Revolution 60

Revolution 60
N/A
Metacritic
26
Steam
12.75
xDR
Our rating is calculated based on the reviews and popularity of the game.
Price
$9.99
Release date
6 September 2016
Developers
Publishers
Steam reviews score
Total
26 (52 votes)

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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Revolution 60 system requirements

Minimum:

  • OS: Windows XP SP3 (32-bit only)
  • Processor: 2.0+ GHz processor
  • Memory: 2 GB RAM
  • Graphics: A graphics card with shader model 3.0 support.
  • DirectX: Version 9.0
  • Additional Notes: The minimum specs are set by Unreal Engine 3, not GSX. Please follow their guidelines.

Recommended:

Recommended requirements are not yet specified.
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48de04c57eebfb8d583f47760aae38c4
48de04c57eebfb…

Hold my beer, I'm gonna stan this game. The reviews are obviously harshly negative, and I didn't back this on Kickstarter (so I don't know if the developers overpromised or something), but I don't think it deserves the negativity. Considering this was a mobile game in 2014, it seems pretty ambitious in what it tried to be. (It was ported to PC for $5,000 on Kickstarter and then remastered in 2016.) That lets me feel better about the gameplay limitations. To be fair, if you accept them, they kind of work in its favor; on Girlfriend difficulty, the QTEs and combat are pretty challenging! They're harder and more heart-pumping than the combat in any of the Mass Effect games and took a fraction of the budget to implement, so hey. The plot is also ambitious and interesting, delving into U.S.-China geopolitics with a cartoony Ghost in the Shell aesthetic. All in all, It seems like a fun and creative low-budget mobile game.

Also, while many got fooled into thinking the end boss fight is impossibly bugged, it's actually an ingenuous test of problem solving skill. It has a "circle QTE", which is impossible to solve via keyboard controls. It also has an "up arrow + down arrow QTE", which is impossible to solve via mouse controls. When the "circle QTE" appears, you're supposed to press the ⏸️ pause button in the lower-left corner of the screen, go into the settings, switch from keyboard controls to mouse controls, resume the game, and solve it with the mouse cursor. Then, when the "up arrow + down arrow QTE" appears, switch back to keyboard controls, resume, and solve it with the arrow keys. Most mind-bendingly meta boss fight sequence ever.

Crysis0ne
Crysis0ne

A Masterpiece disguised under low budget. Lots of soul in it, with full badass women protagonists. I love it!

michael thuglass
michael thuglass

It's not even funny bad, it's just regular bad

Rock_DS
Rock_DS

Horendous use of lense flair and a washed out look. Story is nothing to write home after an hour of play. All the characters seen so far are the same cookie cutter personality type of passive aggressive hard ass.

The main mechanics of the game are a stripped down and sluggish grid based fighting system whith very little variety in both enemies and wepaons. The only thing that breaks it up is a special attack bar which launches into a QTE every time it's used, and the move does need to be used to get though the fights in a somewhat resonable time.

Outside of combat the QTE's persist for almost everything, including simple object intereaction, like using a door controle. The last of the meachics are "exploration" sections that you simply skick on pre determined spots to move around the area, side information and a collection quest is here. Hampered by a the mouse needing to click on the spots to move while controling the stationary camera at the same time. It makes the whole thing feel floaty and laborous to controle.

The animation isn't bad, but suffers from clipping issues when the characters are any more expressive than a scowel.

JohnnyTheWolf
JohnnyTheWolf

A flawed, but decent and compelling indie Mass Effect-like game.

PROS:
+ All-women cast
+ Solid voice acting
+ Good soundtrack
+ Intriguing universe
+ Strong visual identity
+ Intense, unrelenting narrative
+ Optional typing-based quick time events
+ Battle Network-esque real-time, grid-based combat

CONS:
- Visually dated
- Odd colour choices
- Not every choice matters
- Awkward exploration phases
- Occasional lackluster sound effect
- Slightly buggy keyboard input scheme
- Still looks very much like a mobile game
- Lack of basic options, such as volume and key configuration
- No in-game codex to explain the game's world and terminology

Poop Fanatic 7
Poop Fanatic 7

Just might be the worst game i've played the last two decades.
Even games you got for free as a gift in cerial boxes in the early-mid 2000's were lightyears ahead this garbage.
Did the budget honestly go to whitewashing drug money or something? I could make better character designs with a hole in my head.

Bang Blastcleaver
Bang Blastcleaver

The game is $10 on steam, but the updates, cutscenes, trading cards, achievements, basically everything is in the $5 "DLC"

Shady as hell, unoptimized, and pretty much as dissapointing as everyone expected out of the "great" Brianna "John Flynt Walker" Wu.

icze4r
icze4r

If you have synesthesia, get some sunglasses before you play this game, and play it with care. It's been about two hours since I stopped playing it and I still feel dizzy, disoriented, and nauseous.

I really like this game, but the colors, the lighting, the bloom, the motion blur-- all these things put together make me feel as though I've been playing the game while sitting inside of a spinning dryer.

EDIT: Just completed it on Girlfriend mode.

Where to start. The Internet really wants you to make things seem worse than they are, but I refuse. Revolution 60 is a game where all the pieces are in place (nearly): there's music, sound effects, graphics (though the anatomy, esp. the characters' heads, prevents anyone from really taking the drama seriously), and a control scheme, a movement scheme, a battle system, but all the parts are so disparate that they do not work well at all together.

The entire game feels like a prolonged QTE. In fact, the entire game IS nothing but QTEs; and that's part of the problem. The combat would feel satisfying if I didn't have to complete a SERIES of QTEs, or even one, to perform a special move. It ruins the flow. It saps away the fun.

I feel like, when I play this game, every time I get near anything that's fun, there is a certain element to the game that saps all the fun away immediately. With the movement system, you don't get free movement: you move on rails, and watch as your character Holiday moves at a snail's pace. With the combat system, you have the aforementioned QTEs, and the awkwardness of movement in combat, which many have compared to line-dancing. In later fights, the characters ruin the dramatic moments by spinning around like tops as they move during a fight.

It is simply impossible to take the characters seriously when there is a meaningful or dramatic moment. The voice acting is alright; I liked it a lot... but that's not the problem here.

The problem here is we have women who look like dolls, who are speaking dialogue that oftentimes does not make sense, and does not even correlate with how they were written previously. A lot of the times, it feels like as if I am watching toys try to do Shakespeare. I cannot take any of this seriously, as much as I want to.

It feels like the game needs a lot more polish. It feels like this game needed to go through quality assurance a few more times, to figure out what worked, and what didn't. With a combat system and a control scheme that didn't feel like it was actively fighting the player, the game could've been serviceable. But as it stands, the game is a series of elements that do not work with one another.

