The Tone Rebellion
| The Tone Rebellion | |
|---|---|
| Developer | The Logic Factory |
| Publisher | Virgin Interactive Entertainment |
| Platform | Windows |
| Release | 7 November 1997[1] |
| Genre | Real-time strategy (4X) |
| Modes | Single player, Multiplayer |
The Tone Rebellion is a 1997 video game developed by The Logic Factory and published by Virgin Interactive Entertainment for Microsoft Windows. It is a science fiction-themed real-time strategy game in which players control a tribe of levitating beings who must defend their islands from a creature called the Leviathan by collecting and harnessing a substance known as the Tone Flow. The developers aimed to create a visually and mechanically original strategy game that departed from the military-themed titles of the time, using lessons learned from their previous title, Ascendancy. Upon release, The Tone Rebellion received generally positive reviews, with critics praising the game's visual presentation, original concept, and lack of resemblance to other strategy games of the time, while expressing mixed opinions on its strategy gameplay, which some found confusing and difficult to control.
Gameplay
[edit]
The Tone Rebellion is set in an alien science fiction world inhabited by tribes of levitating beings named "floaters", who have been invaded by the forces of the Leviathan.[2] Players lead one of the four groups of floaters - the Mystics, Seekers, Protectors, and Lifegivers - to engage in battles against the Leviathan and its forces,[2][3][4] by cultivating the Tone Flow, a substance collected from Tone Pools.[5] The Leviathan, which has tapped into the power of the Tone, has become extremely powerful and split the world into several fragmented islands.[6]
The objective of each level is to expand across the islands of the map and defeat the Leviathan and its forces.[2] Each map features between seven to fifteen islands, and can be adjusted along with the difficulty level.[7][2] To defeat the Leviathan, players must unlock Glyphs across islands on the map; obtaining all Glyphs creates a unit named the Awaked One, which alone can defeat the Leviathan on the final island on the map.[7][8] Maps are depicted in a three-quarter top-down perspective.[2]
Players start with a small base with several units called floaters, and must use them to collect Tone from pools to expand their units and buildings.[6][9] Buildings can only be constructed on set locations named Tone Nodes, and must be placed in the proximity of a Tone Spreader.[6] Resources are managed by building Structure Tone Generators from pools to power buildings, and Crystal Tone Generators to supply energy to floaters.[8] Players issue commands to floaters indirectly by assigning tasks to the buildings they are connected to,[9][10] and can increase the priority of an assigned task or cancel it in a chain of multiple commands.[10] Structures include Dojos, which produce offensive units,[10] with more advanced Dojos building stronger troops and troops with magic capabilities.[8] Units gain experience between levels, granting additional powers.[8]
The Tone Rebellion supports multiplayer play over the Internet or IPX connection.[7] Multiplayer matches can be made with up to three other players; whilst players can compete against one another, they must co-operate to defeat the Leviathan to win the match.[2]
Development
[edit]The Tone Rebellion was developed by The Logic Factory, a Texas-based company founded by former Origin Systems employees in 1994, who first developed the real-time strategy game Ascendancy in 1995.[11][12][13] Studio producer and co-founder Todd Templeman stated that the developers aimed to create a title that was "completely original",[14] with "mythology, fantasy and dreams" forming the basis of a concept that entirely departed from the "blood and guts" of military-themed strategy games.[15][16] Although seeking to create a distinct atmosphere instead of creating a sequel to Ascendancy,[16] the developers used feedback from their debut to improve the design of its artificial intelligence, resource management mechanics and sense of progression.[14] Templeman stated that the co-operative multiplayer approach was inspired by developers teaming up to play multiplayer matches of WarCraft against the computer.[2] The game was developed over an 18-month period.[11]
The Tone Rebellion was announced by The Logic Factory on 24 March 1997,[17] and published on 7 November 1997 by Virgin Interactive Entertainment,[1] replacing an earlier publishing agreement with Broderbund.[18] The soundtrack, composed by Nenad Vugrinec,[11] was packaged in a separate audio CD-ROM along with the game.[6]
Reception
[edit]| Publication | Score |
|---|---|
| Computer Games Strategy Plus | 3/5[9] |
| Computer Gaming World | 4/5[5] |
| GameRevolution | 4/10[6] |
| GameSpot | 8.1/10[2] |
| PC Games (US) | A-[7] |
| PC PowerPlay | 80%[10] |
