After it released on 27 Aug 2003, it got millions of downloads all over the world. After shaking off the prettiness of it all, we got back to the meat of the matter to figure out exactly how the game will work. "It's this way round. You see, everybody in the game has the potential to influence others, so you have to figure out who is important and who isn't. Republic: The Revolution is a computer game produced by Elixir Studios (founded by Demis Hassabis, a former programmer at Lionhead Studios), and published by Eidos Interactive. While there wasn't a whole lot of gameplay shown here when all is said and done, it was enough to get us all pretty excited at the possibilities of the final version of the game. However, for an engine which has been under development for so long, there are some unforgivable bugs - in one early cutscene, the whole front of a building "pops" from being a single badly textured polygon into a full-resolution model while you're not more than 30 yards away from it, and many of the cutscenes and city zones in the game chug horribly even on a high spec machine (we tested Republic on an Athlon XP 1800+ system with a GeForce 4 Ti4600 and 1Gb of RAM - frankly we don't expect to see massive slowdown when the game puts five characters on screen at once on a rig like that). If you're wondering who a person is or what an individual thinks, you can simply click on them and see their name, where they live, their occupation, their class (working, middle, or upper), which faction they support, and you can even get an idea of their personality by posing a series of canned question to them. Republic: The Revolution may still be a year away, but it's already promising to be a gaming milestone and stunning paradigm shift in games technology. Now as the ruling power can't be so happy about this priest spreading words against him, so it was then shown how one might take action against something like this. Something original. That's still a ways off mind you, but we're willing to wait for another exercise in the power of good AI. The event will also make the country the revolution target, that alters gameplay beyond the government form. "Although Elixir is a game design focused company, we just happen to have some great technology," he says. Republic: The Revolution is a very linear game, but it offers a number of paths to take depending on the objectives, even if they all lead to the same goal. One is a three dimensional representation of the area, with every detail laid out on the screen to the quality that one chooses in the options menu. The player will be able to explore these areas to leverage support for his faction. And this is only a simple -- but undoubtedly impressive -- demonstration of Republic's scope. The three basic resources and vital factors in the game are force, influence and wealth, and each district aligns itself through a division of these factors. Republic is the result of lofty technical ambitions and sustained development delays. Fix a football match to obtain the goodwill of the local populace. Though you won't be able to get inside of the buildings, Hassabis is considering having the lobbies of key locations available to explore. This gameplay mechanic would, quite probably, work very well in a free-form environment - however, Elixir have chosen instead to lead you through the game by the nose, with a sequence of mission objectives which you must achieve. We left Rob in charge of his own country again. While we'd seen the engine before, it was always nice to get a look at complete polygonal madness once again. Republic: The Revolution has been added to Game-Debate but does not currently have the Republic: The Revolution system requirements. In short, the game is trying to give you the task of rising to power in a republic through several different routes such as religion or militaristic power. The title has been kept secret by Demis Hassabis' studio for the better part of a year, but IGNPC managed to sit down with the man himself when he showcased the title in London. There are three basic resources in the game that you can use to influence the world: Alright, enough with this background crap, let's get on to what we actually saw in the demo. Republic: The Revolution, is a 2003 political strategy game, where the goal is to Overthrow the fictional eastern european dictatorship of Novistrana. Enjoy this Action game as enjoyed by millions of its users. Hassabis lists a host of features that will be included in the finished version, which should be released around the end of next year. It is a depiction of grassroots political action, where one attempts to put their preferred government in power. The first will see you in control of one of 16 small towns in the fictional Eastern Bloc country of Novistrana. Section I discusses the foundations of gameplay, starting with the creation of your character and the basic principles upon which the game is … The priest and some bodyguards ran for the building and one last bodyguard started looking around the area for the assailant. In terms of actual gameplay, these will be the people that you'll deal with, slowly convincing them to work for you, and then using their connections in turn to widen your web of power. There's a simple reason for this; quite frankly, the graphics engine in Republic is the single most superfluous use of 3D graphics we've ever seen in a game. Of course, it helps if you have the same outlook on life as the people you're trying to influence if you want them to be a devotee of your cause. Your main goal in Republic is to influence people to join your faction, thereby making you the supreme ruler of Novistrana -- if you can influence enough people. As we outlined previously, there are five "forces" that can influence people: political, military, religious, criminal, and business. Each section represents a different aspect of the game. to help win over influence. That’s where you come in, and that’s where we pick up 2003’s Republic: The Revolution, by Eidos and Elixir Studios. Each city in the game is divided up into a number of districts, each of which has a unique set of values and demographics. Not ones to back down, we hired a hit man to stake out the building across the street from where the priest lived. The basic principle behind Republic is actually quite a simple one; you play the leader of a revolutionary faction in the fictional Eastern European state of Novistrania… After more than four years in development, Republic: The Revolution is nearing completion. The Revolution has a lot going on in it, so much so that I'm having a hard time determining its genre because the game doesn't stop throwing new mechanics at you. When the priest looked to be resisting, the tough started to rough him up even more. This feeling is only enhanced by the fact that while the game is turn based (three turns a day, representing