Let's Sperg Revolution 60: Game of the Year Contender

Should I kill a main character?


  • Total voters
    15
  • Poll closed .
What I'm curious about is why she even mentioned the one time that the Amelia/Minuette decision had a third neutral option that players were supposed to be able to pick. That option's existence in the formula w/o the difficulty modifier is the only way the touted "24 endings" is possible even though 12 of them are by default "no-wins" since no proficency = death. But from our brave agent in the field repeatedly taking one for the Kiwi Farms again and again, no mention of a neutral option even though I'm sure if that existed we would have known about it back when Smutley eviscerated the damn thing.

So if "death" counts as an ending, Space Quest 2 has about 34 or so endings at about the halfway point. And that was in 1987. And a bunch of the are funny too.
Outclassed entirely by a 27/28 year old adventure game.
 
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So if "death" counts as an ending, Space Quest 2 has about 34 or so endings at about the halfway point. And that was in 1987. And a bunch of the are funny too.
Outclassed entirely by a 27/28 year old adventure game.

Looking at Depression Quest, that seems par for the course for SJW games.
 
NEW DISCOVERY!
I have leaned that the difficulty DOES matter when I played the same decisions on beginner and girlfriend mode., the first word was different, second and third were not. I'm gonna make the best flowchart ever!
But not now, I'm gonna take a break for the time, too much sexiness for me eyes to handle and all.

I'll leave you with this, in all honesty the game isn't horrendous, I wouldn't have been trying to find a pattern in these codes if the game was unplayable. It's kinda addicting and I don't know why.
But every game has flaws and here's 10, spoilered because it's long.

10. The game is on the wrong platform.
This game was designed for iOS, meaning that it's for people with iPods, iPads, and IPhones. It's a mobile game. Though some have praised that it's a mobile game with a full story, that's not what a mobile game is for. Mobile games are for quick, 5 minute rounds, like Flappy Bird or Tetris. God help you of you're done with your coffee break, or taking a shit right after you begin fighting the Bruiser. The game would've been better on Steam with the action commands being on a keyboard.
9. The way Holiday moves/non combat action.
I've said this before, why is an assassin who's on an aircraft filled with enemies walking at a snail's pace? God help you of you want to click all those pretty yellow circles. On N313, if you click a yellow then go back, you walk all the way back to where you've made your decision. It makes me feel like having Holiday walk like this padded out the game, and if she could actually run at a pace she would be expected to move at, the game would only take about 30 minutes.
8. The story of the game is relying too heavily on a sequel.
Before gamergate, before we gave a shit about this game, before Giant SpaceKat ever released a single game, this game depended on a sequel. I've never heard of a company doing this. What if R60 was a flop and R62 never comes out? (I still have my doubts R62 will make release.) This isn't like Mass Effect where it was made by a big and respectable (shut up) company, knowing that it would be bought and it would make money, therefor allowing it to pull "wait for the sequel." Giant SpaceKat could fold tomorrow and we'd all be robbed of a story. Brianna Wu better thank the fucking stars every night gamergate happened, or nobody would care enough to buy this.
7. Too much detail about what we don't care about, too little about what we do.
One detail that was carefully explained to us is how guns can be fired on a spaceship without damaging the hull. Though it was cool that a huge part of sci fi was explained, it's not important. How did Val's brain get magically fixed, what exactly is Chessboard, why does Holiday hate the "nanite garbage" inside her? Those are interesting questions that are never explained in-game. But hey, aren't we glad Minuete explained our special bullets to us?
I know what you're going to say...
6. "To get the full story, buy this eBook!"
I paid 6 bucks for a mobile game, this is the most expensive app I've ever purchased. (The only other paid game I have is Blast Away, but that was free at Starbucks. OT, but Blast Away is superior to this game for the same price) Now you're telling me these one dimensional characters have a background and this B- plot has more meat? Fuck you, put that in the game, not in some eBook. If you wanna write a book, go write a book. This is a game. This is like old school Zelda, where the backstory was in the instruction book, but that came with the game, you didn't have to buy it.
5. This game is blatantly "feminist."
"Unlock the hardest mode: Girlfriend Mode" Are you fucking kidding me?! GIRLFRIEND MODE?! Why not "Code Black Mode" or "Special OPs Mode?" This game tries way too hard to be all like "GURRRLL POWAR!"
Look, I'm a gamer, and I'm a feminist too. You know what pleases my feminism in video games, protagonists like Samus and Alex Rovias, the fact that Zelda is basically a god on earth, and that Peach helps Mario despite being captured in the Paper Mario series. You don't need to shove vaginas in my face and basically scream at me this is a feminist game. Frankly, that's pretty insulting.
4. The eyes
Of course I was gonna cover the freaky eyes. I'm not talking about Minuetes bug eyes, those were actually pretty cool. I'm talking about the weird "sometimes they're a solid color and sometimes they're black" eyes that Holiday has, like these two pictures.
image.jpg
image.jpg

