Unfortunately, whilst it has a unique style and look all its own, Revolution 60's other visual aspects are far from great. The game features incredibly poor use of lighting effects, to the point that often the only shading going on is used to establish character and environment shadows. Whether this was a stylistic choice (such as trying to make the game maintain cartoonish visuals or a cel-shaded look) or one done due to limitations of those working on it is unclear, but it makes the characters look jarring and awkward in some of the environments, especially darker and more industrial ones.
The environments are colorful and bright, with interesting use of assets - at first. As the game progresses, more and more of the battlegrounds and environments look painfully similar, until you get to the point where almost every battle takes place in frighteningly similar environments, putting the initially-solid environment design to waste in short order and further getting across how disjointed the character models are in the world they're in.
Character models in Revolution 60 tend to be extremely simple and re-use of character assets is painfully frequent (many of the characters use the same overall mesh, with different textures and add-ons for each character model, periodically with a scale change). A number of enemies late game shamelessly use the same character model as one of the protagonists. Character animations tend to be extremely twitchy, mostly due to the lanky nature of the character models and unpredictable framerate, which makes the character movements seem janky and off-kilter. This is augmented by the game's almost-complete-lack of trailing effects (see below). Many weapon models used by various characters appear to be modified versions of stock Unreal Engine weapon assets, such as the rifles and miniguns used by Fifth Column.
The framerate is incredibly unstable, especially when action gets heated. Any time the character must interact with a scene with any real number of particle effects, the framerate gets worse in a hurry. This is especially notable in the introductory cutscenes, where Holiday attacking the Fifth Column fighter causes such a drop in performance that it causes the audio to desynchronize. This level of loss in performance is a baffling development to those familiar with other games made using Unreal 3, as Giant Spacekat Studios released this game for what is, in essence, a static console on IOS. Some performance loss in some situations isn't unheard of in modern games, but in a game as focused on visuals as Revolution 60 is, this is an area where the game suffers.
In direct relation to the above, particle effects in Revolution 60 are exceedingly poor. Many graphic effects, including explosions, smoke, fire, and steam effects are extremely lackluster and are either too thin or too heavy, resulting in grenade blasts that look exceptionally weak and gunfire effects that lack impact. Muzzle flash effects lack any style or effect whatsoever, and almost all enemy weapons fire projectiles that look, essentially, the same. Enemy projectiles are occasionally desynchronized for their hitboxes, resulting in dodged attacks striking you anyway or attacks that appeared to hit missing entirely. On the rare occasion that new enemy weapons show up (such as when Dark Leopards begin appearing), the new graphic effects (such as their lasers) are notably even worse, resembling nothing so much as animated overlay to represent the laser effect with an extremely minimalist particle effect for the discharge. This is a design tactic that was outdated almost a decade ago, and is exceedingly jarring when first seen because the effect is directly at odds with the quality of the rest of the game's visuals, making them look incoherent and disorganized.
A major issue that the game has is that no use of trailing effects is used in the game at all. For the uninitiated, trailing effects are effects in which a particle trail or after-image is used to accompany in-game motions to make them seem more fluid and visually appealing - most commonly a "trail" following a sword slash or a bolt of energy being followed by a soft glow to indicate its direction and momentum more clearly. Revolution 60 has virtually none of these. Indeed, the only things resembling trailing effects in Revolution 60's IOS release is smoke and thruster effects, which are simple particle and overlay effects.
The vehicles and in-game props are simultaneously very complex - and extremely simple. Many of them are ridiculously elaborate, with a lot of care and effort put into them, but they are completely out-of-place with the world they're set in. Holiday's motorcycle, the Hyperion, is an especially notable example, featuring extensive use of gold coloration and embellishment for what should, by all accounts, be a Chessboard fast-attack vehicle. Most Fifth Column weapons and vehicles feature a profusion of blades, spikes, and similar adornments, seemingly for no reason. Almost no object model in the game features moving parts, with the Hyperion's wheels being visibly stationary during cutscenes and the miniguns of the Plague leopards being completely stationary outside the same.
The biggest problem with the visuals of Revolution 60 is not merely the above mentioned technological shortcomings, though they are noteworthy, but, equally due to the schizophrenic design of the game's assets. Whilst much of the game seems to want to call homage to the aforementioned 60s sci-fi cliches, the bulk of the plot takes itself extremely seriously, portraying a dystopian future and featuring a dark plot. These two objectives are directly at odds, and the game's assets reflect this, essentially being unable to choose a consistent tone. Characters like Minuette wear checkerboard dresses and feature deely bobbers as part of a communications implant, whilst their opposition features countless identically cloned mercenaries and assault rifles that look suspiciously like the default AK-47s used in the Unreal Engine asset packages. These bizarre combinations of questionable design choices, atop the above mentioned issues with Revolution 60's visuals, drag down the game's appeal, and whether the results of intentional design choices or problems in development, they are notable strikes against the game as a result.
These issues are why many critics have chastised Revolution 60s visuals as being shockingly lackluster, in spite of several good design decisions, since the game was released in 2014 but has graphics that are notably behind-the-times and significantly poorer than games that came out years previous. Many games, launched by much smaller groups with much less capital behind them, show substantially better visuals than Revolution 60 was, further adding compounding complaints about the game's visuals.