You can tell I'm being nice about this. Well, there's a reason: I can see the game that could've been, underneath all of this. I can see the game that could've been fun. I can see the game that could have even eloquently explained its maxims and its purpose, its very reason for being; I can see this series of lines of code imparting the author's message to the public. I can see that happening.

But not like this. It falls short in so many places where I see it trying to reach. If you don't have patience for it, the game will do nothing to draw you in. The plot by itself feels like it was written down in one go, after someone had a particularly enjoyable dream. And I know the feeling: I know that feeling, and that's part of the reason why I emphasize with the creator. I can see what they wanted to do, but I cannot honestly tell you that they reached the mark, in 90% of the components.

If you have any curiosity in this game at all, I would recommend that you buy it. Even at full price. I have never been so thoroughly disappointed in a game, after seeing it miss the mark, time, and time, and time again. But it was so interesting an experience. It felt like watching someone teach me what -not- to do while making a game, and for that much, I recommend you try it. Keep an open mind, and the game will make you think thoughts that you would not have while playing a more-polished game.

To fans of the creator's previous work: this is their magnus opus. If you enjoy their work like I do and did, it will satisfy you on some level. But it will also make you wonder why some things weren't worked on more; and it will make you wonder why what could have been, simply isn't.

Fume K***ht
Fume K***ht

Runs like complete crap for a game that looks like its from the early 2000s. Encountered a game breaking glitch in a qte near the end and couldnt advance. Refunded but thanks for the hearty chuckles and drmless exe

Bird Jesus
Bird Jesus

Unfortunately, one of the only good things that I can say about this game is that the soundtrack is enjoyable at times. But the truth of the matter is that the vast majority, if not all of the tracks, are all royalty-free and not at all created by the developers.

The over-saturation of the lighting ultimately gave me a migraine, even with a pair of glasses that are supposed to cut down on the eye strain. I had problems launching the game in full screen, as it would crash anywhere from thirty to fifty percent of the time for no reason.

I understand that this is an iOS port, but the sound levels going between the gameplay and the cutscenes is jarring, if not outright deafening if I was wearing a headset at the time. I did not enjoy having to turn the volume down and up again for each and every cut scene.

The combat was interesting, and while I'm not particularly a fan of the quick-time events for the combos, it would have almost been enjoyable were it not for the AI spamming the area denial effects and leaving me trapped in a corner for minutes at a time.
http://i.imgur.com/8Tlvxp4.jpg

I appreciate the effort that the developers must have put into this title, but in its current state, it is near-unplayable and a very unpleasant, if not painful experience if your eyes are at all sensitive due to the clashing colors that are a constant presence in the game.

TheHundredDollarHeadache
TheHundredDoll…

The combat just killed it for me, poorly balanced. A battle with a generic grunt just lasts forever. Also, typing QTEs? Typing of the Dead did it better.

It did run smoothly on my ten-year-old box, however.

Allison Online
Allison Online

We drove 2,000 miles for this?

TheCrookedKnight
TheCrookedKnight

Incredibly sexist portrayal of females. Any competent female character is portrayed as a hyper-sexualized bimbo. The art style is reminiscent of the fantasies of a pubescent child.

the animation is extremely stilted, especially in cutscenes, where character's heads jerk around and flap their mouths completely out of sync with the audio. The only time where any attention has been paid to the animation is when the characters are cavorting around like strippers.

The 'difficulty' is laughable in the game, as there is no way to fail events. The controls boil down to mashing a given key or typing a word on-screen. In addition, the debug menu has not even been disabled, and pressing tab at any time brings up the full debug menu. And that isn't even touching the highly-sexist 'girlfriend mode' the game offers, as an extremely homophobic, transphobic attack on protected individuals.

All in all, this game reeks of 'about to get sued by kickstarter for nondelivery, so throwing whatever's on the thumb drive onto steam'. This game may surpass Daikatana, and stand with Food Fight for this decade's biggest and most predictable flops, due to mismanagement and horrible writing.

Lowtax
Lowtax

This game was made by Brianna Wu, who I guess is popular because she had something to do with Gamergate and they don't like her or she's a feminist or a man or a sasquatch monster or whatever, I don't know, I don't keep up with crud like that because I find it all stupid. I did see a program about her and she appeared to be a creature who emerged from a bog.

Regardless, this game was apparently made by all females, which is nice because it proves gender equality exists and women are just as capable as men at creating utter garbage games. Now I don't want to be too harsh reviewing this game, because it could've potentially been a wonderful, award-winning game if only they changed every aspect of it and had another company develop it and the game was the complete polar opposite of what it is now.

So with this in mind, I'll try to cover some of the major issues I had with Revolution 60:

1) The story seems to consist of random words strung together in a way to construct sentences. I'm fairly convinced the dialogue was created by a parrot jumping around on a keyboard for several days. To the best of my knowledge, the plot centers around three Bratz doll-looking women who may or may not be cyborgs wearing skintight outfits to show off their ridiculously disproportionate figures. There's a big computer that's a chessboard and a rocketship made out of purple cups and futuristic flying crates. Also there are bad guys that are trying to do something bad that the good guys (girls) have to stop. It may involve China and a bomb and a computer but I really can't be sure due to the fact that every time something happened in the story, I was too busy thinking of ways to kill myself.

2) The dialogue was written by, I'm guessing, an 80-year old grandmother who once read a William Gibson novel. The characters say things like "upload" and "mainframe" and "trojan." It's all very cyberpunk and high tech and you feel like you're in the future, which is a better alternative to being in the present, where you're playing this game. There are dialogue choices which supposedly determine which ending you get, but nobody in their right mind would ever be able to get to the ending of this game without being institutionalized.

3) I don't want to say the combat in this game is the worst, slowest, most excruciatingly painful experience ever, so I'll just type it instead: the combat in this game is the worst, slowest, most excruciatingly painful experience ever. You're on one side of a grid and the enemy is on the other and you take turns moving from space to space, shooting each other with projectiles that travel as fast as a watermelon. All the enemies I faced looked like rednecks who were on their way to a paintball competition. If you shoot your enemy enough you eventually get a "special" attack which does a ton more damage to them; you kick them in the face. In the future, kicking is more lethal than firearms.

4) The level design was inspired by the concept of "taking random geometric shapes, placing them in arbitrary locations, and covering them with garish neon hell textures." Every color ever created, both real and imaginary, are used together in an orgy of obscene digital vomit. There are approximately 10 polygons per mission, and half of them are used on the characters' breasts.