When Holiday looks up they're black with a white dot, then she looks at you and they're solid green and you're like "What the shit?!" It's because the makers made anime eyes that are black on top of the iris and colored on the bottom, but their eye holes don't expose all this so we only see half of it, leading to "sometimes they're black, then they're green!" Maybe they are compoundish eyes that come with the nanites/SiRNA bullshit. Oh wait, Amelia has them too? Ok, it's just bad design.
3.) Inability to skip cutscenes. I've been trying to figure out a pattern in the three word code at the end, meaning I've played it a few times, the ending changes, but the rest doesn't, I don't need to hear about soybeans 4 times. The credits cutscenes has a skip feature, why not the rest.
Speaking of that....
2.) Inability to skip tutorials
So I'm starting ughh...."Girlfriend mode" and I'm still being taught action command. Bitch I beat the game, I know how to make the circles.

But these nine problems don't hold a candle to...
1.) The dialogue.
It's awful. The writers should be fired. Badly. There's many examples, but I'll give two.
A.) The game has some swearing but when your commander is about to be killed by realdolls or your nemesis survives a katana through the heart, you scream "Effing aunt!" Is "shit!" Or "Fucking cunt!" (that's right, replace the c with an a, clever) not good enough? It kinda takes the emotion out of a scene when characters can't swear.
B.) Holiday and Unknown have been on 20 missions. Yet the only one brought up is this one city I can't spell and can't google so I don't even know if it's real.(They pronounce it "Selene No Ri Osk). It's mentioned multiple times, and is the only one mentioned. What about the other 19, they must have been uneventful. But that ONE, that must've been exciting. Giant SpaceKat, include another city FFS.
It's a shame because the voice acting is good.
 
Oh I am so on board with #5

It's like... remember that bit in Ocarina of Time where it's revealed that the young "man" who'd been helping Link is several ways (some absolutely vital) since the adult!Link portion of the game was Zelda? That was brilliant coming from a character who'd previously been a straight up damsel. Same with ever time Peach gets proactive. Now imagine how obnoxious it would have been if instead the game kept repeatedly crowing about grrrrrrrl powa! instead of just letting characters have badass moments like it was fairly normal of a female character? Which it should be. One of the best ways to get something accepted is to just normalize it rather than making a big song and dance about it.
 
I am just looking at the graphics and typography. Both are horrible. It is like she completely ignored the concepts of art in this game.

Is it too much to ask to have text in boxes or in a light form where it is not colored over their bodies and left unreadable.

Also, there is something called mental ray. Brianna needs to learn how to use it! Yes, it takes work to master it, but once you do it can make flat and awful surfaces seem more realistic.


I know there are limits to what an Iphone and mobile devices can handle, but to make a game like this and use poorly rendered surfaces with bad typography with the Budget Brianna Wu had is a horrible insult to gamers and artists.

If you cannot render it the game or make it so it does not look like this, then use pixel art. It may not be as fashionable as Maya or 3ds max, but it can be done cheaply and is a far better fit on mobile devices.

