Please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Homefront: The Revolution

From The Cutting Room Floor
Jump to: navigation, search

Title Screen

Homefront: The Revolution

Developer: Deep Silver Dambuster Studio
Publisher: Deep Silver
Platform: Windows
Released internationally: May 20, 2016
Released in US: May 17, 2016
Released in EU: May 20, 2016
Released in AU: May 20, 2016


AnimationsIcon.png This game has unused animations.
MinigameIcon.png This game has unused modes / minigames.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article

Homefront: The Revolution had a... rather turbulent development history. After the developer of the original game was shut down in 2011. THQ ended up contacting Crytek UK to work on the sequel. Only for THQ themselves to go under about 2 years later. The franchise rights were then sold to Crytek, who then sold them, as well as Crytek UK itself, to Deep Silver. Who finally managed to release it in 2016.

Hmmm...
To do:
The game has a significant amount of cut and orphaned content. Unused music, unused dialogue and missions, and a lot of alternate takes.
  • There's an entirely different version of Crawford taking Ethan through the train station, for example. Plus heaps of unused and alternate lines during the opening torture sequence.
  • There's a Xbox 360 "FeatureTest" build that was leaked online, document this.

Subpages

Blank.png
Unused Dialogue & Cutscenes
Whatever happened to the good doctor?
Blank.png
Unused Video
Unused CCTV and a... motion capture session?

Unused Music

These two funky little tracks, referred to as "music_loop_test_08_bars.ogg" and "music_loop_test_16_bars.ogg" respectively, are stored with the music used in menus.

Burnett name change

Sam Burnett is named jack_burnett in the game files. Presumably his name was changed to reduce confusion with Jack Parrish.

Side Missions

Most side missions were removed and replaced with generic jobs.

  • Moore originally gave Ethan jobs as she tortured some hapless soul for information. (Fully voiced.)
  • A journalist named Alec gave Ethan jobs where he was tasked with photographing KPA war crimes. (This likely has some relation to the abandoned journalist's apartment in the final game. Animations are present, voice acting is not. Alec's character model is either missing or he was built from generic NPC parts.)
  • The Butterfly Killer side mission was almost completely removed from the final game. (Voice acting is absent, but various script files are still present.)
  • There are traces of multiple side missions relating to smuggling.
  • A sidequest where you gather morphine for Burnett was fully voiced (without audio cleanup) and seemingly animated, was removed.

Other Missions

  • A mission where you found a drug dealer and purchased morphine for Walker was removed.
  • A mission where you went to find Burnett at his clinic while Parrish searched for duster override codes was removed. (Voice acting present.)
  • An orphaned mission titled "Framed" involving a character named Scott, plus Dana was removed. Perhaps had something to do with Goliath sabotage?
  • Originally Walker taught the player how to use the camera. Tasked player with photographing KPA sites. (Partial voice acting remains?)

Intro sequence

The intro sequence seemingly went through drastic overhauls. There are traces of an early version where the player meets with Harvey and they pass through some checkpoints to the safehouse. There's some boosting over fences, and such.

In addition, the sequence where Walker calls Harvey's phone only appears as an FMV in the first DLC, but animations are present ingame. Attempting to open a locked gate repeatedly in the intro will trigger the orphaned "Call Harvey" animation despite playing as Ethan.

Cut Gameplay Features

Hacking & Remote Controlling Drones

Concept art by Faye Kime

HFTR Faye-kime-wolverine-hud-concept.png

In the final game, using hack tools will turn KPA drones against their allies, but at some point the player was supposed to be able to hack drones and control them remotely.

The smartphone folder contains a file named targetingmode.xml, with the line "TargetingMode Entity class drone_goliath".

The dialogue folder contains a subfolder named drone_hud featuring Vocaloid-sounding Korean messages that seem to match up with what one would expect from a remote control hacking interface.

Danger_25

Danger_50

Hello_goliath

Hello_seeker

Hello_sentry

Hello_wolverine

Network_hacked

Target

Threat

Hmmm...
To do:
Find the hacking chip props. There's one for each drone type, from memory. I assume the game had a device-specific hacking system that was replaced with the magical hack tools. There might even be UI leftovers, if the scripts can be decompiled. On the other hand, maybe remote control never made it past the concept stage.

Gas Mask Filters

A file named maskcanister.xml exists under the "consumables" folder, implying the player was originally meant to be forced to replace the filters in the mask in a manner akin to the Metro series. There are also separate files for the gas mask and filters. "gas_mask_tp_cinematic.cgf" and "gasmask_filter.cgf"

Grappling Hook

There are multiple references to a grappling hook scattered throughout the game files. The file "forcefeedbackeffects.xml" contains "grapplingHookHit grapplingHookStartTravel grapplingHookMovement", plus "grapple_attachpoint" props.

Blueprints

There is unused dialogue where Cook tells the player they need blueprints to construct certain weapons, implying the player originally had to find blueprints before their weapons could be upgraded.

In addition, there are objects labelled "unlock_blueprint_attachments.cgf", and "unlock_blueprint_scopes.cgf".

Subway Fast Travel

The Subway, repeatedly referred to as HUB, appeared to play a bigger role at some point. There is an unused object called "fast_travel_map" located in the objects/props/gameplay/subway_hub folder. In the final game, fast travel is achieved using your mobile phone.

Unused textures

HFTR Menus startmenu background01.png]

Menus_startmenu_background01.png is an unused main menu background seen in leaked alpha footage of the game from 2012-2013, when it was called "Homefront 2".

TimeSplitters 2 Redux?

The TimeSplitters 2 demo playable through an arcade cabinet located in the Restricted Zone area appears to have been rather haphazardly ripped from a currently unreleased HD port of the game. All of the assets from TimeSplitters 2, properly converted to work with CryEngine and everything, are stored in the files. Even otherwise unnecessary assets like GameCube Controller icons. The .pak files used in the original release are stored in the files as well, despite not being necessary.
By opening up "Homefront2_release.exe" using a hex editor, you can see that all of the text for TimeSplitters 2 is stored in it starting at Offset #21BC606, again including things such as mentions of PlayStation 2 and Xbox Memory Cards.
Also viewable with a hex editor is what appears to be a series of compiler strings, including this fairly important one at offset #21e75b8:

d:\work\dsdb\Code\TS2\ts2redux\cryengine\ce_file.cpp

As the string mentions TimeSplitters 2 (Or TimeSplitters 2 Redux, according to the folder name.) but not Homefront 2, it's incredibly likely that "TimeSplitters 2 Redux" was a separate project at one point, before being partially implemented in Homefront: The Revolution.

Curiously, the misc texture folder for the TimeSplitters 2 Demo inexplicably contains a few files relating to Future Perfect and Second Sight.

Screenshot4.rgb through Screenshotc.rgb

A set of nine different screenshots taken of a TimeSplitters: Future Perfect trailer are located in a series of "Screenshot(number/letter).rgb" files.

ss_title_512.rgb

HF-TR Ss title 512.png

This piece of artwork from Second Sight is stored multiple times in the files. In "ss_title_512.rgb", "ss_title.rgb", "ss_title_crop.rgb", and "ss_title_bak.rgb",