This might be considered a tasteless choice for a game to play right now but a mix of anger, frustration and powerlessness have led me to rebuy and replay Freedom Fighters - that and a desire to refresh my memory on the game's presentation of Soviet / Russian propaganda, something that my brother, a historian and Russia expert, commended this game for back in the day (with a few "buts").
Freedom Fighters used to be one of my favourite video games back in the day. Mostly because at the time I was quite obsessed with squad-based tactical action games, an interest of mine that started all the way back with Hidden & Dangerous and became quite permanent due to Operation Flashpoint, the game that I have perhaps poured more hours into than any other (well, perhaps with the exceptions of Dawn of War and Unreal Tournament 2004). Anyway, this marks my fourth or even fifth playthrough of the game.
Freedom Fighters is set in an alternate history where the Soviet Union singlehandedly won World War II by nuking Germany and then spent decades conquering most of the world until finally invading the United States in 2003. The hero assumes the role of Chris Stone, an average American who, together with his brother Troy, is a plumber. Troy is keeping track of politics and seriously worried about a potential Soviet invasion while Chris considers all of that conspiracy non-sense. But then New York is suddenly hit by the Soviets in a scene that echoes then-recent 9/11 more than a little bit. Troy is abducted by Russian soldiers and Chris is dragged into the resistance by accident, sooner than later becoming the face of the movement and a national hero.
It is easy to accuse Freedom Fighters of a certain naivete. It's a simple story of good versus evil. There isn't a hint of a single American sin in here, it's just all of America, regardless of race or gender, taking up arms against an evil empire invading their home. But even though you literally beat levels by raising the Stars and Stripes, this Danish game does not feel like a love letter to America but it rather feels like the American setting is used as the default option that can represent any democratic nation defending itself against a foreign invader. It probably helps that there isn't a hint of American politics or military tech porn here - the regular army is just entirely absent from this game, probably for that exact reason. Also Jesper Kyd's amazing soundtrack is focused on representing the Soviet menace and generic themes of heroism and tragedy rather than going full John Williams - even the most heroic themes have a choir singing lines like "rise, hero, rise" in Russian.
The game isn't quite as ambiguous about the enemy side, however. While a full on conflict between Russia and the western world might have felt entirely unreal at the time, the game's writers did their research. Even though the game is almost twenty years old, the insight we get into Soviet / Russian propaganda here is as valid as ever. In comically exaggerated cutscenes a sexy female Russian newscaster and a pompous Russian commander talk with fake sympathy for the Americans, telling the people who are now living in ruins that this is somehow for their own good, that they have been "liberated" from an evil regime and anyone fighting the Russian occupiers is actually a traitor to the American people. Sound familiar? Yeah, anyone who has played this game should have a better understanding of how Russian propaganda works than the average western democratic politician. The only inaccuracy which my brother already pointed out all the way back in 2003 is that in the game the Russians present their losses as great tragedies rather than diminishing them or denying any failure altogether.
Gameplay-wise and technologically the game has aged quite a bit, obviously, as impressive as the game was upon release. The PS2 graphics weren't mind-blowing even then and present a similar level to the Hitman games of that era (obviously, given that this is a game by the same studio running on the same engine) or the likes of The Suffering or The Thing and many other western multiplatform games from that time. Then there's the thing that third-person shooters really reinvented themselves with Gears of War - Freedom Fighters lacks cover mechanics (though, like in Call of Duty, AI-controlled characters can stick to cover) suffers from painfully inaccurate weapons (which were probably okay on console but suck a bit with mouse aiming) but is also missing regenerating health which is actually essential to Freedom Fighters.
The true core of the gameplay are the squad mechanics. They haven't aged too well but at the time it was amazing that you couldn't just give orders to combatants in a shooter but they also demonstrated an impressive ability to use cover and dynamically engage enemies on their own - also the enemies felt rather clever at the time and frankly their aggressiveness and sneakiness still manages to surprise me at times. Anyway, as Chris gains more and more charisma by taking back territories, destroying strategic targets like heli pads or saving POWs or just providing first aid to random injured civilians, he becomes able to recruit a growing number of freedom fighters scattered throughout the city. He can give him three basic commands: follow, attack / recon and defend - this feels quite similar to the later Brothers in Arms games, with the difference that using your mates here does not feel quite as forced. There isn't a situation in the game that you couldn't theoretically resolve entirely on your own but gradually you become able to command such large squads (as large as 12 people) that just by giving them sensible orders they can quite easily eliminate any threat - provided you don't leave them exposed in machine gun fire in the middle of the street. The super simple interface for commanding your squad works great while you have 2-4 people but past that things become a bit messy and they tend to move around ineffectively as a single blob unless you scatter them manually a bit which is awkward as you'd have to press either command key 12 times to do so (you can easily give the same command to everyone by holding down a command button, though - took me a while to discover that!). It also sucks a bit that you have no control over who is given an order, the game just goes through all squad mates in order - this already sucked back then and hasn't gotten any better. But frankly, even though the squad mechanics have obviously aged I still enjoy this part of the game very much and it makes me wish for a sequel where this stuff has been given a good update.
Finally, something that I actually always liked a ton about the game is its structure. You move from chapter to chapter in chronological order but each chapter consists of multiple areas, each of which constitutes one level. Importantly each level contains at least one strategic target which usually affects the other levels in the chapter - in particular whether there will be endless reinforcements or helicopter support. You can freely move back and forth between levels and e.g. farm charisma by doing objectives before actually trying to take an enemy base (and thus beat the level). It is a fairly basic system and the developers could have gotten more strategy out of it but honestly, in my opinion it at least amplifies the guerrilla warfare fantasy a ton and makes for a far more interesting structure to me than in most modern sandbox games where taking bases just feels like a meaningless grind.
Now, as I said, the game has aged a lot and if it were made today it wouldn't just look much more nicely and come with cover mechanics but it would probably play more like a Ubi game: there would be loot and crafting and skill trees - honestly, it would basically just be The Division with squad mechanics. And honestly I am glad that Freedom Fighters isn't like that because all that forced RPG stuff in sandbox games tends to water down the basic action and tactical gameplay and all strategy would be about abstract or silly shit like character builds or dressing up your dude. I know that Freedom Fighters is a bit repetitive but it's also short at 10-12 hours to beat. It becomes a bit of a drag towards the end but I recommend it for the first 3-4 chapters alone which I still find highly enjoyable if you can live with some archaic shooting and graphics. And Jesper Kyds soundtrack is still awesome - it's not as impressive anymore as epic orchestral soundtracks with choirs and whatnot have become far more common since but it's still some badass stuff.
Final note: what I didn't know is that the 2020 version was actually updated by IOI a bit. This version of Freedom Fighters comes with native widescreen support and does not seem to suffer from the speed issues that the original game (and Hitman 2 and Contracts) had. Sadly they did not solve other minor bugs like being unable to fire while crouched in certain areas (you will hit invisible metal or something - it's bizarre) or Chris aiming towards the camera when colliding with freedom fighters. That's a bit disappointing but oh well, it's nothing serious TBH.
Post edited March 05, 2022 by F4LL0UT