Heck 3ds Zelda: Link Between Worlds was done in a 3d program, did not use too much rendering, and the characters in that game look a 1000x better.
 
I got a new update and critism.
So let's go back to Amelia vs Minuete, you get an ending by picking one side and people were like, "but what about neutral? " So I hopped on a quick easy mode and found out. What I did was alternate every argument between the two and tried to balance out the difference in those disks you find.
image.jpg

I'm still favoring Minuete but oh well. My prediction was maybe you got to choose which ending you wanted.
image.jpg

Oh, how incorrect I was. My best guess is you go neutral when you don't fill either of their colors in the stat circle (I wish there was a better way to explain that, I'm sorry) Going neutral means Holiday shoots Minuete in the head and bug lady go dead. Why? Fuck you that's why. Doesn't sound very neutral to me, since taking a side leads to the same thing, Holiday and Amelia agreeing to save Minuete.
Also, when you picked a side the Chinese fleet couldn't find you, now they can. How? Fuck you that's how.
image.jpg

So they blow up your escape ship...aaannnnddd.
EVERYONE DIES!
MINUETE IS SQUISHED!
UNKNOWN IS KNOWN TO BE DEAD!
HOLIDAY IS TAKING A HOLIDAY IN HELL!
I GOT NOTHING FOR AMELIA BUT SHE'S DEAD TOO!
Everyone. Fucking. Dies. Ok fine, Crimson 09 lives.
@Smutley may have killed a main character but I killed ALL OF THEM.
All because Holiday didn't want to take sides in a pissy bitch fight.
image.jpg

I'm sorry, but this is bothering me. A normal person would try to stay out of it or compromise so everyone gets along. But no, take a side, snotty bitch or crazy bitch. I can look past that, because this isn't real life, it's a video game.
But that's not the worst part. You're probably reading and going, "Pik, you're not explaining everything. There must be a reason the Chinese shoot them down but Crimson was able to escape."
NOPE! Crimson sees them, then the Chinese see them, then boom. What the shit does a dead Min have to do with any of this? I'm really asking, I don't know. Perhaps Crimson got thier location and gave it to the Chinese...for some reason, and they didn't kill her...for some reason. That raises further questions, like why doesn't Crimson and the Chinese kill you if you do pick a side? If Crimson has this ability to make Chinese go boomies, why not do it when you have Minuete? Think about it, if you don't have Minuete, why not try to enslave Amelia? That actually makes more sense, kill Holiday and Amelia when Min is safe in your ship.
This "neutral" ending isn't the worst ending to a game I've ever played, but...no, you know what? It actually is.

How could this have been better, simple. The neutral ending is Holiday shoots herself in the head because she can't decide who's side to take. She dies, mission failed, nothing complicated. The end.
 
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So they blow up your escape ship...aaannnnddd.
EVERYONE DIES!
MINUETE IS SQUISHED!
UNKNOWN IS KNOWN TO BE DEAD!
HOLIDAY IS TAKING A HOLIDAY IN HELL!
I GOT NOTHING FOR AMELIA BUT SHE'S DEAD TOO!
Everyone. Fucking. Dies. Ok fine, Crimson 09 lives.
@Smutley may have killed a main character but I killed ALL OF THEM.
All because Holiday didn't want to take sides in a pissy bitch fight.

Holy. Shit.

I am laughing so hard oh my god, my 90% Awful ending was actually less awful than the neutral ending.

GOTY
 
It's like Brianna wanted to make you choose between Amelia and Minuete but didn't know how to punish you if you didn't pick a side. Some asshole in the back of the room yells, "How about the ship blows up and they all die." as a joke.
Brianna didn't think it was a joke and here we are.

I should probably apologize because I play this on an IPhone and can't record it. I know you're gonna have to trust me when I talk about these endings, like if you go 50/50 on Rogue/Professional

Everyone survives and Unknown buys everyone ice cream, and Crimson 9 decides humans are cool...for some reason.
 
