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
We. The Revolution is divided into three Acts, but the second only differs from the first by an elevated sense of urgency. In both the player judges regular trials, quick trials, manages the Paris map, conducts intrigue against other politicians, and “interacts” with their family. The third Act eliminates most of this to fight an unhistoric battle for Paris. The families of those brutalized by revolution raise an army. The player defends the city. The mini-game uses the same map as the previous Paris mini-game, with eleven spaces. Now Alexis commands an army composed of levies, infantry, city guards, musketeers, and artillery. The daily recruits are determined by the player's Prestige. Until this moment, Prestige held no importance, and it wouldn't surprise me to learn people hadn't managed it. I had a significant reserve of this formerly useless resource. It's easy to imagine a player arriving at this point and not having enough prestige to win. They'd have to start over, or quit and never return.
The map shows the eleven regions. Each
region is marked with a number indicating the remaining population.
The player is told, “Rescue the population,” and “Post troops
in threatened areas.” One of the regions is the player's capital,
and a second is aflame with counter-revolutionary sentiment. The
enemy controls this area. The player can post a max of twelve units
per space. Holding a space for a turn allows a percentage of the
population to flee. Losing population hurts the player's prestige,
while saving the populace increases it. One would assume that the
enemy would attack from their home base, but this would be foolishly
reasonable. The battle for Paris, which unfolds over two weeks,
feels completely random for a number of reasons. Enemy units can
attack from any edge of the map, meaning they can attack seven of the
ten spaces, meaning the player can't plan a defense. The enemy
appears without any warning, disrupting the players plans. The enemy
has unlimited armies with which to attack. We. The
Revolution is even worse strategically. The player can't
retreat from an attack. The player can't reinforce areas attacked by
the enemy. The player can't attack areas that have been captured by
the enemy. They can only defend the areas they control. So the
enemy can attack anywhere, and the player can't react. This is a
strategy mini-game without any strategy. The battles themselves are
not explained, but the player and opponent choose from five possible
tactics. The game shows the outcome of a tactic, so the player can
review and find the best one. Battles are quick and unsatisfying.
This entire conflict in Paris is poorly designed, and made worse by
the fact that it is completely fabricated for the strange narrative
We. The Revolution wants to enforce.
In case it hasn't been made clear, We.
The Revolution is absurdly unhistorical. Alexis is a
fictional character given an oversized role. I oversaw the trial of
King Louis XVI and Robespierre, and convicted both. We. The
Revolution is also bizarrely scripted. I could have acquitted
either (though it would have grievously harmed my reputation among
the factions), but the game would have progressed as if nothing had
happened. Alexis interacts with many historical figures.
Unfortunately their interactions are brief. The characters have no
characterization. It's almost as if the developer wants to name drop
historical figures, without caring to inform the player about them.
Some of the characters are made up, but the player can't tell the
difference. Some stories are complete fiction. Georges Danton,
Jean-Baptiste-Joseph Gobel, Grace Elliot, Jean-Nicolas Pache,
Tinville, Jacques Herbert, Thomas-Alexandre Dumas, Robespierre, Louis
Capet, and Bonaparte all make appearances, along with an equal
number of unhistorical characters. Not every historical figure
suffers their true fate.
The art style doesn't help. Visually, We. The Revolution has an angular cubic style that some reviewers praised, but did nothing for me. The trials are conducted in near silence, a disconcerting situation. Also, and I am not an expert on accents, but the voices sound too Anglo-Saxon. Only some of the dialogue is read by the characters. The voice actors seem bored, but sometimes are prodded into overacting their parts.
While most of We. The
Revolution is a series of mediocre and mundane mini-games
stitched together into one poor fabric, the worst part is the plot.
As already mentioned, the protagonist, Alexis Fidele, is a reformed
drunk that seeks to uphold the ideals of revolution. To do this, he
eliminates those who disrespect the people. Over the course of We.
The Revolution the player is forced to brutalize the
powerful, and occasionally the innocent. His family suffers or
betrays him. Just when Alexis has reached the top, hoping to end the
Reign of Terror and secure a peaceful future for France, the
developers spring a bogus, anti-historical twist on the player. The
twist is delivered with almost no set up. The twist is so absurdly
asinine I am going to spoil it with not an ounce of guilt.
In Conclusion,
Normally the length of the review roughly correlates with the time spent playing the game. But while I found We. The Revolution short and without merit, I still found it oddly compelling like a car crash or train wreck. It requires the player to navigate a balancing act with the faction opinion, by playing deadly dull mini-games. The mini-games are too simple, too short, and the opponents play them poorly, if at all. At the same time the story continually condemns the player as a bad person for Alexis' abhorrent actions. The player is frustrated by the writer, as they force Alexis to commit atrocities, where there should be other options. As an already developed but unhistorical character, the writer ascribes false motivations that don't agree with the players. I wanted to finish We. The Revolution to its bitter end, but I wouldn't recommend anyone else do the same. It pretends to be about morality, but is just a numbers game. At the end it spits in the players face by mocking them. When Alexis is seriously wounded by an assassination attempt, he is revived by a puppet master. The puppet master asks if he would like to die or live. I have no clue what happens if the player chooses to die, but if they choose to live and win, they see the puppet master again. As Alexis' brother explains his absurd plot to place Napoleon in power, as Napoleon rides in triumph into Paris, the player sees the puppet-master holding a puppet that looks exactly like Alexis.
This isn't witty or smart. It's a brainless breaking of the fourth wall to tell the player, yeah you're a puppet.
Don't be. Don't play this game.
Recent:
The Presidential Events: April 2022Relevant:
Football, Tactics & Glory: From Stardom to the Sidelines and Back
Comments
Post a Comment