| PC Zone | 84%[8] |
| APC | 4/5[4] |
| Boot | 5/10[3] |
The Tone Rebellion received generally positive reviews upon release. Many critics stated that the game featured a strikingly original and innovative design,[2][5][4] with PC Zone stating that the game was original and had "nothing immediately identifiable" with the typical soldiers, races, or spaceships of its contemporaries.[8] The visual design was also generally praised, with reviewers highlighting the sprites.[3] Critics also enjoyed the game's music, considering that it complemented its visual presentation and atmosphere.[7][3][2][6][10] Describing its visuals and music as an "unparalleled artistic achievement", Computer Games Strategy Plus commended the music and ambience for its "perfect mood".[9] PC Games praised its "graphical panache and fanciful imagination", considering its creatures "fully ingenious" and its world "delightfully imaginative".[7] GameSpot felt the game broke "no new visual technological ground", but the game was a "surprising departure from the norm" and its soundtrack was "evocative".[2]
Reviews assessed the gameplay mechanics were both unique and atypical for real-time strategy titles of the time,[9][2] with some comparing it to a puzzle game.[9][10] Critics were mixed on the game's unit control; some, like PC PowerPlay, found the indirect system "very easy to control and actually quite relaxing",[10] while others considered that the game did not provide sufficient information in the user interface and game manual, nor options to sufficiently control unit behavior.[5][9] GameSpot wrote that the game "does cry out for explanation", stating that its design was complex, its documentation was inscrutable, and the game overall had a high learning curve.[2] Some also lamented the lack of upgrades or resource types,[3] and that the fixed placement of buildings and units to certain areas reduced the depth of battles on the map.[6] The unit artificial intelligence received mixed views: PC PowerPlay found it strong,[10] and Boot found it frustrating.[3]
Following release, PC Gamer considered that The Tone Rebellion was "truly imaginative" and one of a few real-time strategy titles that did not imitate Command & Conquer,[19] following a large number of similar games announced following the latter's release.[20] In a retrospective review, Video Game History Foundation Director Phil Salvador found the game both "evocative and confusing", enjoying its uniqueness and "purposely vague mythos", but feeling its execution was "half-formed" and that some of its many ideas do not "work, connect, or even make sense" together.[21]
References
[edit]- ^ a b Staff (7 November 1997). "Now Shipping". PC Gamer. Archived from the original on 18 February 1998. Retrieved 6 December 2019.
- ^ a b c d e f g h i j k l m Sengstack, Jeff (2 May 2000). "The Tone Rebellion Review". GameSpot. Retrieved 26 April 2026.
- ^ a b c d e f Reaume, Paula (April 1998). "Tone Rebellion". Boot. p. 80.
- ^ a b c Holroyd, Eric (May 1998). "The Tone Rebellion". APC. p. 228.
- ^ a b c d Croft, Martin (April 1998). "Weird & Wonderful". Computer Gaming World. No. 165. p. 184.
- ^ a b c d e f g "In an Octopus' Garden in the Shade..." GameRevolution. 5 June 2004. Retrieved 26 April 2026.
- ^ a b c d e f Brenesal, Barry (December 1997). "The Tone Rebellion". PC Games. p. 186.
- ^ a b c d e f Anderson, Chris (October 1997). "The Tone Rebellion". PC Zone. No. 55. pp. 84–5.
- ^ a b c d e f g Royal, Tim (February 1998). "The Tone Rebellion". Computer Games Strategy Plus. No. 87. p. 74.
- ^ a b c d e f g h Dawson, Eddie (December 1997). "The Tone Rebellion". PC PowerPlay. No. 19.
- ^ a b c "Interview with Todd Templeman". Games Zone. Archived from the original on 7 October 1999. Retrieved 26 April 2026.
- ^ "Abandonware: Ascendancy". PC Zone. January 2006. p. 130.
- ^ Udell, Scott (October 1997). "The Tone Rebellion: Reunite a world or lose it forever". Computer Games Strategy Plus. No. 83.
- ^ a b Wells, Jeremy (July 1997). "The Tone Rebellion". PC Zone. No. 52.
- ^ Sengstack, Jeff (1 March 2004). "The Tone Rebellion Preview". GameSpot. Retrieved 26 April 2026.
- ^ a b Presley, Paul (September 1997). "Tone Rebellion". PC Zone. No. 54. pp. 44–6.
- ^ "The Tone Rebellion: In Victory Comes Enlightenment". The Logic Factory. 24 March 1997. Archived from the original on 20 June 1997. Retrieved 26 April 2026.
- ^ Hedstrom, Kate (26 August 1997). "Tone Rebellion Gets New Publisher". GameSpot. Archived from the original on 19 January 1998. Retrieved 26 April 2026.
- ^ Bates, Jason (June 1998). "Command & Copy". PC Gamer. No. 49. p. 153.
- ^ Udell, Scott (August 1997). "Command Post: Clone & Conquer Roll Call". Computer Games Strategy Plus. p. 80.
- ^ Salvador, Phil (27 July 2025). "The Tone Rebellion". The Obscuritory. Retrieved 26 April 2026.
External links
[edit]- Official website (archived)
- The Tone Rebellion at MobyGames