24 possible endings, 2 (Prof.) x 2 (Rogue/Profess.) x 3 (Amelia/Minuette/Neutral) x 2 (Unknown lives/dies)

Not passing proficiency immediately eliminates half, so 12 endings; 2 (Rogue/Profess.) x 3 (Amelia/Minuette/Neutral) x 2 (Unknown lives/dies)

Except now the neutral option - this equation by the way is the ONLY way 24 endings can possibly have been cited as being possible, since ultimately the only way to "win" the game is to get a code and that is to avoid dying...which at this point is more than half the possible outcomes simply because of that one dumb-ass test and now choosing not to be on one character's side if you don't play favorites right from the beginning - eliminates four of those 12 endings by just insta-killing you for being neutral.

So of those "24" touted endings...only one third of them are actual endings.

Also, we now know why the Amelia/Minuette decision seemed utterly fucking pointless; because it was pick either side that both lead to the plot continuing in the same direction or you fucking die, only the third option is outright removed because as much as this game loves to harp on about NO HAPPY ENDINGS NO MATTER WHAT, it still needs pretty much the best possible ending by having as many characters survive as possible.

Ladies and Gentlemen, what we have here is the long-fabled reverse instance of Final Fantasy's ever-controversial AREITH DIES moment. Where the plot hinges on the mortality of one specific character. Only where Areith simply couldn't die by any means necessary until one exact bottleneck in the plot, R60 makes it so Minuette can't die period because, for whatever reason, she's needed for the plot. Unknown, in comparison, is Areith as it's ultimately in the player's best interest to ensure she doesn't die whatsoever until she needs to die for the greater good of the plot.

This also might explain why Brianna herself, in her "best ending routes," picks going against Minnie both times even though that decision ultimately is pointless so long as you actually pick a side. To R60, the message clearly is that being a neutral party is the worst option because if you don't throw your lot in with anybody, nobody will protect you from your enemies. I forget what Minnie actually is but clearly the bug motif stuff implies she isn't human. Amelia, however, is.

Wu's two choice endings both favoring Amelia apparently just boils down to textbook defined fucking xenophillia.
 
Well the bug-eyes are somehow less creepy and at least being a bug-thing kinda might justify the wasp-waists. If anything I don't blame Wu for that one.:P
 
View attachment 10810

GAME OF THE YEAR

(Alternate 'funny' line: LOOK AT THAT SPINE! GOD DAMN! )

I know this is really late, but I've just noticed something.

In that image, Switzerland is exploding or the cracks are coming from there or whatever.

Either way. It exemplifies the SJW attitude to neutrality.
 
Hate necromancying a dead thread here, but I'm gonna go into some design decisions regarding gear in Revolution 60 - specifically, the firearms. I'm doing so because it's an almost-perfect microcosm of Wu's intellectual sterility and laziness. Enjoy.

The weapon design in Revolution 60 is just unimpeachably shit. None of them show any real thought for their design or production, and no thought given to why they're the way they are. Rev60's guns are marked by bizarre design aesthetics, and more that just hint that there's no real pattern to any weapon in the Revolution 60 universe. The basic rifles used by Fifth Column (aka the worst-named Terrorist Group in history) use ridiculously obvious base assets - they're Israeli Galil-series rifles with big blades attached to look menacing. This is something mimicked by the other weapons in the game - Holiday's pistol is essentially based on a Glock-series pistol (with blades and a forward brace) whilst the minigun in the game is pretty clearly an M134 without any alterations (nor an ammo source, because that's how that works).

You may ask the relevance of this. It's pretty simple:

Weaponry, like all technology in a setting, has the ability to tell its own story, not only in terms of gameplay, but in terms of the greater whole. It portrays the design ethos and thought processes of its creators. It explains a lot about the operator of a given weapon. Even a comedic game like Far Cry: Blood Dragon or a game whose weapons essentially take the piss, like Iron Brigade, the weapons can help explain certain parts of the world (hilariously, in these cases; I dare anyone to tell me the description of the Blastasaurus Rex or the Hole Puncher are anything but some of the best descriptions in video games). This is true IRL, where almost every gun you can imagine has an extensive story behind its development, and why it was crafted the way it was. This story is told both in crunch and fluff formats. You can tell a shitload about a gun just from the way it looks, and the way it operates.

