the whole US counter-revolution. Employing an arsenal of real world weapons that range from Magnum .44s to AK47s through C4 and Molotov cocktails (the irony) you will lay waste to any Red that has had the temerity to occupy your home town. Freedom Fighters uses a charisma system that bears some similarities to the trust system employed in that other consoley squad-based shooter, The Thing. For every objective you complete, whether it be blowing up a power station to assasinating the general who executed someone close to you, Chris gets a handful of charisma points. Gain enough of these and Chris can then lead other freedom fighters in the struggle against the Red Menace. This starts off slowly, but by the end of the game you can have up to twelve men and women following your every command.
The system is kept nice and simple, with only three commands to choose from; fall back/rally on me, scout/attack and guard. By simply pressing either the 1, 2 or 3 keys and defining a spot with the mouse you can give out your orders. You have no control over the individuals in your group as each instruction is given in a round-robin fashion to the fighter who has been waiting the longest for a fresh direction. As a result of this you gain no attachment to any in your band, which is a shame but it does keep things nice and uncomplicated. Incongruously, you can get yourself some extra charisma points by healing fallen comrades as well as the injured good guys that you'll frequently come across. They in turn are usually only too happy to take up arms and dish it out to the commies. This can make for some pleasingly rag-tag looking squadies fighting alongside you, as the screenshots will testify. This system takes a little getting used to due to its bare simplicity, but once you get the hang of it it works very well. In fact, by the end of the game you can send your bunch off to do most of the killing while you concentrate on sniping or carrying out the mission objectives. For the way it works you do get a good sense of being in charge of a freedom fighting force.
The AI of your troops is not the best. They will often take an age to kill a commie, preferring to hide in cover rather then blast the swine. The enemy aren't the smartest in the world either, but this isn't an FPS so the lack of smarts doesn't affect the game too adversely. On the other hand the pathfinding is pretty good with your buddies having little difficulty navigating the map. They will quite happily climb any obstacle that you do and generally do a fine job in keeping up with you. A little more intelligence wouldn't have gone amiss yet it would be churlish to ask for Half-Life or UT2004 in an action-adventure game like this.

Comments
the game isnt a console port. it as developed for pc at the same type as the consoles. io interactive did the same for hitman 2.
When a game is designed to run the same on a console as on a PC it is, IMO, a port. If this had been desinged for thePC there would have been a lot more control over the squad, a tighter mission structure and an abundance of multiplayer options.
I know the guys who designed and modeled this game and the game engine.
I saw Rasmus Kjær's - IOI's driving force and head art freak - original pencil drawings for the characters when the game was in initial (wishful thinking stages) development.
At the time - and this was over 2 years ago - the guys had just put the finishing touches on Hitman2 (though it was not yet released) and the game didn't yet have a name - but the plans were to have the new game released as BOTH a console game (PS2, XBOX etc.) AND PC simultaneously.
Rasmus told me that EA was pushing the console versions so they could sell more units. The original Hitman had done incredibly well (even with it's several flaws) and Hitman2 promised to be an even bigger hit.
IOI is the ONLY computer gaming company in all of Danmark - and has become a model that the government touts frequently in some official ministry web sites having to do with business in DK.
Given IOI's success, I'd venture that it's only a matter of time before FF2 comes out and that's likely to correct whatever flaws Freedom Fighter may have as what is essentially a FPS.
Richie
Thanks for the interesting behind the scenes info. I followed the dev of this game over time, when it was first mentioned it sounded like a very promising premise, and IO have done a good job of keeping to that idea and making an enjoyable game out of it. A sequel is egarly anticipated in this neck of the wood.
does anyone know the controls to the pc version i played the console version and i was just wonderin if so please please print all the controls
I was a tester for EA at the time of freedom fighters, my name is in the credits.
The releases were ps2, xbox, pc and then gamecube. The gamecube was really rushed out so if anything is a port, that's it. The PC had a lot of errors but the developers were too arsey to change things. They axed the multiplayer from the PC because of the tight schedule. The whole thing was a rush job, took about two months. There are still a load of bugs in the final release which never got round to being changed.
It was fun making it in the early stages because it was so bad, but the team got it to a good level. If there are any variances on pc's, it'll be because it was only tested on about 6 different specs of machine.
The whole dev took about 2 years, but EA postponed it and when it finally came in in June 2003, it had about 6 people working on it, me being one of them. Then around August, it was stepped up to 12 and was then released shortly after. It was done in about 17 alpha versions and 2 beta versions.
EA are too cheap, especially for a big name publisher.
roger
I WANT TO KNOW THE KEYS TO ENTER TO RESTER FREEDOM FIGHTER
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