5) The gameplay... uh, well there is no gameplay to speak of, unless you consider "typing words" and "hitting the spacebar" to be gameplay. If you like typing stupid words, which the creators of this game obviously did, then you'll still hate this game but you might hate it slightly less. Sometimes there are QTEs where you have to press an arrow key up or down within a certain time limit. That's exciting. There's a hacking minigame where you must press an arrow key up or down OR left or right which really ups the stakes. I was on the edge of my seat during these moments, mostly because I was trying to get up and leave my computer.

6) The music and SFX are nearly all royalty free garbage you can still find on Geocities sites. The voice actors were decent, especially if you compare them to an air raid siren going off in your ear for several hours.

7) If there's anything else I forgot to mention, you can pretty much assume it sucks too.

In conclusion, this game is a digital car wreck with absolutely no redeeming qualities whatsoever, except perhaps as an effective tool for brutal communist dictatorships to torture dissidents. If you pay money for this game, you are a very stupid person who makes very stupid decisions and you should be confined by the authorities indefinitely. I regret every moment I wasted playing this flaming trash heap when I could've been doing something more constructive, like stapling my balls to a utility pole. If you ever read a positive review of this game, you can safely assume the person who wrote it suffered severe brain damage and should be both pitied and mocked, as I am convinced this game will eventually be outlawed by the UN under their anti-torture policies.

Beemo
Beemo

It is literally like a game made by robots, the characters have no personality, the combat is rigid and fucking boring and it made me want to kill myself.

But it did have a cheese bike in it so that's like a 5/10 i guess, without the cheesecycle it'd be like a 3.

Ranchland Jesus
Ranchland Jesus

Disclaimer: I backed this game on Kickstarter, so I guess I got it "for free."

Hoo boy. What a disaster.

Dreadful framerate, audio sync and missing texture issues and, what's worse, the game is just so, so dull. Do you like watching student films that got their makers kicked out of college, and occasionally typing words to make the movie continue? If so, this is the game for you.

Icarus
Icarus

I thought since this game was remastered for PC gamers like myself that they would make the effort to meet the standards of the PC gamer community.

Little did I know when I launched the game that it doesn't even feature an FOV slider.

Extremely disappointed. Looks like your regular instaport cash-grab to me.

Bobby
Bobby

The second game ever to make me feel ill, I have no problems with motion sickness but the way this game looks and moves and its colour.
I feel sick really and my head hurts
this game is really bad, the gameplay is typing in words and pressing space for the most part
the real vs enemy combat is so bad, like real time grid based its awful
the story makes no sense and just jargon, who are these people why is any of this happening
why do the characters all look so strange, like streched out bratz dolls
why should i care for dialoge chocies if i have no investment at all
anyway i will get my refund so so bad
so much money spent on this awful, hardly a video game

Also in the bounus tab in the menu, it has a twitter link to follow Miss Wu LOL

BADTIMES.DOC
BADTIMES.DOC

AUDIO

Grandiose

VISUAL

Loud

DIFFICULTY

Convoluted

VIBE

Fanfiction

CRAVING

Unique

ON SALE

Unknown

PROS: Several endings, choices actually matter to a degree. Leaves a lasting impression, as the game is so derivative it's original in its own strange way. The characters, while all using virtually the same base, are unique in their own rights. While the color scheme and bloom is a bit headache-inducing, it's a form of aesthetic that hits close to home in my own style that I can actually kind of appreciate. Writing is cringey in a cute, endearing way. I think a young girl would really dig this.

CONS: Convoluted gameplay and confusing navigation. Final boss cannot be won without changing from Keyboard scheme to mouse scheme. Dialogue choice layout glitches. Motion blur and color scheme has a nauseating bodily effect on you. Sound-mixing is a bit poor, as effects are too loud. Choices are decided by just how professional/renegade you are, not particular instances. (So doing one or two nice things in a renegade run may ruin it for you rather than change the results.)

WORTH: If you're not going for completionist play, this is probably not worth 15 dollars. But if you're looking to get the whole experience and all the endings, you'll probably be paying less than a dollar per hour of gameplay. Not bad!

OVERALL: The bombardment of this store page is a bit unearned. I found myself extremely frustrated and confused by this experience, but a certain je ne sais quoi kept me around until the end and I wish to unlock all the endings and possibly write a guide for it. Mega Man Battle Network battle system, Telltale QTEs, Splash of Mass Effect, Typing Of The Dead segments, Splash of Heavy Rain, little bit of Toonami's Reboot? It's a strange beast I could grow a fondness for.
I'm somewhat fond of this bull-in-a-china-shop experience, and I think it's a great toe in the water for this developer. I'd like to see more from Giant Spacekat in the future, and hope the glitches will be addressed so I can return with a higher score.

SCORE:5/10                                                                     

Full Review Coming Soon
james1gal
james1gal

This game was very interesting, the special edition of it has increased the quality of the graphics significantly, and it looks very cinematic.

I enjoyed the way that they did the quick time events with several different types of QTE so that there was a nice variety. I especially liked the typing QTE since the words they chose tended to fit into the mood of the game.

The combat is fairly simple, but it has enough strategy with different upgrades including additional projectile types. The special charged attacks were also interesting, with cool cinematics, and QTE's which have to be completed to deal maximum damage.

The story was also quite interesting, with a bit of darker humor and sarcasm, which I personally liked.

Jaimas
Jaimas

This game is a port of the original IOS release, and, generally-speaking, an improvement over the original game. The controls are more responsive and the framerate is extremely stable. Though the game has issues with certain GPUs according to some users, it is generally more functional and more competent than the original game, with a clear attempt made at addressing the laundry-list of technical problems the original game had. The framerate is fixed, the audio mixing woes are fixed, the synchronization errors are fixed, the model tearing is gone. The game looks smoother and moves better than ever before, and I'll give Giant Spacekat Studio its props for getting this much done. New content was added, including new responses for Holiday, new animations, and new skins for all the characters. By all accounts, this is an outstanding achievement on Giant Spacekat's part at fixing the game's various outstanding issues, and it deserves respect for doing so.

However, it isn't all good news.

The problems with the game's narrative, story, writing, and tone are still present from the original. A new issue was introduced that was not present in the original games as well - on the IOS port, the game's FMV cutscenes and standard graphics blended more-or-less seamlessly, to the point where most players could not tell the difference in-game. In the Steam Launch, the updated HD models and the problems held over from the previous versions of the movie mean that the re-rendered FMVs are extremely obvious and help to break immersion.

The biggest issue with the new version of Revolution 60 is the bugs. The game's text parser has a number of options that tend to not work, requiring space bar presses to get past, or which are buggy and/or nonfunctional. A now-notorious example of this is found in one of the game's final bosses, where Crimson 09 is essentially unbeatable if you are playing using Keyboard Controls alone. Switching to Mouse Controls appears to fix this bug, which Brianna Wu has stated is a feature, despite the fact that it clearly is not. The complete lack of playtesting the Steam release had is quite visible, and the game abounds with a slew of minor problems that never should have been there had the game legitimately been in development for 2 years from its IOS launch.