Which brings us to Rev60 again.

Revolution 60 is a far future setting. Everything in it is designed to be the sort of dark future common to Sci-Fi, but nothing takes one out of such a scenario quicker than a readily-recognizable weapon with no modifications whatsoever. If I had a dollar for every time I watched an episode of Dr. Who, wherein in the grim darkness of the far future, there is only the G36C with no changes to its exterior whatsoever, I'd be able to afford a new car. It's a complete immersion-breaker, and it's one so obvious that even someone with a passing level of observation skills notices immediately. "Hey, there's that gun from Counter-Strike," someone less-knowledgable about guns but who still recognizes it might say.

It doesn't have to be this way. Let me elaborate here. Let's harken back to Aliens:

M41A_Pulse_Rifle.png

This is a Pulse Rifle. In the Aliens universe, it's the iconic weapon of marines and planetary defense forces. You'd never know it by looking at it, but under that hardware, this amazing little prop weapon is, in fact, another gun entirely:

V2uUFdY.jpg

At its core, every Pulse Rifle prop in Aliens is essentially an M1A1 Thompson SMG with some modifications. The stock is removed, the furniture as well. The sighting is removed and the barrel cut short. It's then fitted with a series of case mods, and bam, functioning Aliens Pulse Rifle prop. The digital ammo counter even works on some modern models (including airsoft versions). By doing so many changes, they made a gun which looks futuristic without costing a fortune. Only someone who's a complete gunfag is going to notice that the Pulse Rifle is a Thompson, and even that's debatable when you see what the Pulse rifle looks like. It adds to the immersion. Even the fucking Doom movie did this by using a wide-variety of guns intended to look like future versions of the G36.

So I've gone over that there's a right way and a wrong way to do what Wu wanted to do with the firearms in the universe of Revolution 60. Wu's way is just openly lazy, and one of countless ways to string up her game for a lack of quality, but it gets even weirder: At no point do we even have any idea how any of the guns in the game work. Are they conventional firearms? Doubtful, we never see shell casings. Are they energy weapons? The codex docco suggests that, but tells us jack shit. If they're energy weapons, why do they have cartridge ejection ports? These are all basic questions, and the game doesn't even try to stay internally consistent with them. Other works of sci-fi go out of their way to establish the unique traits of the weapons of their universe, from the blaster rifles in Star Wars to the myriad weapons in Mass Effect.

An even better example of how weapons between different factions can be done is in Warframe:

Dera2.png

500px-Gorgon.png

DEVectis.png

That's three guns used by three main factions of the game, and the differences in design ethos is visible miles away. The Corpus Dera, at the top, is an energy weapon. Corpus weapons are designed via computer, with a profusion of hard angles, poor ergonomics, but solid performance through technological savvy. The Grineer Gorgon, at center, is an LMG, one that's manufactured and produced in the millions. It's cast from ferrite, assembled via production line with as many loose tolerances as production will allow, and assembled en masse. The bottom one, the Vectis, is as Tenno-made sniper weapon, with an elegant, streamlined, even predatory look, clearly as much designed to be a work of elegance as it is a weapon of war. This is a very simple thing to pull off, and it's been done in games since forever. In Haze, the mercs and the Red Hand used different weapons, with one side's being technologically-advanced and elegant, and the other being rugged and industrial from the previous century. You can see this in games that aren't futuristic - Bioshock Infinite is a good example, with the difference between weapons from the Vox Populi and Columbia.

All of this brings me to my final point: The weapons in Wu's game are ridiculously simple, and show a "fill-in-the-blanks" style of design that's simply endemic throughout the entire game. She didn't give a shit, despite them being such a major component of gameplay, and just stuck some props onto existing guns with no grace or skill and called it a day.

