
Explore the orbital weapons platform N313 with Holiday and her team of operatives. Along the way you must make choices and live with the outcome.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
What a poop-load of ♥♥♥♥!
See my post in the discussion section for my full review, but the short version is that only those who really, really, REALLY like FMV-style games will have a chance of enjoying themselves. Problem is, even those who do have a good time will end up being disappointed by the fact that the game appears to have been abandoned by its developer, meaning the story will never be completed and the potential that really does exist for future titles to be really good FMV-type games will never be realized.
This game I couldn't dare to complete because it was so painful to play, specially the awful combat sections where you can't even predict the ♥♥♥♥♥♥♥♥ toxic gas walls. https://www.youtube.com/watch?v=aJKoV6MH1D8
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Don't even bother wasting any money on this thing. It barely is a game at this point. While it is not the worst thing I have ever played. It simply is bland, boring and forgettable. For a full review of this game, you can check me out here: https://youtu.be/ygjNs0eslIw
I only bought Revolution 60 so I can laugh at it. It's [i] baaaadddd [/i].
This ♥♥♥♥ killed my soul, I can't smile anymore.
Okay, I have read some of the reviews posted about the game so far, and I feel like most of them are just meant to be mean-spirited and not actually reflect a fair critique of the game. So I am going to try to do that here. [i]Revolution 60[/i] is, to me, more of an interactive sci-fi adventure than a game in the traditional sense of the word. Like story-heavy games such as [i]Analogue: A Hate Story[/i] or [i]Hate Plus[/i], your interaction with the game world is relatively limited. The bulk of the game is quick-time events, but they are structured a bit differently than you may be used to. Instead of just hitting buttons at the right time or aiming a targeting cursor, you either need to hit arrows on the keyboard or actually use the mouse to reconstruct a pattern on the screen. This takes a decent amount of coordination, though the game is fairly flexible in how imperfect you can be and still win the event. This applies both to story elements and combat, which we'll discuss in a moment. As far as the game world itself, it's linear. By clicking on green circles, you can advance the story; clicking on yellow ones, however, allows you to explore different areas in search of items such as Medical Kits and data files. Your overall path through the narrative, however, doesn't really deviate at all except for these brief detours. On one hand, this allows you to see what's next pretty quickly; on the other, you may be disappointed that you can't explore more freely. Combat is somewhat similar to both an RPG and an RTS in that you can level up Holiday and her attacks, but you move and attack in real time. The combat system can be a little quirky, but it mostly works once you get used to it. To move, you click on squares you want to step to. Attacking requires clicking a button off to the right of the battlefield, and, depending on your range, you will either fire your weapon or execute a melee strike. Hitting the enemy enough times fills a special combo meter at the bottom of the screen; when it reaches Level 1, 2, or 3, stunning the opponent will allow you to launch into a flurry of attacks to inflict more significant damage. These combos are controlled, however, by a series of quick-time events, so you need to be accurate if you don't want to be repelled by the enemy and sent back to the battlefield. It takes some getting used to, but the game literally tells you how to win the first battle so that you can begin learning the system. This will help when you confront more powerful enemies late in the game who can launch AOE attacks. Graphically, most of the game looks good. I especially loved the detail put into the space station. The colors are extremely vibrant, and there are a lot of nuances to make it look like a fully-functioning piece of space tech. I don't particularly care for the character models, though. They look a little too doll-like to me; I think something in more of an anime style might have worked better here, but this is probably more of a personal preference on my part. They are detailed pretty well and don't look bad per se, but they aren't really my style artistically for video game characters. The game is pretty good for the most part, but it does have its quirks. One of my only true gripes is that the QTE animations tend to appear all over the place on the screen. This is more suited to the portable devices from which the game was ported, but in 1080p on a large monitor, you can practically lose the QTE before you find the marker. There were several times, particularly on the events with short timers, where I couldn't even start it before it was almost over, because I had to locate the graphic and move the mouse pointer to it, eating valuable time. For me, this wasn't a frequent enough occurrence to truly impede my progress, but it was annoying in certain situations. I feel that most of the QTE interfaces should be positioned in roughly the same region of the screen throughout the game to make them easier with using the mouse. Additionally, there are a few QTEs which have such short timers as to essentially be impossible to complete with the mouse. Again, these are probably easier on a smaller, portable screen, but attempting to complete them with the mouse on a larger screen was pointless in my playthrough. I feel that a bit more testing of these with a mouse and adjusting their duration somewhat would resolve this problem. The precision required for these events might also make the game much more difficult to play on a laptop without an external mouse. However, the game is very stable; it did not crash once on my during my run. I did have some brief moments where trying to proceed through the story caused it to pause for several seconds. This may be in part due to the Unreal Engine--my computers have always had some degree of performance issues with most Unreal-crafted games--but it was a little concerning until the game resumed. It's not a major issue but is worth mentioning. There were also a couple of instances where dialogue and voice acting were out of sync, and several sections where