Metascore
62

Mixed or average reviews - based on 21 Critics

Critic score distribution:
  1. Positive: 2 out of 21
  2. Negative: 3 out of 21
  1. It’s certainly not for everyone because of the poor design, weak interface and completely unfriendly learning curve, however those who like their strategy first and foremost and those interested in the games settings will likely gain enjoyment - just remember to scratch beneath the surface.
  2. It’s an epic achievement in some ways, but our expectations weren’t met.
  3. The rather clunky and standoffish interface, combined with the fact that gamers will be required to actually learn things before they are comfortable with the game might put off a fair amount of people who were initially excited about the game.
  4. The graphics and audio are both very good, but the gameplay just isn’t all that fun, and the learning curve is without a doubt steep.
  5. 72
    Unintuitive game controls can't wreck an engrossing game experience based on an imaginative adaptation of the old expansion/dirty tricks strategy design.
  6. The intelligent tactical basis should certainly make this a massive hit with hard-core strategists, but the average gamer may struggle to be inspired by the map-based gameplay action and heavy subject matter.
  7. You'll never get to the point where you'll be able to unleash unfettered urban chaos. Combined with a steep learning curve and a quirky interface, the combination alone will drive many away, but Republic has some good fundamentals and an intriguing concept. Definitely a diamond in the rough.
  8. Freeform, subtle, complex, rather dry, and just the tiniest bit (appropriately enough) oppressive, Republic: The Revolution is likely to sharply divide gamers.
  9. It's just too bad that overly linear missions and noninteractive 3D action get in the way of the deep political strategizing of Republic's later levels.
  10. The problem that I had with Republic was the steep learning curve that came with the game, accompanied by a long read of the manual to get your bearings.
  11. 68
    The best advice I can give anyone playing this game is to keep the poorly written manual close at hand, because you'll be referring to it frequently. In fact, I can easily say that this game is almost impossible to play well without it.
  12. 63
    Republic is just the latest victim of a gaming epidemic: a very original and entertaining game, completely obliterated by a disastrous interface and useless features.
  13. Four years on and Republic is revealed as a more familiar and modest proposition. What promised to be revolutionary has emerged as a mere curio. A shame. [Oct 2003, p.90]
  14. Republic would quite probably work excellently as a well-implemented "spreadsheet" style game; the 3D element is worse than pointless, and just gets in the way of the gameplay.
  15. It just seems that the team spent a lot more time coming up with ideas for the game than they did executing them properly. [Dec 2003, p.183]
  16. 99.99 percent of us should be completely befuddled by this incomprehensible "game" of a day-planner simulator. [Nov 2003, p.80]
  17. The impressive 3D graphics lose their luster because of the lack of interaction, and the actual gameplay falls short because of its spreadsheet mentality. [Dec 2003, p.124]
  18. Republic would have been good as a pure strategy game with more varied gameplay, or as a straightforward role-playing adventure with developed plot, characters, and actions. Instead it feels like the effort put into both parts prevented either from really being finished. [Dec 2003, p.134]
  19. Feels like it was never tested by actual players. There are some great concepts here and the 3D cities are a truly impressive piece of programming. Too bad all this originality is hidden deep behind one of the worst game interfaces ever.
  20. 40
    What frustrated us most about Republic is that we can see a hint of greatness. We saw many ways to influence the game, but they're all reigned in by the mission design. In its current state Republic: The Revolution plays more like a failed coup.
  21. Republic is further hobbled by a linear storyline that discourages replay. [Dec 2003, p.93]

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