This is the sort of shit we mock games over. At its core, Revolution 60's guns may as well be the guns in the 1980s G.I. Joe cartoons: They're pewpew lasers that shoot sciency bits, shut up, we don't need to explain them, we're obviously not trying very hard in something for little kids. This is an issue because the Wu-niverse of Revolution 60 is trying desperately to be taken seriously, but has essentially no substance under it all. In this regard, the firearms of Revolution 60 are an almost perfect microcosm of Brianna Wu's design ethos: Throw everything into shitting the game out, irrespective of quality, and focus instead on the story, and how amazing it is, since that's about all Wu's got.

...Except, as we know already, the story is cliche, poorly-told, poorly-contextualized, and generally put together in a haphazard, immature fashion. The plot twists are visible miles off, and the game just doesn't try, reveling in mediocrity, meaning the story fails as hard as the rest of the game does. Fucking Destiny puts more effort in to explain its shit.

When Smutley refers to it as Brianna's Sonichu, he's not remotely inaccurate. The common threads between Sonichu and Revolution 60 are pretty up-front. They're works that exist solely to glorify their creators, but which blatantly show their creators' limitations. You see the same effort given for the universe of Revolution 60 and the technology in it (I.E. none) that you do everywhere else: Flat environments with no shading. Unspectacular effects in general and fucking infinitely re-used assets in every area. The fluff is the same way - a skin stretched over a framework with nothing underneath.
 
So basically if you don't choose somebody else's side the entire universe dies?
I bet a person could read something into that if they were so inclined
 
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You know, that weapon thing could have been handwaved by actual (*gasp*) worldbuilding.

Let's say the patriarchy (lets not mince words :P) has showy, supertechno weapons and the sisterhood Chessboard has more basic, even last century weaponry.

At first it seems like the bads have an instant upper hand and they kinda do. But maybe if they were the only side with energy weapons you could say that, maybe, they're remotely powered by generators or something. Now since there's loads of these things around the patriarchy wouldn't have to worry (or would they?) about losing said power since, well, they're the world government or some shit and basically have the best security in the world.

Yet Chessboard is just a bunch of losers and outlaws. So maybe they could get their own generator to use but what if their HQ is discovered? It'd inevitably get smashed to bits or just stolen. Using lower-tech weapons may seem like a bad idea but in the event of the raid just mentioned or some large-scale power surge that crappy last century gun is looking a lot more attractive when all the best stuff just won't work at all.

Okay kinda rambled but I'm sure the point's still there: they could have had basic gun models (at least for the "good" side) and actually make sense with it but that's too much work!
 
Or really, just take any ninja story as an example. Their "signature weapons" are just un-reskinned assets from "Rice Farming Simulator 95", but people love ninjas anyway. Knowing what your audience wants and writing them an entertaining story goes a long way.
 
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Hate necromancying a dead thread here, but I'm gonna go into some design decisions regarding gear in Revolution 60 - specifically, the firearms. I'm doing so because it's an almost-perfect microcosm of Wu's intellectual sterility and laziness. Enjoy.

The weapon design in Revolution 60 is just unimpeachably shit. None of them show any real thought for their design or production, and no thought given to why they're the way they are. Rev60's guns are marked by bizarre design aesthetics, and more that just hint that there's no real pattern to any weapon in the Revolution 60 universe. The basic rifles used by Fifth Column (aka the worst-named Terrorist Group in history) use ridiculously obvious base assets - they're Israeli Galil-series rifles with big blades attached to look menacing. This is something mimicked by the other weapons in the game - Holiday's pistol is essentially based on a Glock-series pistol (with blades and a forward brace) whilst the minigun in the game is pretty clearly an M134 without any alterations (nor an ammo source, because that's how that works).

