Freedom Fighters
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Lead a resistance through an occupied New York
Freedom Fighters imagines a New York City under Soviet occupation and puts plumber Chris Stone at the center of a growing resistance. His brother's capture turns a personal emergency into a larger struggle to reclaim the city. You control Chris directly in a third-person shooter while recruiting fighters who can support him in the streets. The campaign's defining idea is that your effectiveness grows through leadership as well as marksmanship: a force that begins small can eventually bring as many as twelve followers into a battle.
Keep fighting while giving useful orders
Squad commands are designed to fit into the immediate action. You can direct followers to attack a position, defend an area or return to you, issuing an order to one fighter or the group. Chris still has to move, aim and survive while those instructions take effect. The result is a practical connection between shooting and tactics. Sending the group forward changes where support will be available, while holding a position can give you space to approach from another direction. The choice matters most when you understand what the squad is being asked to face.
Because orders can apply to part of the squad, the same group can serve different purposes during a fight. Some fighters can hold useful ground while others accompany an advance. Keeping everyone together concentrates support, but it also means leaving fewer people to cover a position you have already taken. Freedom Fighters asks you to make these decisions from Chris's place in the action, rather than from a detached strategy screen. Watching where the followers are and whether they can reach the intended location becomes part of reading the battlefield.
Earn the ability to recruit a larger force
The charisma system links resistance leadership to your actions in the campaign. Completing objectives and helping people can increase Chris's standing and expand the number of fighters he can recruit. Medical supplies have a role in that relationship as well as in immediate survival, since they can be used to help injured allies and civilians. A growing recruitment capacity changes the options available in later encounters. You are not simply receiving a larger damage number; you gain more people who can occupy space, support an attack and respond to separate instructions.
Your own equipment still matters. Chris carries a limited selection of weapons and supplies, so finding a useful firearm or deciding when to use an explosive affects how you approach an objective. Firearms provide different ways to engage an enemy, while grenades and other carried tools add options when direct gunfire is insufficient. The campaign keeps those decisions close to the action. A squad order can create an opportunity, but Chris must still choose a position and a weapon suited to using it without spending every available resource at once.
Change one district to help another
Campaign areas are connected by more than their place in the story. Completing an objective in one location can change the resistance you meet in another. Destroying a helipad, for example, can remove helicopter pressure from a related area. That structure gives you a reason to consider the wider mission before committing to the most obvious route. An obstacle may be easier to deal with by changing its source elsewhere, so progress can involve deciding which task to complete first as well as how to win the next exchange of fire.
The resistance uses the city's underground as a base and a means of moving between operations. Access points connect the street fighting to that larger campaign structure, giving you places to regroup and approach the available objectives. The city is presented through occupied neighborhoods, resistance activity and propaganda broadcasts, with Chris's personal situation providing the initial reason to get involved. As the campaign develops, the emphasis moves toward coordinating a larger response. The setting therefore supports the growth of your squad rather than functioning only as a backdrop for unrelated arenas.
Local competition alongside the solo campaign
The Nintendo GameCube version also includes local split-screen multiplayer for up to four players. Its competitive battles center on controlling a flag position, bringing the game's fighting into matches against people in the same room. This is a separate activity from the single-player story campaign. A human opponent can react to where you concentrate your force, which gives holding ground and timing an advance a different character from the campaign's objectives. Each local player needs a compatible controller for the multiplayer setup.
Action built around the people beside you
Freedom Fighters suits players who want to stay directly involved in a firefight while influencing more than one character's position. Its alternate-history setting establishes the stakes, but the recurring decisions are concrete: recruit support, give an order, move Chris into place and adapt when the opposition changes the situation. The expanding squad and linked objectives give progress a visible effect on how you play. Returning to a difficult area with a stronger force or after completing a helpful objective elsewhere can change the problem you are trying to solve, making the resistance campaign feel connected from one operation to the next.
More game data: releases, identifiers & technical details
Regional release records and identifiers for Freedom Fighters | Nintendo GameCube.
