Revolution 60

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Revolution 60
Sexism at it's finest.
Genre(s): Adventure
Platform(s): iOS
macOS
Microsoft Windows
Release Date: iOS
July 12, 2014
macOS, Microsoft Windows
August 6, 2016
Engine: Unreal Engine 3
Developer(s): Giant Spacekat
Publisher(s): Giant Spacekat
Country: United States

Revolution 60 is an adventure video game developed and published by Giant Spacekat for iOS platforms. The story is centered on a team of four women working in an anime-themed special forces unit, attempting to liberate a space station.

Giant Spacekat first announced Revolution 60 at PAX East in March 2013. Originally targeted to release in late 2013, the development schedule was extended. In July 2013, the company ran a Kickstarter campaign, asking for $5,000 to port the game to PC and Mac, in addition to iOS with the release targeted for August 2014. The game was released for iOS in July 2014. It received mixed reviews for its story and gameplay by critics, while being nearly universally panned by players and won the 2014 iOS Action Game of the Year award from iMore.

Setting and Plot

Revolution 60 is set an unknown time in the future, where political issues have grown between the US and China, and space has undergone major militarization. A US orbital weapons platform has malfunctioned and is drifting off course, triggering a possible political incident. An elite team of spies called Chessboard, led by Holiday, disembark onto the station with the aim of reestablishing control with the onboard AI.

Gameplay

Revolution 60 combines multiple game elements, focused on a touch-based system on iOS. The player mainly controls the character Holiday. Exploring is based on paths outlined by circles on the screen. By touching a circle on the screen, the player can explore the appropriate area of the weapons platform. When dialog occurs, the player is offered a choice as to what the protagonist will say. What the player chooses affects aspects of Holiday's character.

Combat is grid-based and occurs in real-time. Holiday starts with a single melee and ranged attack, with successful hits building up a power bar that unlocks a special attack. The opponent will utilize one of several melees or ranged attacks. Both opponents can move within the grid, though Holiday is restricted to the first 2 rows. Completing combat awards experience points to Holiday which unlocks options within a talent tree.

In-combat special moves and particular events within the storyline trigger a quick time event, requiring the user to follow a shape on the screen in iOS, but in the upcoming Windows version it will be similar to the approach used in The Typing of the Dead.

Development

Production of Revolution 60 began in 2011, approximately a year after developer Brianna Wu met animator Amanda Stenquist-Warner through an advertisement on Craigslist. The initial version of the game was to be a top down turn-based strategy, along the lines of Final Fantasy Tactics, although Wu chose a change in direction to a 3D game after seeing Infinity Blade.

After briefly hiring contractors, Wu and Stenquist-Warner hired Maria Enderton as lead developer and technical artist, who had been a school friend of Warner's. Wu's husband Frank provided designs for the spaceships (including the armored transport Xiezhi, the Dragonchild fighter ship, and the Death Lotus capital ship) as well as the space station N313. Jenna Hoffstein, a freelance developer, designed the combat system from the ground up. Ex-Harmonix employee Carolyn VanEseltine refined the combat system, upgrade system, and overall difficulty curve.

During development, Wu provided a development diary, initially through App.net then through her Twitter account. She would outline difficulties faced such as designing a talent tree suitable for seasoned gamers and newcomers. Not wanting to alienate core parts of the market, VanEseltine organized a testing pool of players in order to best represent their intended market, equally splitting "self-described gamers" with casual gamers and between men and women. Wu said some men in the test group were "very antagonistic and negative toward choices and tweaks that made the game inclusive to everyone else".

In July 2013, the company ran a Kickstarter campaign, asking for $5,000 to port the game to PC and Mac, in addition to iOS. The fundraiser brought in $12,728. Wu acknowledged her dislike of microtransactions and wanted the balance between a one-off cost yet still allowing players to try the game. Wu, who described the sci-fi themed action-adventure as "Heavy Rain meets Mass Effect", was credited as head of development. Wu described the art style as inspired by Space Channel 5 and Sailor Moon. Reflecting the almost all-female development team, the game features an all-female cast, which The Guardian noted is "a rarity on mobile platforms". Amanda Winn-Lee provided voice acting, after Wu had been impressed by her previous anime performances.

Wu developed characters that could be considered "attractive and strong," but didn't feel the need to make them "kid-safe or desexualized." Because of feminist criticism, Wu declared the characters' figures for the sequel to Revolution 60 would be more realistic, saying, "Having learned to draw from anime is not a great basis for running a studio that's held up as a poster child of feminism. To say it bluntly, I screwed up... I think we can do better portraying body types going forward."