You may ask the relevance of this. It's pretty simple:

Weaponry, like all technology in a setting, has the ability to tell its own story, not only in terms of gameplay, but in terms of the greater whole. It portrays the design ethos and thought processes of its creators. It explains a lot about the operator of a given weapon. Even a comedic game like Far Cry: Blood Dragon or a game whose weapons essentially take the piss, like Iron Brigade, the weapons can help explain certain parts of the world (hilariously, in these cases; I dare anyone to tell me the description of the Blastasaurus Rex or the Hole Puncher are anything but some of the best descriptions in video games). This is true IRL, where almost every gun you can imagine has an extensive story behind its development, and why it was crafted the way it was. This story is told both in crunch and fluff formats. You can tell a shitload about a gun just from the way it looks, and the way it operates.

Which brings us to Rev60 again.

Revolution 60 is a far future setting. Everything in it is designed to be the sort of dark future common to Sci-Fi, but nothing takes one out of such a scenario quicker than a readily-recognizable weapon with no modifications whatsoever. If I had a dollar for every time I watched an episode of Dr. Who, wherein in the grim darkness of the far future, there is only the G36C with no changes to its exterior whatsoever, I'd be able to afford a new car. It's a complete immersion-breaker, and it's one so obvious that even someone with a passing level of observation skills notices immediately. "Hey, there's that gun from Counter-Strike," someone less-knowledgable about guns but who still recognizes it might say.

It doesn't have to be this way. Let me elaborate here. Let's harken back to Aliens:

M41A_Pulse_Rifle.png

This is a Pulse Rifle. In the Aliens universe, it's the iconic weapon of marines and planetary defense forces. You'd never know it by looking at it, but under that hardware, this amazing little prop weapon is, in fact, another gun entirely:

V2uUFdY.jpg

At its core, every Pulse Rifle prop in Aliens is essentially an M1A1 Thompson SMG with some modifications. The stock is removed, the furniture as well. The sighting is removed and the barrel cut short. It's then fitted with a series of case mods, and bam, functioning Aliens Pulse Rifle prop. The digital ammo counter even works on some modern models (including airsoft versions). By doing so many changes, they made a gun which looks futuristic without costing a fortune. Only someone who's a complete gunfag is going to notice that the Pulse Rifle is a Thompson, and even that's debatable when you see what the Pulse rifle looks like. It adds to the immersion. Even the fucking Doom movie did this by using a wide-variety of guns intended to look like future versions of the G36.

So I've gone over that there's a right way and a wrong way to do what Wu wanted to do with the firearms in the universe of Revolution 60. Wu's way is just openly lazy, and one of countless ways to string up her game for a lack of quality, but it gets even weirder: At no point do we even have any idea how any of the guns in the game work. Are they conventional firearms? Doubtful, we never see shell casings. Are they energy weapons? The codex docco suggests that, but tells us jack shit. If they're energy weapons, why do they have cartridge ejection ports? These are all basic questions, and the game doesn't even try to stay internally consistent with them. Other works of sci-fi go out of their way to establish the unique traits of the weapons of their universe, from the blaster rifles in Star Wars to the myriad weapons in Mass Effect.

An even better example of how weapons between different factions can be done is in Warframe:

Dera2.png

500px-Gorgon.png

DEVectis.png

That's three guns used by three main factions of the game, and the differences in design ethos is visible miles away. The Corpus Dera, at the top, is an energy weapon. Corpus weapons are designed via computer, with a profusion of hard angles, poor ergonomics, but solid performance through technological savvy. The Grineer Gorgon, at center, is an LMG, one that's manufactured and produced in the millions. It's cast from ferrite, assembled via production line with as many loose tolerances as production will allow, and assembled en masse. The bottom one, the Vectis, is as Tenno-made sniper weapon, with an elegant, streamlined, even predatory look, clearly as much designed to be a work of elegance as it is a weapon of war. This is a very simple thing to pull off, and it's been done in games since forever. In Haze, the mercs and the Red Hand used different weapons, with one side's being technologically-advanced and elegant, and the other being rugged and industrial from the previous century. You can see this in games that aren't futuristic - Bioshock Infinite is a good example, with the difference between weapons from the Vox Populi and Columbia.

