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Revolution 60 is a Sci-Fi Adventure/RPG game for iOS and later PC and Mac developed and published by Giant Spacekat, in which a four-woman special forces team attempts to liberate a space station. You play as Holiday, the team's leader.

The game is largely story-based, interspersed with a real-time grid-based combat system, as well as quick-time-event sequences. There are numerous potential endings based on dialogue choices and success during the action sequences. Visually, it has a brightly colored, anime-inspired aesthetic.

A sequel, Revolution 62, has been planned... for a while now.


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Revolution 60 contains examples of:

  • All There in the Manual: The game itself gives very little information about the characters or even major plot elements. Said information is contained within an ebook... which is sold separately.
  • Animesque: The art style.
  • Combatant Cooldown System: You have to wait a few seconds between attacks. Enemies don't.
  • Contagious A.I.: A "shard" goes rogue and proceeds to use nanotechnology to spread its reach.
  • Cyborg: Agents are augmented with technological enhancements as a matter of course. Holiday has recently gotten an upgrade to help keep up with newer agents who are beginning their careers with more advanced cybernetic additions.
  • Cybernetics Eat Your Soul: Unknown.
  • Denial of Diagonal Attack: Holiday can only attack directly in front of her, while many enemies can attack diagonally or in other patterns.
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  • Death Is a Slap on the Wrist: If you run out of health in combat, you can just immediately use a medical kit to be restored to full health. They're extremely plentiful, especially given that you'll barely use any outside of Girlfriend Mode.
  • Guide Dang It!: Instructions in game are often unclear or oddly phrased.
  • Idiosyncratic Difficulty Levels: The hardest difficulty level is called "girlfriend".
  • Impossible Hourglass Figure: The entire cast has this body shape. The PC port alters the body shapes to be less impossible.
  • Karma Meter: There's two separate meters, for Professional and Rogue. If those titles seem a little familiar...
  • Multiple Endings: Taken to an extreme. There are over 20 endings, determined by Holiday's professionalism, her relationship with two opposing characters, whether a character has already died, and proficiency in combat and quick-time event sequences. None of the endings is an unqualified success, though.
  • Obvious Beta: The game is built more like a technological demonstrator than a commercial product, with more care put into mechanism than user experience.
  • Press X to Not Die: While failing a quick-time event doesn't result in instant death, failing quick-time events means you miss out on Proficiency bonuses, which determine whether the mission succeeds or fails miserably.
  • That Makes Me Feel Angry: An advertised selling point of the PC port, where during QTEs you'll have to write out words corresponding to what's happening. An interesting idea, though not properly reflecting the difficulty scaling of the QTEs in the mobile version.

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