I highly recommend checking this game out. Not because it's a good game - certainly not - but because this game is essentially a tragic case of good ideas and intentions gone horribly, hilariously wrong.

At Revolution 60's core is a game with solid ideas, a decent mechanical core, and interesting concepts that could, on their own, all make for a compelling game in their own right, were they done by any company that actually knew what they were doing.

The voice-work is solid and the music is generally good, if almost all royalty-free. However, the writing is absolutely abysmal and the game is saddled with so many terrible design decisions that it outweighs the good points, the entertaining premise, and squanders any and all potential it actually had.

Many games fail because of a lack of budget, a time crunch, too much or too little executive meddling, or some combination of the above, but Revolution 60 is one of the only games I've seen that has failed predominantly because someone absolutely insane is at the helm. The game is such an entertaining tire fire of terrible ideas meshing with excellent ones that you can't help but laugh at it, and it's the perfect game to play with drunk friends as a result.

If you're a game developer, you need to play this because it reads like a how-to guide on what not to do as a developer, and if you're a gamer, it's worth your time simply because you get to see how the best ideas can still screw up in the most entertaining possible way.

Megumin
Megumin

This is the worst game i have ever played in my entire life. Do not buy this if you are a human,and or any organism that has evolved a brain.

GoldfishGroup
GoldfishGroup

It somehow runs better windowed than in fullscreen. The UI is still scaled for iPhones. Motion blur is applied universally, regardless of if it fits. The mouse controls are just the touch controls sloppily ported over. YOU SEE THE UDK SPLASH SCREEN WHEN YOU START THE GAME.

In short, easily the most amateurish Unreal Engine game ever.

Sphinx of Black Quartz
Sphinx of Blac…

Revolution 60 is a loving homage to some of the best high-concept science fiction of the last few decades; Mass Effect, Tron, and System Shock are the most obvious influences, but there are nods to classics like Portal and Blade Runner as well. The story probably won't contain any real shockers for fans of the genre, but the top-notch voice acting and compelling characters really sell it — even the villains are weirdly likeable.

This is a port of an iPad game with updated textures, and it looks absolutely gorgeous; if you've played and liked this on a mobile device, it's worth purchasing again to see it on a bigger screen. Unfortunately, the port from iPad to PC is also the source of some of R60's biggest problems: The mobile device tap-and-slide control scheme doesn't always map ideally to a keyboard (as of the time of this writing, the final boss is virtually unbeatable unless you switch to mouse-only controls) and, well, if you just plain hate quicktime events, you may find Revolution 60 more frustrating than rewarding. In addition, the pre-rendered cutscenes apparently have not been updated with the improved textures, and the difference in quality is quite noticeable.

These are minor quibbles, however. Revolution 60 is a beautiful game with a captivating story and action mechanics simple enough to be accessible but deep enough to be engaging. Highly recommended.

Sigmar Male Grindset
Sigmar Male Grindset

I've had enough of this "sexy sci-fi spy thriller."

I played this game for a little over an hour, but there are simply too many flaws to overlook to make it worth playing beyond that.

Gameplay: Combat/QTE

I was playing on the "Girlfriend" difficulty, as opposed to the "Normal" difficulty (???) or the "Beginner" difficulty. The gameplay I experienced was reminiscent of Typing of the Dead, where you type a context-relevant word to complete an action in a quick-time event (QTE, thusforward); traditional QTE gameplay, where you press a non-context-relevant button (↑, ↓, →, ←, spacebar, etc.); and something similar to Real-Time Chess (let’s shorten that to RTC), where you and your opponents are moving concurrently with one another about the board with cooldowns on your abilities rather than simply turn-based combat.

I believe the bulk of the gameplay is the RTC. Essentially, you have a small board of varying size depending on the encounter. You are allowed to move about 2 rows, while the enemy has the rest of the grid opposing you. The basic attacks are projectiles that go up a column, and you simply sidestep to avoid. Standing in the front row allows you to melee attack, while obviously leaving you vulnerable to such attacks, and it also allows you to use the special attacks.

By landing hits with your regular spacebar attacks (or by holding E with a later upgrade), you charge a special attack of increasing power that you can only activate by both being in the front row and stunning an enemy by hitting him with a spacebar attack. This will trigger a QTE attack that does a lot of damage. A thing I noticed that was extremely cheesy to do was to do a regular attack, special attack, then immediately regular attack after the QTE, since all of your cooldowns are actively ticking during the QTE.

Another thing I noticed, after verifying it by playing on “Beginner” for a little while to check, was that the QTEs did not get harder or more frequent on the higher difficulties, from what I could tell. While this is a good thing, since QTEs are one of the most frustrating shoe-horned elements in gaming, I was having difficulty noticing what scaled with the difficulty. The AI attack patterns during the RTC appeared to be the same: the enemy attacks randomly, completely ignoring the presence of Holiday (the PC), which becomes increasingly annoying once the enemies learn area denial attacks. Very often, I was stuck in place, walled off in a corner by an enemy attack, while the enemy danced around the opposite side of the grid shooting at nothing while I waited for their attack to wear off so I could move without taking damage. I soon realized, after taking damage for the first time by seeing what happens if I walked over the area denial attack, the only apparent modifier for the difficulty was the amount of damage you take from enemy attacks. Perhaps further in the game, there are more differences that become apparent, but I could not see anything beyond that differ.

As a whole, the RTC combat system is a bit shallow, and could have been expanded upon more, but it’s still pretty functional. The main gripe that slows down the pace of the gameplay is the QTEs are fucking everywhere. QTE when you special attack, QTE when you’re talking to people, QTE when you open a locker, cutscene when you walk down a hallway. The main combat is fine, but I feel like it’s undermined by a lot of the other aspects that could be considered as gameplay portions.

Gameplay: Dialogue/Story

Obviously, I don’t think I got more than maybe 20% way through the story, judging by the 5-6 hour playtimes on a lot of these reviews, so take that with a grain of salt.

The dialogue trees are basically Mass Effect. Enough so, that I’m actually curious if Bioware would be a little upset about it. The dialogue options I’ve seen are basically just: white is your basic expository stuff that gets too full of numbers and pseudoscifi stuff that it’s hard to keep straight. Basically, the same kind of stuff that is in Mass Effect’s tertiary dialogue, but even less interesting. They also have Pink and Yellow options which signify they give you relationship points with one of your crew members, the French(???) girl wearing a beret or the heartless bitch, respectively. Then there’s also the blue and red Paragon and Renegade Professional and Rogue options that level up that stuff. I imagine all four of these aforementioned aspects will change the ending cutscene, as there are purportedly 24 possible endings.