In January 2015, Wu announced that the game would be on Steam Greenlight. She mentioned that the PC version would allow the player to type the emotions they experience from the game. The PC port was released on September 6, 2016.

Technical

Revolution 60 was developed on Unreal Engine 3 using UnrealScript, with Autodesk Maya used for animation before porting it into the Unreal Development Kit.

Due to a desire to include a rich storyline, emphasis was placed on character expression with more detail in the face and hair to avoid having to express emotion solely though "a bunch of gesticulation". While this allows for more emotion and communication in the cut-scenes a trade-off occurred due to hardware limitations, requiring less detail on the body of the game characters. This was the primary factor in the design decision to employ the "skin-tight suits".

The game was initially written around a film-style screenplay; however, based on feedback at PAX 2013, it was considered overly reliant on long cutscenes and was rebuilt around continuous interaction.

Why It Can't Start a Revolution

  1. The female character designs are uncanny and hypersexualized. They have hourglass figures, skin-tight outfits, short skirts, and personalities that can only be described as "wooden". This is very hypocritical as it goes against the stated aims of its main creator, Brianna Wu, whose goal is to champion diversity and female empowerment (or that's what she claims), and yet it's apparently okay for her to make the female characters look like sexist stereotypes of women. Sound familiar?
    • On the topic of female empowerment, the characters are very one-dimensional and uninteresting, which makes them weak female characters.
  2. The entire game has a lazy feeling, with poor color choices that can be an eyesore, frequent reuse of character models and set pieces, really ugly graphics, flat backgrounds, environments lacking details such as textures or props, and poor use of lighting effects that makes characters look jarring and out of place in darker environments.
    • The game constantly flips assets without giving credit or even steals them from other games such as Second Life.
  3. You fight the same Bruiser boss four times in the main story.
  4. The soundtrack is composed almost entirely with royalty-free music pieces used without giving credit. Brianna Wu claimed that she made a track for the game herself, but in reality, they are just stolen and altered just like the rest.
  5. The plot is very confusing.
  6. Terrible voice acting for pretty much everyone.
  7. The gameplay is nothing but quick-time events. The PC version features typing words but it is not enough to convince you to this boring game.
  8. The only major difference graphically between the iOS and PC versions is that the PC version has added lighting effects and some QTEs are changed into sections where you have to type words.
  9. Clunky combat system which poorly rips off the Mega Man Battle Network series' battle system that makes fights very repetitive. This isn't helped by janky hitboxes causing the main character and the enemies to be hit by attacks that landed nowhere near them.
  10. The PC version has a game-breaking bug that makes it impossible to beat the final boss unless you pause the game and change to Mouse controls.
  11. Another glitch could be triggered while battling Dark Crimson, a single strike from her could cause an overflow error and the player will continuously lose health.
  12. The game is very poorly optimized for iOS, mainly due to the overly high complexities of some of the flipped assets.
  13. Overpriced at $10, which despite being a budget price is still too high for how little actual content there is.
    • Despite this, the game takes up 777 MB of disk space, yet at least 70.6% of them are nothing but fluff.
  14. If you run out of health in combat, you can just immediately use a medical kit to be restored to full health. Medical kits are extremely plentiful, this takes away what little challenge the game has.

The Only Redeeming Quality

  1. Despite WISMT60T#14, it is at least possible to be restored in full health.
File:Revolution 60 Stole from Second Life.png
Assets stolen from Second Life. Click on the image above to enlarge.

Reception

Despite the iOS version receiving a Metacritic score of 73/100, indicating "mixed or average" reviews, gamers blasted Revolution 60, with an average user score of 2.1/10[1], and 1.1/10 for the PC version[2]. Likewise, its Steam page has a rating of "Mostly Negative".[3]

On game review site GameRankings the game has a 71.67% rating based on six reviews. Macworld praised the game, calling it "the most ambitious iOS game you'll play this year". RPGFan called the game "an absolute winner". iMore listed it as the "iOS Action Game of the Year" in 2014, saying that "the modeling is gorgeous, the animation delightful, the music engrossing, and the voice acting outstanding".

Response from other outlets were also more mixed. TouchArcade praised the plot but argued the game "[failed] to deliver in terms of gameplay". Pocket Gamer said that the gameplay was "variable", adding that it can have an odd effect on the pacing of the game. Paste called it "an interesting, if underwhelming, melange of elements you'd be hard-pressed to find in another game, let alone one on a mobile platform."

Sequel

Giant Spacekat stated there will be a sequel titled Revolution 62, where many of the original characters would reappear. The sequel was planned to use the Unreal 4 engine. A male Chinese American character called Chase was also slated to appear in the sequel. No updates have been issued on the status of Revolution 62 since 2015.

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