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In Republic: The Revolution, you must rise to power in a former Soviet state using political and coercive means.
The game opens showing you the current dictator of the country of Novistrana, and what horrible acts he commits against the populace, including giving an order to abduct your entire family. You are then presented with ten multiple choice questions. Answer carefully! Your answers will determine who your character is and how he acts.
At the outset, you are a nobody. Your first job is to hire some henchmen you can order around. Once you hire some people, you can instruct them to perform various acts to help gain support. Some of these acts include bribing officials (bribe the police chief so he'll look the other way), intimidate people, commit assault, arson, and even murder (only when you have to). There are also peaceful ways of gaining support, such as attending charity gala's or donating money to a worthy cause.
You can hire someone to go around plasting posters, gaining political support, or you can hire a person to go door-to-door advertising you and what you stand for. You can hire a boxer to fight for you, tell him how aggressive you want him to be, and if he wins, more support for you. If not, well, there's always blackmail.
The main campaign has you trying to overthrow the current president so that you may take control of the country. You'll have to go through three different cities to reach your ultimate goal, each one harder and larger than the one before it.
Most of the game takes place in an open-ended 3D environment, where you can walk (or drive) around. Everybody in the game, from the man in the store to the old lady in the walker, has a name and political alignment, and it's your job to make sure they see things your way. When push comes to shove, and the current president tries to get rid of you, you can initiate a peaceful protest and stand in front of tanks, blocking their path. Whether they stop or not is dependent on how the military likes you.
There are multiple ways to finish the game, guaranteeing a couple of replays. You can go through the game completely neutral, or you can go all out, committing terrorist acts and inciting national riots.
Victory means the presidency. You don't want to know what happens if you lose....
So apparently this game had a great concept but along the way they simplified it too much and eventually lost its essence, although it's not a hit or a game without flaws I still think it's worth a go and so I turn to you, PA'ers, have any of you played this game?
Any thoughts, opinions you'd like to share? Any would be appreciated ;-)
This sounds bloody fucking awesome! With mods, you could have the founding fathers make an appearance as a group of farmers meeting in their local tavern. I can already picture Benjamin Franklin being the genius badass that he is!
I remember playing it, and thinking the concept was really cool. Unfortunately, my machine at the time it came out wasn't able to handle the game, so I shelved it and I think I ended up selling it. I don't think the game was well optimized, but I could probably run it now so maybe I should check it out again.
brynstar on
Xbox Live: Xander51
PSN ID : Xander51 Steam ID : Xander51
This sounds bloody fucking awesome! With mods, you could have the founding fathers make an appearance as a group of farmers meeting in their local tavern. I can already picture Benjamin Franklin being the genius badass that he is!
I had such high hopes for this game. Immensely disappointing. All the illusion of a living city wound up just boiling down to pie charts by the time the game was done. I literally spent most of the time playing it from a simplified view that boiled down to pie charts over a city map. The neat things to do were reserved for story events and the ones you used on a daily basis got repetitive. Basically each staff member with you could only do a few things, like canvass a neighborhood or hold business lunches, so you'd have to do them constantly to build up support since no matter how weak a rival faction got, it was still allowed to undermine your influence even when reduced to 0 supporters. The game got bogged down in the ankle-biting from crippled factions after a while.
A game about rising to power through underhanded means in the ex-Soviet Union deserves far more than what the game limited you to doing, which basically was just organizing the group day planner.
Wasn't this made by Jordan Mechner of Prince of Persia fame? I recall reading about it a long time ago, how it was very promising but ultimately disappointing.
Maybe, I thought it was Demis Hasabis (or however it's spelled), who worked at Lionhead for about a month, before setting up his own studio. If so, he was the kid who came up with Theme Park with Molyneux.
I played this, like everyone else said it was a promising but overall disappointing game. Still, I know I played it for a couple of weeks, so it couldn't be godawful.
Maybe, I thought it was Demis Hasabis (or however it's spelled), who worked at Lionhead for about a month, before setting up his own studio. If so, he was the kid who came up with Theme Park with Molyneux.
Yeah. One of the devs had an article in Edge, but seemed to disappear as soon as the review was printed...
Maybe, I thought it was Demis Hasabis (or however it's spelled), who worked at Lionhead for about a month, before setting up his own studio. If so, he was the kid who came up with Theme Park with Molyneux.