Release and technical facts
| Fact | Value | Release / platform | Source |
|---|---|---|---|
| Published by | Electronic Arts, Inc. | France | MobyGames |
| Developed by | IO Interactive A/S | France | MobyGames |
| Publishing label | EA Games | France | MobyGames |
| Distributed by | Electronic Arts Publishing SARL | France | MobyGames |
| Music Recording by | Nano Studios, LLC | France | MobyGames |
| Voice Production by | Black Powder Media Inc. | France | MobyGames |
| Published by | Electronic Arts, Inc. | United Kingdom | MobyGames |
| Developed by | IO Interactive A/S | United Kingdom | MobyGames |
| Publishing label | EA Games | United Kingdom | MobyGames |
| Music Recording by | Nano Studios, LLC | United Kingdom | MobyGames |
| Voice Production by | Black Powder Media Inc. | United Kingdom | MobyGames |
| Published by | Electronic Arts, Inc. | Germany | MobyGames |
| Developed by | IO Interactive A/S | Germany | MobyGames |
| Publishing label | EA Games | Germany | MobyGames |
| Music Recording by | Nano Studios, LLC | Germany | MobyGames |
| Voice Production by | Black Powder Media Inc. | Germany | MobyGames |
| Published by | Electronic Arts, Inc. | Finland | MobyGames |
| Developed by | IO Interactive A/S | Finland | MobyGames |
| Publishing label | EA Games | Finland | MobyGames |
| Music Recording by | Nano Studios, LLC | Finland | MobyGames |
| Voice Production by | Black Powder Media Inc. | Finland | MobyGames |
| Published by | Electronic Arts, Inc. | United States | MobyGames |
| Developed by | IO Interactive A/S | United States | MobyGames |
| Publishing label | EA Games | United States | MobyGames |
| Music Recording by | Nano Studios, LLC | United States | MobyGames |
| Voice Production by | Black Powder Media Inc. | United States | MobyGames |
| Package Design by | Ayzenberg Group | United States | MobyGames |
| Manual by | The Big Idea Group, Inc. | United States | MobyGames |
| Published by | Electronic Arts, Inc. | Canada | MobyGames |
| Developed by | IO Interactive A/S | Canada | MobyGames |
| Publishing label | EA Games | Canada | MobyGames |
| Music Recording by | Nano Studios, LLC | Canada | MobyGames |
| Voice Production by | Black Powder Media Inc. | Canada | MobyGames |
| Package Design by | Ayzenberg Group | Canada | MobyGames |
| Manual by | The Big Idea Group, Inc. | Canada | MobyGames |
| Video Modes Supported | Widescreen (16 x 9) | GameCube | MobyGames |
| Sound Capabilities | Dolby Pro Logic II | GameCube | MobyGames |
| Multiplayer Options | Same/Split-Screen | GameCube | MobyGames |
| Number of Offline Players | 1-4 Players | GameCube | MobyGames |
| Original game disc count | 1 | North America | MobyGames |
| Genre | Third Person Shooter | North America | PriceCharting |
| Also compatible on | Wii | North America | PriceCharting |
| Developer | Io Interactive | North America | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | North America | PriceCharting |
| ESRB rating | Teen | North America | PriceCharting |
| Model number | #DOL-GFDE-USA | North America | PriceCharting |
| Player count | 1-4 Players | North America | PriceCharting |
| Publisher | Electronic Arts | North America | PriceCharting |
| Also compatible on | PAL Wii | PAL | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | PAL | PriceCharting |
| Genre | Third Person Shooter | PAL | PriceCharting |
| Player count | 1 player | PAL | PriceCharting |
Regional releases
| Release date | Region / edition | Source |
|---|---|---|
| 2003-09 | France | MobyGames |
| 2003-09-26 | United Kingdom | MobyGames |
| 2003-09-26 | Germany | MobyGames |
| 2003-09-26 | Finland | MobyGames |
| 2003-10-01 | United States | MobyGames |
| 2003-10-01 | Canada | MobyGames |
| 2003-10-01 | North America | PriceCharting |
| 2003-09-26 | PAL | PriceCharting |
| October 1, 2003 | North America | PriceCharting |
| September 26, 2003 | PAL | PriceCharting |
Catalog identifiers by release
| Identifier | Code | Region / edition | Source |
|---|---|---|---|
| EAN-13 | 5030931035906 | France | MobyGames |
| EAN-13 | 5030932035905 | Germany | MobyGames |
| UPC-A | 014633147353 | United States | MobyGames |
| Nintendo Media PN | DL-DOL-GFDE-USA | United States | MobyGames |
| ASIN | B0000C8XLK | United States | MobyGames |
| eBay Product ID | 10467 | United States | MobyGames |
| upc | 014633147353 | North America | PriceCharting |
| asin | B0000ARQMV | North America | PriceCharting |
| epid | 10467 | North America | PriceCharting |
| model | #DOL-GFDE-USA | North America | PriceCharting |
| upc | 014633353006 | North America | PriceCharting |
Data by MobyGames.com · Catalog data: PriceCharting