Republic: The Revolution - Demis Hassabis
We probe Elixir's main man on the elusive and ambitious Republic.
Republic: The Revolution has remained something of an elusive title for some time now – despite having been in development for quite awhile, the amount known about the game is surprisingly scarce. We knew it was a game of epic proportions, a game of truths; political and ideological, and we knew it was ambitious as developers Elixir were sure to make a splash with their first game having been founded by Theme Park Co-creator Demis Hassabis. But how would the game actually play? How were Elixir hoping to realize such an expansive game? We spoke to Lead Designer Hassabis to find out more.
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The game appears to allow for an impressive degree of freedom; what decisions will the player face in the course of the game; tell us about the diversity of the experience.
There will be many decisions a player will have to make: Which key characters they recruit to their faction; How to find out a vital piece of information; What type of faction they want to be, in terms of ideology; What actions to carry out; Which parts of the population to concentrate on, both demographically and geographically; Which actions to watch unfold directly so that the player can micro-adjust it in real-time.
Graphics. What will the world of Republic be like, how will it be brought to life, and what advantage will the visuals hold over the competition?
We have written our own proprietary graphics engine, called Totality, which is capable of displaying scenes of unlimited complexity in real-time. The engine uses innovative LoD techniques allowing us to construct objects down to their tiniest details. This will allow us to create a very realistic cinematic graphical feel.
