Beneath a Steel Sky

Set in a dystopian cyberpunk future, the player assumes the role of Robert Foster, who was stranded in a wasteland known as "the Gap" as a child and adopted by a group of local Aboriginals, gradually adjusting to his life in the wilderness.

After many years, armed security officers arrive, killing the locals and taking Robert back to Union City.

It received positive reviews at the time of its release and is retrospectively viewed as a cult classic and Revolution's greatest game besides Broken Sword: The Shadow of the Templars.

To solve puzzles and progress in the game, the player collects items that may be combined with one another, used on the environment, or given to non-player characters (NPCs).

[6] Beneath a Steel Sky is set at an unknown point in a dystopian future, when the Earth has been significantly damaged by pollution, nuclear fallout, or both.

After the "Euro–American War", all participants agreed upon a set of ideals described as the "neo democratic principles" which remove all labour representation and social benefits.

The larger political context of the game involves a conflict between Union City and the Hobart Corporation, whereby they are each trying to achieve market dominance by the use of sabotage.

During the game, characters in Union City remark that Hobart Corporation is winning the "economic war" by flooding the market with "cheap, gimmicky garbage", although it is never clarified whether this is mere propaganda.

The immediate backstory is introduced via a comic book that tells the story of a young boy called Robert who is the sole survivor of a helicopter crash in "the Gap" (the name applied to the Outback at the time of the game).

As the game starts, Foster is kidnapped and his tribe annihilated by security soldiers sent from Union City by its all-powerful computer, LINC (Logical Inter-Neural Connection).

[7] Joining the team just before the release of Lure of the Temptress, Gibbons was sent a rudimentary outline of what could happen in the hypothesised game, and wrote a longer story with new characters and scenarios, to which Revolution then further added.

[10] Steve Ince, who joined the team in February 1993, created a number of sprite animations, also painting some backgrounds based on Gibbons's sketches.

[9] He would have liked to design a character in a similar manner to Prince of Persia or Flashback, but Revolution wanted something more detailed, so the result became a compromise.

[8] Their goal was to find the middle ground between Sierra's "ridiculously earnest" stories and the slapstick comedy of LucasArts games.

[24] According to Cecil, the original version of the engine seemed less applicable in Beneath a Steel Sky, as the ability to issue commands conflicted with the gameplay they intended to create.

[25] Lure of the Temptress had one story that was moved forward by a key event, whereas Beneath a Steel Sky had multiple threads.

Tony Warriner and David Sykes, both Revolution co-founders and programmers, had to update the engine, which was part of the new deal with Virgin Interactive.

[9] As an example of change in the updated engine, Virtual Theatre 2.0, Warriner explained that in Lure of the Temptress, the system controlled everything, for instance specific routines to a door.

[35][36] In July 2009, Revolution announced that a remastered edition of Beneath a Steel Sky would be released on iOS later that year.

"[4] Amiga Format's Rob Mead said that the game is an "Utterly brilliant", "massive, intense and atmospheric adventure which will keep you on tenterhooks right until its final startling conclusion.

"[5] Wood praised the "intelligent, thought provoking storyline" that "becomes more and more compelling, punctuated by unexpected plot twists and macabre discoveries.

Slide To Play's Keith Andrew said that "Beneath a Steel Sky somehow feels bigger and bolder than its rivals, raising the bar and highlighting what others have so far failed to achieve.

Perfectly suited to its new home, this remastering of a classic game serves up point-and-click play nearly unmatched on the App Store.

"[50] Andrew noted that the point-and-click interface "merg[es] seamlessly with touchscreen controls" and that the hint system is "a feature that might antagonize some of Steel Sky's hardened fan-base, but one perfectly pitched at the iPhone generation.

"[6] Vasconcellos complimented the "intuitive and responsive" touch controls and said that the "visuals are an attractive update of the original release", and gave the game an "Editor's Choice" award.

"[48] Erickson felt that the touch controls are "only functional and not fantastic," but that "measures have been taken to address [problems of the original point-and click interface] to a respectable degree," and that the "minimally enhanced presentation raises alarm.

[48] Although retrospectively Broken Sword: The Shadow of the Templars is generally looked upon as Revolution's magnum opus, Beneath a Steel Sky still holds the status of a cult classic and has been featured on numerous "all-time top" lists: Amiga Power ranked Beneath a Steel Sky 42nd on their Amiga Power All-Time Top One Hundred in 1994.

"[68] In a February 20, 2009 interview with IGN UK about the Wii and DS versions of Broken Sword: The Director's Cut, Cecil and Gibbons re-iterated their interest in a sequel to Beneath a Steel Sky.

[69] On September 25, 2012, Revolution announced that Beneath a Steel Sky 2 would be greenlit if their Broken Sword 5: The Serpent's Curse Kickstarter reached $1 million.

[70] Despite Broken Sword: The Serpent's Curse failing to meet the $1 million 'stretch goal', Revolution announced that the success of its crowdfunding campaign had inspired them to greenlight Beneath a Steel Sky 2.

Graphic style and interface