The story starts off with a narration of how the protagonist, Holiday, dun goofed or something because her friend, Val/Unknown (I’m guessing there’s a codename and a regular name for all 4 of the characters so far, but she’s the only one that I heard both?), got hit by a grenade and got all borked up with nanomachines now. I’m not exactly sure the extent of their friendship, since it’s only really mentioned if you choose the “good/professional” dialogue options. I’d not even heard more than two one-liners uttered by the grenaded maiden before she got turned into a robot. I’m not really engaged in the story.

Overall, kind of meh. Not really enthralled by the story by the time I got onto a space station to defuse some nukes or something, and I saw “Geishabots,” aka robot ninja catgirls or whatever. They’re probably an enemy later, I wouldn’t know.

Graphics/Visuals

It’s an indie game, ported from iOS, so I don’t see why much would be expected. I think it would have been wiser to go with something less ambitious than a 3D game for one’s first few games. A 2D or isometric game could have maintained most of the gameplay functionality, while also being far easier to work with and design with a single artist. There’s a reason why a lot of indie games go for a more retro aesthetic while still looking gorgeous.

A lot of the textures look wonky and clashing in an attempt to look “sci-fi,” to the extent that I looked up what the default bugged missing texture looks like in the Unreal Engine, just to verify that these were deliberate design choices. From what I could tell purely from the screenshots, the “Special Edition” only serves to exacerbate this problem by brightening the background even more.

Overall, the graphics are quite grating, but with more practice, the second try with 3D design could be a lot better and less uncanny valleyish. I admire the bravado in trying to make a 3D indie game, although it is a little foolhardy to begin with it.

Sound

HOLY FUCK I JUST WENT DEAF

This is one of the biggest gripes with the game. The volume levels are all over the place. During a cutscene, you may get your eardrums blown out by some random sound, not even an explosion or something that’s particularly loud. Just a random music shift will make you deaf.

I’m also bothered by how most everyone is using futuristic laser weapons, but they have stock gunshot sounds. While the composed score for the game is okay, there was clearly nobody doing the sound mixing for the game. It really hurt, and I feel like the testing was only for mono sound for an iPhone, because I feel like if someone played this game even on earbuds, they would go deaf very quickly.

Performance

The game crashed once or twice when I was running fullscreen 1920x1080, so I’m not sure what that’s about. Also there was significant input lag in fullscreen mode, which made the fights frustrating.

I bumped it down to windowed 1600x900 and it ran pretty fine, which seems a little counterintuitive that the fullscreen mode is glitchier than the windowed mode.

OVERALL

Meh, keep in mind that Mass Effect games and Heavy Rain are all

Blaz
Blaz

the woman who made this game ran for congress twice. if the thought of that doesn't terrify you, i don't know what will.

ollie
ollie

If you buy this game, consider chemical castration.
(I bought it just so I can leave this review and then instantly refund it.)

vectra
vectra

Horrible.

Worst game played in my last 25 years of gaming. Refund demanded.

Take this game back in year 2000, it would be still outdated, even with the technical limitations back then. Ok, I know it was intended for iOS, I know that Apple users have no single clue about technology standards, and I know how idiots they are, but this goes too far.

Color schemes are awful (flashing red on bright green with white and black), there is no GFX design at all, and 3-D models are sub-par even if we were in y2k. You have better free models out there. All protagonists are made from a single mesh "inspired" from Code Lyoko. And design in general is just off: it is sub-par even for a test project.

The game itself is even worse: imagine Mass Effect without combats? Pretty much it. Only animated sequences with dialogues and QTE. They ask you to hit keys and, as a result, a sequence will play with the protagonist killing things. Sometimes, a combat screen appears, but it turns out the same: placement has no point, and only a QTE will end the fight. And it's trivial and not amusing at all.

I won't even comment the buzz made about the game. The game itself, this disaster, says it all. Its not intended for players, not for fun, and it was not designed by players. There is room in the video game industry and community for everyone, but not for these people who can't understand the basics.

Get the f*ck out.

FluffyPanda
FluffyPanda

Mavis Beacon Teaches Combat.

Before I continue with the review, I have to mention that the game is impossible to complete due to a broken quick time event at the very end of the game, so regardless of anything else I'd say don't buy it until that's fixed. Now on with the review.

Starting with the positives... the animation is pretty impressive for an obviously low-budget title. There are lots of moments where things just don't quite seem to fit together in the world properly and nothing quite has the correct sense of weight, but in general it's pretty stylish with some nice acrobatics.

The music is good for the most part, except for one track which is way too jolly (sounds like a happy version of the Star Wars cantina music) and pops up at inappropriate times.

And that's about it.

The bad:

The combat controls are terrible, it's possible to queue up moves, but they often play out in a different sequence. So you can press left, left, shoot only to have Holiday go left, shoot, left. And you do need to queue up moves, because there is a long delay after each action while the animation plays out.

The combat itself is really quite dull. The enemies take forever to whittle down and the timers on attacks just leave you feeling like you're spending most of combat waiting. Things get a bit more involved towards the end of the game, but never quite reaches a level you could call exciting.

The Audio mixing is all over the place. Sometimes the music drowns out the voice acting almost entirely.

The mouse look on the exploration sections is unforgivably bad. Clearly a bad control mapping to the tap and drag it would have been on iOS. Thankfully these sections are very low urgency.

I've hit a couple of typing QTEs that didn't end when I completed the word, I had to type a space after. This is a simple programming mistake so I'm hoping that can be fixed.

And so on to the absolutely terrible:

This is basically a short animated film with QTE and combat gameplay sections and they really don't add anything but frustration. The QTEs pop up in the dumbest moments, like when you're just walking down a corridor. Several times during quiet moments in the story I've sat back away from the keyboard, taken a drink from my coffee and then had to quickly drop the cup and try to hammer out some pointless phrase to get the story to continue. Not all of the QTEs are timed apparently (so some of them are really just Es I guess) but it's impossible to know which ones aren't urgent. It takes what could have been a relaxing experience and makes it one where you're constantly on edge, and not in a good way.

But the worst thing, by quite some margin, is that the story behind all of this. It is simply terrible. The script is just one long example of horrible writing. Characters are inconsistent, changing personalities on a dime. They are all unsympathetic to the extreme, using Whedon-esque levels of snark and sarcasm but without any of the Whedon charm. The world building is absent, leaving you with no idea who anyone is, what's happening, what the stakes are or why the bland enemies are worthy of being slaughtered so casually. Things are revealed to some extent as the story progresses, but rarely make much sense beyond the superficial.