captions did not appear at all. I also found a few minor typos in the captions. In all, these are pretty minor issues and don't detract too much from the overall experience, but do keep them in mind. You also unlock skills as you progress. Defeating enemies fills your XP bar, and when it fills, you gain a level and can choose a skill bonus. Bonuses include extra health, extra damage boosts, and a double-shot which effectively doubles your long-range damage output. As the game is fairly short, though, you can only reach Level 9 before you max out, so be careful with what you choose. The game also sports multiple endings, which I intend at some point to explore. The ending you reach seems to depend on who you personally trust the most in your decisions during the story, as well as your overall success at navigating all the QTEs; an in-game loading screen tips says that some dialogues options only appear once your proficiency reaches a certain point. As far as difficulty, some of the enemies are quite tough, but as you progress, Holiday can definitely take some punishment. In fact, I never failed a single battle during the run, and I never even had to use a Medical Kit. The game is fairly well balanced in that regard. One gripe, though, is that it's not clear how to use a Medical Kit, though another in-game hint suggests that they may be automatic should you lose all your energy during a battle. As I never died in battle, I cannot be 100% sure, however. What it all comes down to is that [i]Revolution 60[/i] may not be the right game for certain types of players. Think of it as somewhat like a sci-fi visual novel with quick-time events and minor exploration; if you like story-driven games, then you're probably going to like it. If you are more of a pure action buff, you probably won't. But for what it is, it's a solid effort. It's not perfect and has some flaws as far as its conversion to the PC, but I do recommend it if you're the type of gamer who likes stories and don't mind coming along for the ride. There's enough interaction to keep you engaged, and the story is fun and interesting. Don't write it off just because of the Steam reviews that have been posted so far; play it and judge for yourself. 7.0 out of 10
Over 4 hours of animatio
Wanted to like it, but it's just not good - I'm returning for refund I like lightweights, choose-your own adventure cutscene type stuff, etc So I wasn't looking for sophisticated gameplay -- but this was just...bad, bad bad gameplay - I kid you not, one of the primary advancement mechanics is a typing tutor style keyboard input task. Except there wasn't branching. The game just stalls until you complete the task. really just makework and it felt like it. Combat was better, but ultimately still trite - If I understand correctly this was a mobile port.So that probably is a contributing factor Character design - they just looked like the same Barbie (with all the negative implications in terms of sexualized design for those sensitive to that) with different wigs and clingy outfits. the 8 year old facial features were a little (a lot) creepy/disturbing given how the figures were treated. Narrative - homage and working in genre and character archetype is one thing, but this just came off as wooden and tired. Wasn't much practical character diversity (loaded term, i don't mean in terms of race, gender, etc though I guess there is basically zero of that), while their situations seemed different, they all seemed to be variations of the snarky tough girl with attitude (which itself is a valid character archetype, but without any balancing characters for contrast it just comes off as a rush to display a tough girl trait maybe aspirationally, leaves no room for motion and while it cn be used as an archetype, it doesn't support a peronality and engaging emotional narrative) graphics/animation - garish color/saturation was eye fatiguing, though this may have to do with being a mobile port, maybe that was to give more clarity on smaller screen. on a laptop it was too much. animation seemed uneven, walking animation was bizarre at times, gravity forces seemed to shift (no just slow-mo), I think to try to fit in dramatic actions (spectacular jumps, etc) but wound up sort of breaking the mataphor and putting it in the "just a bad cartoon" uncanny valley. landcapes could have probably done with atmosphere or shading effects to help depth and sense of scale, but that might have been beyond the scope. voice acting - actor's skill seemed competent, but the lines were wooden and the lines did come off sounding canned and disjoint. I don't know enough about audio recording to say why, but they really sounded like actors were in a room just reciting one line at a time sound/music - competent, could have used more dynamic variation and environment in the sound..it did make the voice acting sound canned maybe. The music was decent though seemed sort of not completely matching the scene like they didn't give the composer a full sense of the scene or maybe had to reuse loops from one section to another so the music only fit a general mood, not the specific scene. I have it a little over an hour to give it a fair shake and it just wasn't running a gentle tutorial learning curve- it wasn't I realize this game is a few years old, but I took that into consideration and I'm not one for the latest and greatest (the types of games I like don't require massive technicals and lean more on design) I suppose this review comes off as harsh, but I wanted to be honest...the game didn't justify the pricepoint as a purchase an as far as design it feels like the scope/length was too grandiose for the scale of the game (and probably the development resources) - it just would have been better to either reel in the cinematic mission and make a nice tight little game or go with a cinematic mission and not try to gamify this one...and this comes from a player who likes cut-scenes on a decision tree
The only twist in the story could be seen from miles away, the combat was boring and repetitive when it wasn't bugged out, and it's literally impossible to beat the game if you try to use your keyboard instead of a mouse. Not to mention it's painful to look at at times, and some of the typing commands have invisible spaces at the end, making it look like you've completed them when you haven't.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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