Freedom Fighters
  • 4 Playing
  • 429 Backlogs
  • 15 Replays
  • 3.5% Retired
  • 77% Rating
  • 338 Beat
Freedom Fighters Box Art

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Ensareis

Ensareis's Avatar'

80%PC

8h Played
It was a very high-quality game.
Gayet kaliteli bir oyundu.
Updated 5 Months Ago
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Civilwarfare101

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80%Emulated

9h Played
I thought Freedom Fighters was going to be those "cult classics" games that I was going to play for a couple of hours and then stop playing because it was dated or that I found it to be overhyped. Turns out Freedom Fighters was not that, I enjoyed a lot more than I initally thought I was going to, the game does have it's weird quirks for sure and some of them geniunely annoyed me especially at the start but the more I played it, the more I started to like it.

I'll start with the good, Freedom Fighters does a great job at having it's mechanics tell the story. Games back then and now rely heavily on cutscenes to tell their stories and while I am not against that and it is all fine and good, it is rather refreshing that you can tell a story of sorts primarily through gameplay mechanics especially through a shooting game, there is barely any cutscenes and when there are, it's all reaction to what the player did in the game.

How does FF do this? It's through the "charisma points" system where doing objectives, like raising flags, helping prisoners, blowing up various installations will have the game world be "inspired" by your actions, as a result you will have more people to recruit in your squad and you will have more of a fighting chance with others around you then you do alone. Like many "squad based tactical shooters," the lone wolf tactic will not work and you need npcs to help you out as either distractions or extra firepower during battles.

This will especially be felt early game, where Chris can only take on maybe 2-4 soldiers max on his own and you are barely scrapping by gun fights as you waiting to ambush soldiers to that run into your crosshairs, waiting for the right time to heal up, and desperately hurrying to find ammo as you progress through the early levels, it's one of the most "harmonic" sync ups between gameplay and story I have experienced in a shooter. Chris and the player start off as an "underdog lone wolf" and then slowly throughout the game becomes an "underground freedom fighter" and he is able to take more soldiers with him to battle and more of the various maps will be populated with npcs on your side. The game really laid an impression on me because of all this especially in a time where games get derided for not having their "gameplay" match with with the stories the developers are telling to tell, I really don't care but when a game does manage to pull it off the connection between story and gameplay, it can really stand out.

The assassination "stealth section" was also surprisingly tolerable while the AI does get easily alerted like many action games attempting it from the era, FF at the very least when you are spotted only alert enemies in a sector will know and if you do get alerted the whole hivemind at least doesn't come after you. Also, sniping the Soviet general and then getting out after can feel pretty awesome since it wasn't scripted from what I recall.

Level design is also solid. Can be a bit too bottlenecked with the amount of fences and closed doors, I do like how there are alternate places to climb up, alleyways to cut around and pillars to hide from gunfire as you slowly close in on the enemy, it kind of reminded me of the Lobby shooutout from the Matrix.

There are some isssues with the game like the manual aim being awkward to use and I used it a lot early game but eventually just relied on the auto aim a lot of the time and used manual aim for far off targets.

The lack of a reload button can be pretty annoying since Chris can reload at the most inopportune of times as I am surronded by enemies and it could lead to a death, this could be avoided if there was a a dedicated reload button so I can know when to cower and when to attack.

I also wished throwable weapons had an "arc" rather than a vague throwing meter since then it will be easier to tell where they are going to land.

The save system at first can also be very dated and awkward especially early game. For example one of the early missions required me to destroy a helicoptor that landed, so I did and save in the area where that helicoptor is located and I thought since I destroyed it means firendly npcs will spawn next to me and I "took it over" but I was alone and surronded by enemies who can kill me with ease and I can't choose spawn points either so if it wasn't for an emu save state, I could've gotten soft locked here. This gave me a bad 1st impression that I slowly got out of but be warned, sewer/spawn points can't be selected and early game always save at the start of a mission rather in the heart of enemy territory.

Overall, Freedom Fighters was a good time, and it managed to be a shooter that told a story primarily through its mechanics which is impressive, there are some odd quirks about here and there but if you like playing older "underrated gems" then this is worth looking into.
Updated 7.5 Months Ago
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i4usama

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100%PC

best childhood game
Updated 1 Year Ago
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ali3_6iq

ali3_6iq's Avatar'

60%PC

7h 21m Played
i fought for your freedom and i won
Updated 1.5 Years Ago
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Suhas_Banik

Suhas_Banik's Avatar'

90%PC

Instant classic
Updated 2.5 Years Ago
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hardscans

hardscans's Avatar'

90%PC

7h 27m Played
You'll get a handful of missions at a time, and some require a certain order to complete to neutralize threats on others. I used all the ammo I could find and didn't have to switch weapons that often. The real heroes are the companion ai who just unload everything. They'll follow closely and take cover without instruction. A lot of the time I'd lead them around and get them close enough to engage themselves, then collect med-kits for revives. Lots to shoot. Save spots are limited but you can return and save again to each one.
Updated 2.5 Years Ago
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LaserPH

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80%PC

10h 15m Played
-20% for the mostly inaccurate shooting
Updated 3.5 Years Ago
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TheOro44

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70%PC

10h 35m PlayedReplay
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+ unkomplizierte Action
+ gute Steuerung
+ nette Grafikeffekte
+ leichter Taktikeinschlag
+ angenehmer Schwierigkeitsgrad
+ gute Lokalisation
+ gutes Missionsdesign
+ atmosph
Updated 7.5 Years Ago
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Tion

Tion's Avatar'

90%PlayStation 2

8h Played
One of the few shooting games I've actually enjoyed... Decent story, you can recruit people to help you based on your level and you earn respect which is like an RPG element as it increases your ability to lead people
Updated 10.5 Years Ago
IGN's Avatar'

85%No Platform Specified

Freedom Fighters is a game that gets better the more you play it. The challenge increases at the same rate as your skills and abilities so that you're really appreciating the level of control you've got towards the end and the cool action you can create because of it. Obviously an online component would be a wonderful addition but for what it is Freedom Fighters is pretty satisfying. You just wish your running, gunning and commanding skills, once developed, could be applied in other ways against online competitors. This is especially poignant given the game's rather short single player campaign. You can go back and play at higher difficultly levels, but that's only going to keep you entertained for so long.

Even fans of super rich tactical simulations will get a kick out of FF's easy interface and well developed AI. It occupies that area between all of the other games in the genre by limiting you to one character to control, offering a 3rd person perspective and using only three basic commands. Even without a fancy license like "Red Dawn" or some other Russo-American themed movie or show, Freedom Fighters works as a change of pace.
Updated 20.5 Years Ago