It's really hard to recommend a game where the selling point is the story when that story is this terrible and the gameplay does nothing but interrupt and obfuscate it in every possible way.

Then there are the technical concerns. I had to agree to the UDK EULA before launching the game for the first time. This is something I have never seen with an Unreal Engine game before and struck me as very odd. So I had a look at the game files and this is almost 3 gig of content for a simple port of a mobile game. Not only is it ridiculously large (mostly, but not entirely, due to some video files which have been included at a resolution far higher than the game can be configured to run at) but it appears to be shipped as a partially compiled UDK project, rather than a proper release build. It really looks like the dev build was uploaded to Steam by mistake. I'm hoping that this is also a simple fix, though when I asked about it on the forum I didn't get a reply from the dev, so maybe they're not aware of the issue.

I'd recommend you stay well away until it's patched and even then you could certainly find better narrative experiences for less money.

Noozle
Noozle

Could have been better

Does Revolution 60 live up to the hype? No - but let's ignore the hype and look at the game itself.

I understand that I'm not the target audience of Revolution 60. However, it is current year and gamers of all backgrounds have come to expect a certain degree of quality in their games. Characters traveling through solid surfaces, motorcycles with wheels that don't spin, an overall lack of control of your character, and scaled up 1995 Playstation-quality texture maps are not what we have come to expect in a modern PC game.

Revolution 60 FPS
The graphics in Revolution 60 are comprised mainly of an overuse of purple and flat surfaces with minimal variety. There are several cutscenes in the Special Edition which appear to be pre-rendered, running at 30 frames per second on my Nvidia GTX Titan. The rest of the game and its not-so-intense action runs at a smooth 60 frames per second without drawing much power. The game should be lauded for using a low carbon footprint. The characters are quite similar to each other in shape and all are female, but at least they are distinguishable by use of varying colors. Don't expect too much in terms of interaction. Keep in mind that this was originally created for iOS.

Revolution 60 WPM
This brings me to my favorite part of the game. It feels like something I would have played back in my youth on a Macintosh after school, like Mavis Beacon Teaches Typing. New to the PC version, most of the action sequences involve spamming the space bar or typing words as they appear on the screen. You'll need to keep up, as you only have a limited time to type the words displayed, otherwise the words will change and you have to try again. Other sequences may involve pressing down and then up while still holding down. A mechanical keyboard with 10-key rollover certainly put me at an advantage here, though not required.

Revolution 1960
I have to commend the developers for actually getting this game out for PC after working on it for over two years. The story, while predictable, is fun and the voice acting is alright even though the lines feel forced/artificial and the poor audio mixing is brutal. The sound effects are decent and the music works, even though I think I've heard some of it before. The dialogue options are simplistic, elementary school level and typically offer you an option to be "professional" or not.

Bottom Line
This game would be great for kids to play in an elementary school computer lab, if they still have those. It teaches typing, grade-level reading, and may improve hand-eye motor skills with its combat system.

will shand
will shand

Not a horror game. Why is it labled like this, unless the devs misunderstood and meant horrible.

Ignoring my actual issues with the plot and repetative nature of this title, it is a piss poor port from IOS. I couldn't actually beat the final boss of the game because the QTE to finish it was nearly impossible (if not impossible) to perform with EITHER mouse or keyboard. I tried several times to complete the QTE sequence but gave up in frustration and broke down in tears. My tears were so great that they eventually flooded my CPU. So yes, this game was so bad it killed my computer.

Got a soft spot for those graphics though, reminds me of a weird reboot porno crossover.

Buffalo Bell
Buffalo Bell

I normally love bad games but this just made me wish I was dead.

teutonic juggalo
teutonic juggalo

WARNING:
oversaturated colours gave me a migrane after 45 mins of play, tried giving it a rest and played again later but same thing happened. DO NOT BUY if you have sensitive eyes, wear glasses etc, want to enjoy games

Scavinger
Scavinger

I wanted to like this game. I really did. I can see the skeleton of cool idea in there, but they're buried under an extremely flawed presentation.

I think this would work much better in its native fomat, on iOS devices. I haven't played that version, however. The PC version just really holds a magnifying glass to the design flaws in this game, while making things worse with its control scheme.

This game tries to do too much, with too little. And this I can empathize with. I was part of a 6-person dev team back in 1998. Our game had big aims and a lot of heart, but fell extremely short in the execution. Rev60 feels like it was a product of a similar situation.

It's got conversational choices like Mass Effect. It's got a skill tree like tons of games. It's got the feel of a Final Fantasy game in some ways. Sometimes it feels like the original Alone In The Dark, or Resident Evil. But it's also part Mavis Beacon's Typing Tutor. And remember how frustrating the controls were in AitD and RE? Yep.

It doesn't help that the minigame gating often appears during boring sections. It's like putting a tollbooth in the middle of the desert. You have to pay to move forward, else you'll be stuck in the desert for ever. But you've still got at least half of the desert left to go. I'm betting those tollbooths are much less annoying in iOS, though. If you can get through with a negligent wave instead of rummaging through your car looking for spare change, it's probably fine.

I don't regret buying this game at all, however. Sometimes it's good to support worthy people and ideas, even if the product is flawed. I'd recommend getting it for iOS, though, if you want to support these folks. PC version, not so much.

Spazfrag
Spazfrag

Pros:

+ Music
+ Sometimes has a "Charlies Angels comradery" vibe which is quite charming.

CONS:

- Absolutely hideous graphic "style" that is jarring on the eyes
- Monotonous QTE events
- Slow braindead battles feel like a chore
- Characters look like a teenager got his hands on his first 3D model software and created Barbies from the same free template.

I'm the kind of idiot that likes to buy any old crap on steam just to try it out, but unlike those others I will be asking for a refund on this one. Not worth the +1 to library even for the "So bad it's good" factor.

I tried to give this one a chance, but it really just repulsed me in every way. A complete waste of an interesting game setting.

Song B. Lev
Song B. Lev

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.

Kuwagatamushi
Kuwagatamushi

Pros:

Premise
Music itself
Basic combat design

Cons:

Almost everything else

Let's get this out of the way: if you weren't paying attention to any of the other reviews, or the LPs on YouTube, this game isn't that great. I don't mean it isn't good because it's a port of a phone game, I mean the original game itself has problems that the Steam version makes attempts to fix ... but doesn't. This is going to be long

Revolution 60 is an adventure game of the point-and-click variety where you guide a group mostly composed of highly-trained espionage experts on a mission to take back a space station that's gone adrift off its equatorial orbit and is moving toward China, which is causing a bit of an international incident. The story itself is ridiculous based on the supplemental material, as the mission itself would be impossible without CAUSING one hell of an incident, and the US and China (in universae) are not on good terms with each other. Also, China have major superiority in space and could just blow the particular station into stardust and call it a day, but that's neither here nor there.

