2017 will be in the history books for Videogames, and
rightfully so, with many amazing games that released all throughout the year. Also,
let’s not forget that 2017 saw a release of two consoles that changed the way
gamers experience console gaming. But this isn’t about the hardware we play the
games on, this is about the games that struck a cord with me. A game that made
me think about it and its messages or the simple fact that its too fun to stop
playing.
The #5 game on my list is a small indie game, created by
notable indie creators behind, Bastion, and Transistor. Supergiant’s new game
-- Pyre.
Pyre’s – Well Realized World
Pyre, at its core is a visual novel set in a world where
literacy is banned, people who break the ban are exiled to a place called the
Downside. During the time in the Downside you (The Reader) find and join
companions called The Nightwings that want a way out of the Downside, and the
only way out is to complete a series of Rites – which is a competitive sport.
The Rites lead you down a past of freedom. Along the way you meet interesting
and relatable characters from other teams that will join your cause. In doing
so, these new recruits will have repercussions – it can be as simple as not being
treated fairly or as complicated as a sibling rivalry. Pyre has a
well-constructed narrative with twists and turns that keep me engage in a
15-hour long experience.
Choices Aren’t Reflected in the Overall Narrative, but
Feels Impactful in The Moment
The Visual novel
aspect of the game was a biggest surprise for me. I don’t have any experience
playing visual novel games and didn’t think it would be my cup of tea. I’ve
heard whispers of Pyre a year prior and thought the concept of literature being
banned in this world was a neat idea, and the competitive aspect of the Rites
got me interested in it. I never thought that this game would make me enjoy a
visual novel styled-story.
There is a big
enthuses in player choice. I’ve played games where the choice I made during the
game felt like it had a big impact at the end. In Pyre, however, I felt like
that choices I made only affected that moment and didn’t reflect on the end of
the game. For example, one of the first choices I made is with a talking dog as
a companion, he asked me what I thought about his mustache (yes, a talking dog
with a mustache – nothing new) and if he should cut it off or keep it. There
are many instances just like that one that has no impact in the end, but it adds
character for all your companions
All the biggest
choices come from the last match of a series. Before starting a match, you
choose three characters to lead the charge. Because this is the last match of
the series, you as the reader must choose one character in your team of three
to be freed back to the commonwealth. This choice is vital, as that character
will never return on your roster. During this choice I felt so connected to
each character I wanted to send a character that deserved to be freed -- not
just letting go of the weakest member in my group. These choices were one of
the most impactful and toughest choices I had to make in Pyre. I felt proud,
sad, excited, and worried with every character I sent free.
The Rites Create a Tense Competition
The Rites are a
series of competition that must be won to be freed from the Downside. The Rites
is a mix of football and basketball with two teams of three. The objective of
the competition is to take the orb in the middle and use your team and they’re
set of skill to dunk the orb into the fire – which they call a “Pyre”.
Depending on which character you score with determines how many points you get
on the board.
Every match is
accounted for, as you can see your record against other opponents at any point.
The matches might seem easy at first, but they want to ease new players into it.
Over time the matches get more difficult whether that be obstruction or
difficult opponents. The record, again, doesn’t really affect the end – but you
do get hidden dialog as they remember their lost and your wins.
There are many shapes, sizes, and skills with
each character. Picking your team of three is vital to your style of play. A
small character is quick and can get around the arena, but they score less
points. A medium sized character is well balanced with speed and physical play
– they don’t score as much as a big bodied character, but do score more then
small sized characters. The last and most powerful are the big bodied architypes,
they can tackle an opponent into submission for a couple seconds but the down
side to them are they’re slow, and are easy targets to tackle. These are the
architypes you must know to mix and match which is the best for your style of
play.
While moving in the
world there will be places that will affect the arena. These can vary from
objects obstructing the field, to poison puddles and volcanic eruption. These
affects make all the continual Rites feel more refreshing, as doing Rite over
and over can feel a little dull at times. Adding these affects provides a
different playstyle.
The Art Style Is Perfect for This Type of Setting
This art style is
one of a kind, Supergiant has always been great at art design with every
pasting game a different looking style. Though they look cartoony, its about
the setting and the context of the world that makes each of their games feel
and look like a different style. The overworld has this glass painting style
that feels religious, just like the Rites that occurred.
The color of each
scene is bright and lush, which is ironic, as everyone in the Downside is
miserable, and dark for all exiles.
Speaking of exiles,
all the characters have a distinct esthetic. Some can be serious like Jodariel
– a thoughtful demon lady with horns, or they can be like Gil a humble and
outspoken Wyrm Knight – (Worm Knight). For a game like Pyre it’s important to
remember all the companions that guided you through the game. Supergiant made
me care about these characters that most games don’t
--
Supergaint Games hit
a home-run with Pyre, though I didn’t love they’re past games, Pyre really
stuck with me throughout the months. The characters are unforgettable,
beautifully well-realized, and have a wide verity of personalities in a cast of
characters. These characters aren’t just a great cast, but a great group for a
team as well.
The Rites are a good
palate cleanser for all the reading and decisions you must make. It gives you a
break in which you can test your skill in a competition. Adding the record of
your overall matches makes every match important, whether that be competing
against a team that beat your pervious, or a team you destroyed repeatedly.
Though I’m not a fan
of visual novels, this game got me thinking that I might not hate it as much as
I thought. The connections I made through the characters and the choices I made
for them allowed me to care for these characters in a way that made me think
through the choice I made – was I making the right choice for him/her or am I
going to make things worst for them.
All these combines
to be an enticing narrative with surprises that would grab the players. With
the art style and characters being unique it makes the Rites more refreshing as
every match passes – At the end of a series, a companion’s Destiny is on your
hands.
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