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
Time to Beat: 12.2 Hours
Why do video game reviewers (those that earn a living writing reviews) review games they won't enjoy. I've watched Yahtzee Croshaw's videos, I've a good idea of what he enjoys and what he hates. Then he picks a game I know he will despise. It's not just AAA games, this problem includes popular and obscure indie games.
We. The Revolution, isn't a game I knew I would dislike in advance. I wouldn't play a game I suspected I'd despise. But I knew before the first head was violently separated from its body, that We. The Revolution wasn't a game I'd recommend.
We, set during the French Revolution, is the first game developed by Polish mini-developer, Polyslash. The publisher, Klabater, has a larger catalog, with a revealing flaw. Of the eleven games on Steam, seven of them earned a “Mixed” rating from users. More than half of the games on Steam have a Very Positive Ranking (80% to 94% of reviewers gave it a thumbs up). Any game with a Mixed rating (40%-69%) is dodgy. I'll try any particular Mixed game. But watch out for a developer that produces a majority of games with a Mixed rating.
When I began I hadn't reviewed the
publisher's record, and We. The Revolution has a
Mostly Positive rating, with 78% of 1,237 voluntary reviewers
choosing a thumbs up over a thumbs down.Set in Paris, the prologue barely
introduces the core mechanics. The player starts by choosing a name.
I assumed this was because I was designing my character. Instead,
the prologue reveals the protagonist fully formed; drunk, gambler,
husband, father, and judge, Alexis Fidele. We. The
Revolution's core mechanic is passing judgment on others.
Both the protagonist, and their cases live in difficult
circumstances, testing the player's moral mettle. Games in this
genre, like Papers,
Please, prefer a blank slate protagonist so the player can
imprint their own personality. We. The Revolution
discards this preference for a fully formed lead character. Even as
the player tries to make their mark on the game world, the developers
place unwanted words into my mouth. They force the player to defend
choices I would prefer not to make, and to accept the script the
developer has written. The developer wants the player to play their
part, like an actor.
Because the player can't make significant moral choices (in what is clearly a game where the player is supposed to feel the impact of their decisions), I can't relate to my character. The goal is to make the player consider the depth their character can sink to, and make them feel like the bad guy. It doesn't work if the player is always given two evil choices they want to reject. A famous iteration of this style is Spec Ops: The Line. In the latter the game tricks the player, convincing them of the necessity of committing morally gray actions, while subverting the player's expectations. It sets them up and then judges them. We. The Revolution may be attempting the same trick, but it fails because the situation isn't convincing. We introduces a specific character to judge the player, but this foil is so absurd it fails. The ending of the game partially vindicates the player, further reducing its moral impact. Yeah, I hurt people, but I was also able to embrace leniency as a judge. The game doesn't recognize my mercy. Simultaneously, I'm prevented from picking my allies or my enemies. The only choice is to side with cruel, power hungry cretins.
To survive the
turbulence of revolutionary Paris, the player must appease three
factions; the common folk, the aristocrats, and the revolutionaries.
Each has an opinion bar. The numbers on it are unclear. If the
opinion of any faction ends the day at zero, the player loses the
game. The value doesn't matter aside from this. A 1 is as good as
100. Unfortunately, factions are fickle, and their allegiance to the
player is very temporary. Their numbers bounce around like a roller
coaster. In a single trial the protagonist can lose a third of the
entire bar, but in the next, gain back half again. There is no
gradual build up of alliances. There is no connection of
relationships, no flow. There is no memory but only the immediate
now in the minds of the factions. While the relationships of the
factions are largely in the player's control, and this is good, since
this is the main way to win the game, there are random events that
alter the numbers without any reason. We.
The Revolution
is separated into a three act structure with the cliched titles of
Liberte, Egalite, and Fraternite. Each lasts about fifteen to twenty
days. In the first Act most days feature a trial. Trials are the
core game play element, and the dominant determinate for how the
three factions view the protagonist. A trial starts with a view from
the judge's bench, through the eyes of Alexis. The player sees the
prosecutor (Antoine Quentin Fouquier de Tinville),
the nameless jury, the various well-to-do onlookers, and the accused.
A file, provided by Tinville, explains the case in brief. First the
player must discover questions to ask the accused. Clicking on the
accused, certain details from the file are highlighted. Here the
player must play an intuition based matching game. The player must
match details such as; adding water to wine, the innkeeper, or rotten
apples, to investigative concepts such as; accuse, evidence,
counter-revolution, or offender's personality. Neither of these
lists of examples are exhaustive, but give a general idea of their
contents. When the player correctly connects a detail and an
investigative concept the player is granted a question. If the
player chooses incorrectly, it counts as a mistake. After a few
mistakes the player is prohibited from attempting further
connections. Initially it is difficult for the player to intuit the
developer's intent, but with practice it becomes absurdly simple to
predict. This difficulty in the beginning means there is almost no
game, since with no connections there are no questions, which means
no trials, which means no game. The end of the game is equally
frustrating, because it is too easy. There is also no game, just
clicking through a series of dialogue boxes. If the player fails to
unlock enough questions, if they make too many mistakes, I recommend
quitting the game and reloading. We.
The Revolution
makes a new save file at the start of every day.
The player can ask
questions as soon as they unlock them, and alternate making
connections with asking questions, but it's better to wait to ask
questions until the player has unlocked all of them. The point of
the trial isn't to uncover the truth, but to determine the outcome.
When a trial begins, the player should check the verdict book. If
the player preselects each of the three verdicts, We shows how
the three factions react. During the trial the judge decides the
final verdict, but the jury develops an opinion. A successful judge
needs their choice to align with the jury's opinion. Each question
shows how it will affect the jury's opinion. The questions
themselves, the story the accused tells, is irrelevant. The player
needs to lead the jury, asking only the questions that influence them
to the player's predetermined outcome. The player needs to let the
jury have no opinion but what they decide in advance.
More on We. The Revolution soon.
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