The four characters aren't developed well enough in-game, and their constant snarky attitudes will elicit a love-it-or-hate-it response from the player, most likely the latter. The problem is they're kind of two-dimensional, with no real inner conflicts shown, and they all have the exact same personality. Everyone can't be snarky. Naturally, the most well-developed character is the one you assume control of, Holiday. Regardless of your dialogue choices, much of her dialogue infers that she has a penchant for breaking rules when a mission is in jeopardy, and it's served her well. She's also the character with the least advanced body modifications, yet she still has to remain in top condition to keep up with her peers.

The lack of actual development of the characters or world building could probably be excused in a phone release if Telltale hadn't released The Walking Dead on iOS two years prior to this game's release, but they did, so this game doesn't get a pass. Also, regardless of the original version's problems, the choice to not greatly build upon its narrative content for the PC release is a lost opportunity. No, the addition of scenes that should have been in the original game to cast doubt on Amelia's actions don't count. I personally still had trouble sympathizing with Minuete, and a main antagonist making claims that your partner is hiding something would naturally be taken with a grain of salt without the presence of dramatic irony,

Many of the gameplay elements can be excused, considering this game is more or less an enhanced port of the iOS original, but the best developers take steps to improve games when they can, and not much was done here. Holiday spends a lot of time walking from place to place at a snail's pace, through no real direct control of the player. Everything is performed using a point and click interface, and that's fine, but an option to manually move the character or make her move a bit faster would have been appreciated. During conversation, you are given chances to respond to requests or questions with either a PROFESSIONAL or ROGUE answer, which act as two completely different personalities for the character instead of variations of the same answer. I'm not actually going to make any kind of judgement on that since neither do the other characters. Everything continues as usual, regardless of response, and you'll be kind of taken out of the experience once you realize this. At times, you'll be given chances to learn a bit more about the universe, but that doesn't happen often. You also learn nothing about Holiday, really, and that's a shame.

Many character actions are performed using QTEs, from timed button presses to spacebar mashes, and they keep you in the action well enough. The typing QTEs don't, however. I understand that these were supposed to replace the swipes that you would perform on a phone, but some of them are rather long chains that are more irritating than fun. Also, unlike The Typing of the Dead, missing a key requires you repeat the entire word or phrase, which is awful. Shortening the time limit or including other means of interacting with the game would have been preferable, but they would also require time to conceive and implement, and the developer had plenty of that. Can't forget to mention the times where words would also strangely require the press of an extra key, or the last mashing QTE of the final boss being unwinnable without switching to mouse controls. I understand that the developer stated that these were puzzles and not bugs, but that just makes these unwinnable BY DESIGN, and should not be encouraged.

Grid based combat against snow leopard troops is a sluggish affair where you "dance across the grid" to avoid enemy fire. I'd say the spinning maneuver Holiday performs is actual counterintuitive to survival, as the delay between sidestepping and firing shots from your weapon increases compared to when she simply slides. The AI opponents aren't very smart, and instead perform semi-random strings of attacks that don't make any sense. Only the crimson robots provide any real challenge, and that's mostly because they have more than two moves. the leveling system is completely arbitrary as the path through the station, and the encounters that occur, is completely linear. There's a line explaining why it's present, but I qrgue that regular updates from Chessboard AI on new allowed techniques (in a fashion similar to Metroid: Other M) would be more appropriate here. There aren't enough choices present to make any really diverse character loadouts anyway. Either a player will make some sort of glass cannon, or they'll build a mighty glacier. There's no real options for anything in between.

The graphics have been somewhat improved from the original iOS release, with additional lighting and better framerate, and a few of the music tracks have been changed for the better, and that's always good. Another positive improvement in presentation involves the slight modifications in the character models, though they still have the same base model with things changed to make them look different. It's all hamstrung by the designs of the characters themselves, which are unappealing to the eye on an artistic level. Also, I understand that Frank Wu has earned accolades for his artistic work in sci-fi, but the ship designs kind of drop the ball with the tattoo texturing motifs, and the firearm portion of needler's design is generic. I'll defend the positioning of the knife placement though. Animations don't provide impact or are wrong during combat scenes, which is strange considering many of the jumping animations are outstanding. Music isn't produced in-house, and some of the tracks feel really out of place. REALLY out of place.

This game was supposedly made for "neogamers," but, first of all, what is that term? Secondly, the best way to introduce the types of people you claim don't play games but would be interested in your product is to have a good story, then include competent gameplay that isn't frustrating. A new gamer would simply start on the easiest setting to gain an understanding of the game. There is simply no need to dumb your entire game down for an audience, and the fact that GSK did just that with this title. The team spent a lot of time making a game that, conceptually, had a lot of promise, but the execution was butt-fumbled. There are better games out there, and with modding tools, even this game could've seen improvements. Alas, it's not meant to be. Revolution 60 just isn't worth the money, even as a curiosity. Should Giant Spacekat actually proceed with Revolution 62, every aspect of gameplay should be improved, and testers' concerns should actually be heeded. Otherwise, it'll be as bad as what we have here.

Choice is your weapon? Choose to play something else.

HollowTraitor
HollowTraitor

My friend got me this game giggling about "feminism" but I was genuinely going to give this game a chance. I was. At the first time I was even having fun with the motion and quick-time events thinking they would at one point increase in difficulty, but instead I got this half-finished, ugly mush featuring a bunch of unlikable, bickering Gazelle-women that hardly resemble human beings.

Pro:
- The Typing/QTE was kind of cool.
- Kind of interesting story.
- Catchy music.
- The voiceacting is pretty good.

Cons:
- The QTEs never increase in difficulty and become boring really quick.
- Some of the QTEs are broken. I typed the word perfectly, but time still ran out and I lost points. Only out of desperation did I find out that sometimes I also need to hit SPACE. Why?
- The shitty, boring battle system could work, but instead it's incredibly tedious and makes me wish for QTEs instead.
- Said catchy music was STOLEN without a hint of credits to the original owner. (My playthrough of R60 was flagged by so many copyright holders of the music, you have no bloody idea.)
- The story and characters are never explained so I have no real reason to care and there is hardly any immersion.
- All protagonists are terrible and unlikable bastards that do nothing but argue.
- Especially Minuette. Fuck Minuette.
- Holiday's design was apparently fucking stolen from a webcomic. (HA HAW OH MY GOD)
- When I got the game I was really hoping for some sort of 80's asthetic which would actually work really well. Instead I was disappointed by lackluster and sometimes even eye-straining visuals. This game literally gave me a headache.
- The final battle poses a QTE that is too quick to master by hitting space. I have tried to beat this part for ages pressing space as hard as I could, but apparently this is a "brilliant" "puzzle" purposely incorporated by the Developers that requires you to change your settings to mouse-controlled settings. No, shut the fuck up. This is not a puzzle, this is changing the rules without rhyme or reason and going "It's deep puzzle lol"
- Apparently the scene where Val breaks Holiday's leg and drops her off a ledge is stolen right from Metal Gear Solid 3, which had a very similar scene.
- Your choices don't matter. (SPOILERS) The robot girl still escapes, Val still bites the dust, Min either dies or lives and the proficiency points only decide whether or not Alyssa puts a bullet in Holiday's brain. Most endings are just mild variations with two dialogue lines changed.