All of this brings me to my final point: The weapons in Wu's game are ridiculously simple, and show a "fill-in-the-blanks" style of design that's simply endemic throughout the entire game. She didn't give a shit, despite them being such a major component of gameplay, and just stuck some props onto existing guns with no grace or skill and called it a day.

This is the sort of shit we mock games over. At its core, Revolution 60's guns may as well be the guns in the 1980s G.I. Joe cartoons: They're pewpew lasers that shoot sciency bits, shut up, we don't need to explain them, we're obviously not trying very hard in something for little kids. This is an issue because the Wu-niverse of Revolution 60 is trying desperately to be taken seriously, but has essentially no substance under it all. In this regard, the firearms of Revolution 60 are an almost perfect microcosm of Brianna Wu's design ethos: Throw everything into shitting the game out, irrespective of quality, and focus instead on the story, and how amazing it is, since that's about all Wu's got.

...Except, as we know already, the story is cliche, poorly-told, poorly-contextualized, and generally put together in a haphazard, immature fashion. The plot twists are visible miles off, and the game just doesn't try, reveling in mediocrity, meaning the story fails as hard as the rest of the game does. Fucking Destiny puts more effort in to explain its shit.

When Smutley refers to it as Brianna's Sonichu, he's not remotely inaccurate. The common threads between Sonichu and Revolution 60 are pretty up-front. They're works that exist solely to glorify their creators, but which blatantly show their creators' limitations. You see the same effort given for the universe of Revolution 60 and the technology in it (I.E. none) that you do everywhere else: Flat environments with no shading. Unspectacular effects in general and fucking infinitely re-used assets in every area. The fluff is the same way - a skin stretched over a framework with nothing underneath.
Funny you mention this, because DE just put up a behind-the-scenes look as to how they designed the Opticor, which nobody really calls by its name because it's essentially a shiny Spartan Laser in all but name and appearance.
https://warframe.com/news/building-warframe-opticor

But also adding my own opinion into the mix, I'll bring up two of the most potentially powerful non-Prime weapons in the game: the Hek and Sobek
Hek.png

This is the Hek, a quad-barreled, high powered shotgun with only a four-round magazine (which is that tube sticking out of the bottom barrel) and a slow reload, but modded correctly at high tier, just one shot can have enough power to destroy an entire hallway full of enemies while simultaneously inflicting massive elemental status proc with the highest pellet count in the game (or in other words, this is essentially Warframe's version of pre-nerf Borderlands 2 Confrence Call in terms of shotgun pellet generation) as well as a very high damage output in armor-puncturing damage.

GrnDBSG.png

This is the Sobek, a single barreled, drum-fed shotgun that has a wider range of spread, but with five times the magazine size of the Hek and an even faster rate of fire, along with specializing in anti-shield impact damage. While its reload is also slightly longer than the Hek's and isn't as effective at range (though that difference is dependent on modding), this thing is much better at handling crowds since you can fire five times as much firepower in a wider area than the Hek which has a fixed cone spread.

Now the kicker? Both these shotguns are made by the same faction - the Grineer. And yet their worlds-apart nature of damage specialization and function clearly make them unique from one another, as while the Hek is very much a redneck's wet dream that embodies raw firepower to turn anything into bloody swiss cheese at the cost of significant kickback and poor ammo-per-magazine count, the Sobek is virtually an aircraft rapid-fire cannon that mows down the enemy in large swaths between reloads. You can easily tell where the ammo feed is, the design aesthetic of the group who normally uses these weapons, how they fire, what they fire, and generally everything else that makes them unique from anything.

So basically if you don't choose somebody else's side the entire universe dies?
I bet a person could read something into that if they were so inclined
Well, given how anti-GG absolutely refused to acknowledge a neutral ground with their "you're either with us or against us" where the latter was defined by simply not demeaning "gators" OR openly supporting SJW bullshit, it's one of those things that make the atrocity that is R60 so appropriate an allegory to anti-GG itself.
 
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