Submissions by ZacWatson tagged revolution

Overview

As the leader of a small insurrection, players attempt to take down a totalitarian state, through the use of growing networks and cells. In Glorious Revolution, players choose a political ideology to follow, and the 'state' that they have to fight represents the opposite values. Utilising strategy and tactics, players take control of this small group of revolutionaries and fight for their beliefs.

Core Mechanics

The game map is made up of a series of 2-D environments. Within each of these, city blocks are displayed. Players control the deployment of groups of revolutionaries indirectly, merely dispatching them to a particular site rather than manually managing them. Players also manage the tools and utilities that their organisation uses to grow and influence the public. Each city block holds a safehouse, where the members of the organisation gather and plan, and where they are deployed from. Safehouses increase the influence of the organisation in an area by a percentage, but players must remove items of propaganda and authority in order to grow their own influence. Players achieve their revolution once they control the majority of sectors within a city, which allows the political group to seize power. Players then take control of a subsequent revolutionary group with the goal of destabilising the same group they just put into power. This unique mechanic offers a different strategy, as players must design organisations that have some weaknesses, so they can progress through the game.

Aesthetic

Glorious Revolution is presented from the top down, with the game's visible areas appearing similar to a map, and players can flick through various pieces of documentation about the city to navigate. For example, players may view the train subway level, or the sewer system below it. These maps are presented in an older style (1950s esque) and serve both to help the player navigate the world and actually play the game. Aesthetically, the game retains an incredibles-esque art style, with exaggerated proportions and block colours.

Game maps are presented in a similar style to this.


Revolution of dance is a rhythm game that follows the life of a king under pressure from revolution. In an attempt to please his subjects, the King is forced into performing various dances in time with the music in order to avoid the potential revolution. Intended to work in conjunction with motion devices (Kinect, PSMove, etc.) the game scores players depending on how well they dance. Players are scored on various aspects of their dance - grace, style, and force. Depending on which moves players perform, the public react differently. For example, a more forceful dance may result in less protest by the peasants, but discontent from the educated classes. A more graceful stance would impress the upper class, but convince the lower classes that you are 'out of touch'. A well conceived mix of dance styles and specific moves chained together is the way for a player to stay in power for as long as possible.

Features Include:

Modular dancing - players choose a series of moves they think work well and perform them.

Competitions - players challenge major dissenters to dance in order to unlock amazing moves.

Complete Control - As players win over their citizens, additional venues and moves become available.

Manipulate through dance - Players gain special bonuses depending on their relationships with demographics, making certain challenges easier or more exciting.


Image of Just Dance 3 - a similar dancing game.

(Image courtesy of http://123kinect.com/dance-3s-gonna-sweat-kinect/23733/)