Yeah. One of the devs had an article in Edge, but seemed to disappear as soon as the review was printed...
Huzzahs! I only remember this from reading the Black and White development stuff in.. PC Zone, it must've been. It's funny how you've got their artist, is it Mark Healey, who's now doing LittleBig Planet, and Jonty Barnes who's at Bungie.
I have this and it still sits on my shelf. I played it for a little bit and kind of got stuck. My machine at the time was also pretty ass so it ran a bit choppy. I'll give it a reinstall later tonight.
For all the talk about rising to power and stuff, the game made you feel more like a secretary than anything else.
You're given a map of the city which is divided into districts. Each district has a pie chart representing what political group is most influential in the area. Each district is either a lower, middle, or upper class one.
Now in addition to yourself, you also have a small party of staff members. Each has a set of actions they can take to either boost the morale/loyalty of another member or to boost your own influence in a district or lower another party's. Different actions appeal more to different classes so you might have someone that is great with the lower and middle classes but can't do much with the upper class districts. Each district you gain influence in gives you a proportional amount of resources to perform more actions.
The game basically boils down to scheduling what each person does in the morning, afternoon, and evening. You basically just set their schedule for the day and have them go at it while waiting to see what your opponents do at the same time. You could choose to take a more direct view of one person's activities but that amounts to nothing more than going to a 3d view and being able to adjust a slider or arrange a dialogue sequence. The latter actually was important but the first got repetitive after seeing leaflets being passed out for the 5th time in a row.
This would all repeat until you hit a certain trigger for a storyline event or to unlock a unique storyline action. Slowing all this down was the fact that even if they had lost all support and had no resources, an opposing party could still use a weekly stipend to come back and take away some of your influence before you beat them back down after a day or two in a political version of whack-a-mole. For all the work they spent on creating a 3D engine that could render the crowds at political events, the game just was best played looking at the 2D map with pie charts. And for all the talk of making a living, breathing city, the game was heavily reliant on storyline events instead of a more freeform, sandbox approach. It's not that you have the option of being a bastard, it's that certain events in the story force you to even if you've been kind and courteous until the scripted event.
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PSN ID : Xander51 Steam ID : Xander51
Hehe, it IS possible, check this out http://republic.strategyplanet.gamespy.com/board/viewtopic.php?p=61776
A game about rising to power through underhanded means in the ex-Soviet Union deserves far more than what the game limited you to doing, which basically was just organizing the group day planner.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Huzzahs! I only remember this from reading the Black and White development stuff in.. PC Zone, it must've been. It's funny how you've got their artist, is it Mark Healey, who's now doing LittleBig Planet, and Jonty Barnes who's at Bungie.
It just wasn't a fun game to me.
For all the talk about rising to power and stuff, the game made you feel more like a secretary than anything else.
You're given a map of the city which is divided into districts. Each district has a pie chart representing what political group is most influential in the area. Each district is either a lower, middle, or upper class one.
Now in addition to yourself, you also have a small party of staff members. Each has a set of actions they can take to either boost the morale/loyalty of another member or to boost your own influence in a district or lower another party's. Different actions appeal more to different classes so you might have someone that is great with the lower and middle classes but can't do much with the upper class districts. Each district you gain influence in gives you a proportional amount of resources to perform more actions.
The game basically boils down to scheduling what each person does in the morning, afternoon, and evening. You basically just set their schedule for the day and have them go at it while waiting to see what your opponents do at the same time. You could choose to take a more direct view of one person's activities but that amounts to nothing more than going to a 3d view and being able to adjust a slider or arrange a dialogue sequence. The latter actually was important but the first got repetitive after seeing leaflets being passed out for the 5th time in a row.
This would all repeat until you hit a certain trigger for a storyline event or to unlock a unique storyline action. Slowing all this down was the fact that even if they had lost all support and had no resources, an opposing party could still use a weekly stipend to come back and take away some of your influence before you beat them back down after a day or two in a political version of whack-a-mole. For all the work they spent on creating a 3D engine that could render the crowds at political events, the game just was best played looking at the 2D map with pie charts. And for all the talk of making a living, breathing city, the game was heavily reliant on storyline events instead of a more freeform, sandbox approach. It's not that you have the option of being a bastard, it's that certain events in the story force you to even if you've been kind and courteous until the scripted event.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772