I understand the concept and characters in a game. Heck, to an extent I even like the concept of it. The story is simple from what I understand.

Three mercenary women employed by Chessboard; Rafalka (Known as "Holiday", dressed in green), Val (Dressed in red), Minuette (Dressed in white), and Amelia (Dressed in purple) investigate a space station taken over by men--I-I mean terrorists... I think. The plot isn't really explained properly. They just do it because they do it. During the game, the antagonist, known as Crimson09 appears and attempts to manipulate the girls into fighting, which leads to a conflict that always takes the same route, no matter what you do. The only major differences are that either a rocket is fired at Asia(?) or not, or Amelia is taken over by nano-robots and shoots Rafalka, or she is saved.

I do like the conflict and I see where each character is coming from. Rafalka is cold and professional, but compassionate to her friends, Amelia is professional and intelligent, Val, after she was rescued with nano-robots, is sadly not expanded much upon, and Minuette is sarcastic and snarky. The villain of the story, Crimson09, is playful and sadistic and displays the most personality out of any of the main characters. Sadly their personalities don't have much time to shine and I do wish there was more interaction between the girls that suggested that they had lives outside of their missions. (Apparently Val was engaged? We don't know her. Why do we care?)

If the story was simpler and instead focused more on the characters we are meant to care about, perhaps Revolution 60 would've at least had an acceptable story. Considering this game was advertised as Feminist-heaven, it incriminates men and places them all into the role of minor villains that are meant to be killed in order to move forward. None of them even have any sort of character.

Regarding the graphics, I am not much of a "Greaaphics" person, but Revolution 60 is an eyesore. I didn't notice until later, but I began to feel a bit dizzy after playing because of the bright colors and lighting/blur effects. The surroundings seem to have an attempt at a cool 80's aesthetic, which would have actually been really cool, but sadly they never pulled it through right so it just looks rubbish. I haven't even mentioned the character designs. While the men are somewhat realistic in proportions, the female characters are stylized and oversexualized to have a tiny waist, wide hips and a big bust. They all look the same as well, with only minor differences in character. I suspected that they are pre-made assets, but I couldn't find something quite like them in the Unity store, which surprised me.

It's horrible. Absolutely horrible. This rubbish should be taken off of Steam for all the things it has shamelessly stolen. Another piece of evidence that Steam is lacking proper quality control. The game could have been good since there are some great things hidden in it, but it's not worth digging through. Fuck Brianna Wu.

Alpentater
Alpentater

Brianna Wu is cool please buy Revolution 60 it is a gud game also Frank Wu is cool please buy brianna another motorcycle also elect her into congress for a bolder democratic party.

jmaa.tv
jmaa.tv

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 bullshit toxic gas walls.

https://www.youtube.com/watch?v=aJKoV6MH1D8

fuller556
fuller556

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.

Revolution 60 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 Analogue: A Hate Story or Hate Plus, 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 Revolution 60 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

lpsrocks00
lpsrocks00

I only bought Revolution 60 so I can laugh at it. It's baaaadddd .

Funky Homosapien
Funky Homosapien

Help I'm being held hostage by Brianna Wu. I've been forced to play this game for god knows how long and it's figuratively and literally killing me. Help. Help. Help me I say.
The only good thing is that my spelling has improved.

moe_desert
moe_desert

To be honest, I only found out about this because I saw it on OneyPlays and I thought it would be fun to play. The flack they give this game isn't completely undeserving. But really, it's not that bad. It's not the best but not too bad. The graphics aren't all that good and the gameplay can be a bit boring (especially when the walking parts come up. Can you walk any slower?! If you think that was annoying, it can get worse). The storyline and dialogue is at times pretty good and I did enjoy that. The gameplay was basically like playing Typing Tournament and Heavy Rain at the same time. That's not a good thing. I found two instances when you had to press the spacebar after typing a word to complete the sequence and there was NO indication. Why?! There was even a part when near the end, I encountered a glitch where a quicktime event refused to let me complete it. It just failed itself as soon as it started, continuously. I had to look it up just to make sure it was a known glitch or just something that could probably fix itself. It WAS known, if not programmed in. It made the game uncompleteable. You needed to complete the event otherwise you will be put in an endless loop of dying and trying again until you run out of medkits or it magically stops glitching. WHY?! I actually had to use console commands to bebug it (which wasn't the best idea but it worked. After later reloading a checkpoint it fixed the new problem I caused). I wouldn't recommend this game to random people on the internet unless they knew exactly the mediocre mess they were walking into. Be prepared. But I still enjoyed. Even with it's many off-putting features and glitches, many areas were it was lacking and main character models that (unless I'm mistaken) all have the same face and body shape (the enemies have a similiar thing going). Played through and got one of the endings but I think that will be enough. If there is or will be a sequel I will be hesistant to play it.

Bugsy
Bugsy

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.

thales.ulisses
thales.ulisses

This game is comparable to Undertale in terms of originality, immersive storyline and character development. On the downside, however, Revolution 60 is not a good choice for players who want fast-paced action.

hazzzben
hazzzben

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

AmoraBunny
AmoraBunny

Type faster to shoot bad guys harder

Bartleburg
Bartleburg

The game has a link to follow the creator on twitter but she has me blocked what gives?

SUPERAUTOPETS!#SaveTF2 #SaveSAP
SUPERAUTOPETS!…

One of the best most beautiful games Ive played of all time. I looked through all negative reviews and checked their Steam porfile. All of them have #GamerGate in their Steam profiles. Do not believe them GREAT GAME

I got 12 endings...and there always seems to be another one! Great stuff cant wait for more...going to buy Special Edition :steamhappy:

Sir Bippleton XVI
Sir Bippleton XVI

I don't have a gun to my head, great game!

Confidential Informant
Confidential I…

Honestly, it's not really even worth getting as a joke. I was gonna write a semi-serious review but it's not really worth it. Not especially fun or entertaining or ...... anything, really. At least it's brief, I guess? If you do get it, play it on Girlfriend difficulty or you're a fucking nerd, lol.