morning, afternoon and night), there's actually no apparent way to skip to the end of a turn - all you can do is speed up the clock fivefold, so if you're finished doing everything in a given turn, you still have to sit around until the end of that time period before doing anything else. Everything in the game will revolve around actions -- planning a rally, an assassination, a slander campaign, or just some scurrilous rumors will all take place through your key characters. The town square centerpiece is a complicated globe-type design that Hassabis says he had created to test his engine to the full. Some people probably won't like this aspect of the game, but we felt that it gave the experience much-needed structure and a concrete set of goals to achieve - and to be fair, you are given a massive degree of freedom in between goals, and can go off and do whatever you like on the map before coming back and completing the objective in question. Apparently at this point players would have the option of how much pressure to apply, but in this case the tough put the priest in a headlock and started doing unpleasant things. We spent some time with Demis at E3 this year, and chatted with him about the current state of Republic's development, as well as the progress made on the beautiful Totality engine. Hassabis points out that in a real life city there are probably two to three thousand powerful people that can, in turn, influence the general public, people like lawyers, police chiefs, and priests. Unlimited real-time light sourcing, self-shadowing, physically based models, a real physics engine authentic down to the flight of shrapnel in explosions; the list goes on. What this means is that each member of the population has their own life. This will be an all-out power struggle between the best of the best, and you better be good at juggling everything -- from economic empowerment to political sweet talk -- if you hope to become the new head of Novistrana. Considering that the game is only hitting shelves in UK retailers today, it's quite amazing how much opinion among gamers is already polarised by Republic: The Revolution. gameplay ideas and subject matter, it’s a far cry from a revolutionary. Gain enough followers and you'll be able to progress through the stages and eventually rule the country. In development for more years than we can care to remember, publicised with regular fawning articles in games magazines, and coming laden with some of the most extravagant promises about gameplay and graphics that any game has ever had to bear, Republic is a game which seems custom-made for reviewers to rip to shreds with sadistic glee - as some of them undoubtedly will. Anything you can think of, it seems Elixir plans on providing the opportunity to do it in the game. It is a political simulator set in a fictional post-Soviet, Eastern European satellite nation called Novistrana. Your support comes directly from Novistrana's population. Later in the game, Demis showed us that, even if your tactics aren't so effective in the beginning, there are ways to handle any situation. Winning over the people is the way to eventually win the game. You also have to keep an eye on the loyalty and commitment of your lieutenants, persuade key community figures to aid your cause (through a bizarre sub-game which sees you allocating conversation "points" and playing them off against your opponents points - a bit like a Top Trumps card game, in effect) and maintain a balance between the need for publicity to drive popular support, and the need for secrecy to keep away from the watchful eyes of the government and your enemies. If you click on one and make a purchase we may receive a small commission. The Revolution As a judge of the Revolutionary Tribunal, preside over complicated cases of ordinary citizens, dangerous criminals, and enemies of the revolution in revolutionary Paris. Republic: The Revolution is a computer game produced by Elixir Studios - better known for developing Evil Genius - published in 2003. As a strategy game, the 3D game engine is mostly a facade on top of simpler rules and mechanics reminiscent of a boardgame. It is a depiction of grassroots political action, where one attempts to put their preferred government in power. It's on track for a Spring 2002 release, and we certainly hope it makes it, because we can't wait to get our hands on this one and rule Novistrana for ourselves. While the demo that we saw was at a very early stage, we got to see some of the AI reactions and interactions that will happen with or without you watching in the game. Republic's graphics are nothing to go crazy about, but in this type of title, they don't need to dazzle. One of the most interesting titles that we've been following here at IGN for the last couple of years has got to be Elixir Studios' Republic: The Revolution. Within a few seconds, a priest (and obviously a pawn of our stinky, no good rival) came out and gave a stirring speech which won a few people over to his side. After he was complete the reaction to what he was preaching about was gauged by the crowd's applause. Republic: The Revolution was designed by prodigy Demis Hassabis, who first gained recognition at the age of 16 for his work on Theme Park with industry icon Peter Molyneux. We're sure that the tech used in Republic is quite good in some respects, and we'll be interested to see what Elixir's next project, Evil Genius, does with the same technology. The skill and the work in the game comes in learning what it will take to move a populace, person by person, to your side. Republic: The Revolution - savegame editor - Download. We're using the technology we have, which is in our opinion amongst the best in the world, if not the best, to free our minds, like my imagination and Joe [McDonagh]'s imagination to just run wild. Grand Theft Autocracy plus SimChe. Soon you'll be ruling huge chunks of the republic, working your claws into the capital, and finding devious ways to stop your competing factions, while checking out how the city is progressing, and finding out how to give the president the old heave ho. The interface of the game is one of the most awkward, poorly thought out graphical interfaces we've ever had the displeasure of encountering, crammed as it is with a myriad of poorly labelled buttons and controls. The engine can deliver an astounding number of polygons guaranteeing some of the most stunning in-game visuals you have ever seen. Part 53: Bonus Chapter 4: Gameplay Videos Bonus Chapter 4: Gameplay Videos As per reader requests, I have recorded gameplay videos of Republic: The Revolution. You'll begin the game controlling one of 16 towns in the Republic, and work your way up through the power ladder, moving your realm of control to one of four large cities, and finally to one large capital. 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