We. The Revolution:
We. The Revolution: This Game Has Lost Its Head
We. The Revolution: A Riot of Mini-Games
We. The Revolution: An Absurdly Executed Fiction
Once the player decides the verdict and manipulates the jury into the same opinion, it's time to sign the paperwork. The game asks, is the accused guilty? But it doesn't ask what they are guilty of. In a trial, a person is accused of a particular crime. This criteria remains open ended in We. The Revolution. The files at the beginning of the trial list a number of possible crimes, but the game never specifies the accusation. That's ok, since there are only three possible outcomes; acquittal, imprisonment, or execution by guillotine. On the fifteenth day, We. The Revolution removes imprisonment, leaving Alexis only two options; liberty or death. It also introduces quick cases. These have no questions, no jury, no witnesses, only a series of one sentence cases. The player must decide them with limited information. The decisions impact the opinion of the factions, but less than a normal case. That's good, since the player can't see in advance how the factions will react. After a decision, it is finalized with a signature. The player can't erase their signature once affixed to paper.
With immense power, the player becomes judge, defense attorney, prosecutor, jury, and executioner. Considering the threat posed by the three factions I consider myself a fair judge. Five times I reached zero with a faction. The common folk murdered me once. The aristocrats murdered me twice. And the revolutionaries deposed me twice as well. Despite these difficulties I acquitted 77, imprisoned 6, and executed 50.
Trials are the main
component of the game, the major mini-game of this hodgepodge
collection. But they are perfunctory, they are too short to generate
a feeling of gravitas or importance. We. The
Revolution runs for fifty-two days, and only some of those
have trials. An online walkthrough estimates thirty-six days of
regular trials, plus ten days of quick trials. The game has a
significant amount of other elements packing it like Styrofoam
peanuts. I completed We. The Revolution in
approximately 732 minutes; about 20 minutes per trial. But that
number assumes no extra content, and there is other stuffing. I
estimate a trial takes ten minutes at most. Trials are way too
quick, considering their centrality to the game. I'm currently
replaying the Phoenix Wright games (now available on PC) and the
difference in the length of the trials highlights the absurdity of a
game based in court cases, but the cases take the same time it takes
for an average American to run a mile.
Another mini-game is the management of
Alexis' family. Alexis lives with four family members; his father,
wife, older son, and younger son. Alexis had an elder brother who
got into trouble, was banished by their father, and died in the
tumultuous wars of the time. At the end of every day the player
chooses how to spend their evening. Each choice has positives and
negatives. One aids the player in the next trial, but reduces the
family's opinion of them. Other choices increase the opinion of some
family members, while reducing the opinion of others. Each family
member offers benefits if they have a high opinion. The verdict of
Alexis' cases also influences family opinions.
The next mini-game is played at the end of every day; an attempt to control Paris. The city is composed of eleven sections. Each section is controlled by the player, a mysterious opponent, or remains neutral. Each turn the player moves their three pieces around to increase their influence. The enemy moves pieces, as does the neutral faction. Controlling regions confers bonuses like extra Influence or Prestige. It's a very simple game, but also frustrating, because enemy pieces appear out of nowhere and attack your pieces. Units that are attacked can't run away. There isn't any strategy, only luck. The player also builds their base in this phase, constructing a statue that unlocks special abilities. These abilities cost a lot of Influence Points to use. Either We. The Revolution has very few Influence Points, or I missed them all. Either way, I never used these building abilities.
Next week, a final look at We. The Revolution.
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