![]() ![]() I cared about their pursuits for freedom. ![]() I cared about their stories and their well being. It wasn’t just that each could potentially cause gameplay changes in how I had to take on the Rites, but that I felt emotionally invested and connected to this group around me. I was so drawn into the world through the spectacular visuals, sympathetic soundtrack, and engaging character interactions that each choice I had to make was a difficult one. And yet, even in my loss, I felt a certain sense of happiness that someone else had gained their freedom.īy the end of Pyre, through all of my decisions and failures, I felt like this was my unique story. In a bittersweet moment, Jodariel was freed early for me and I never got to learn more about her or allow deeper interaction with the other members of the group. In another instance I failed a Liberation Rite, meaning I watched helplessly as one of my adversaries was sent back to the Commonwealth. While part of me wanted to free my favorite characters and the ones I’d grown the closest to, another part of me realized they would be leaving my group behind. Even victory can be a somber experience, choosing who to send to freedom in the Liberation Rites. It forces you to face those losses and accept the consequences for how it impacts the world and your characters. What makes this party dynamic even more interesting is how the game can change depending on your decisions and whether or not you succeed in the Rites. I was to be the Nightwings’ savior and friend. It became personal as they talked to me, trusting me with their secrets and relying on me for their freedom. I have to admit that I was skeptical this approach would work, but found myself engrossed in the lore of the world and the stories of these characters. ![]() In between Rites, Pyre takes on the guise of a visual novel, allowing you to get close and familiar with those you have surrounded yourself with. There was never a moment of the immersion breaking as a result of something that felt out of place. Every element feels intrinsically tied to something within the lore of the world. No part of the gameplay ever feels like a mechanic that is simply there because this is a video game. Throughout the 10 or more hours that I played Pyre, I never felt like any Rite was the same experience, facing new challenges and learning new strategies along the way. It seems simplistic to revolve an entire game around these small arenas, but there’s a surprising amount of depth once you start getting into the different characters’ abilities, stats, and talismans that create the need for different strategies. Auras around each character banish adversaries from the field for a limited amount of time which can leave openings, but if you are carrying the orb, your aura will disappear, leaving you vulnerable. The Rites make up the main part of Pyre’s gameplay, consisting of three characters on each team attempting to get a celestial orb and extinguish the other team’s pyre. Somehow Supergiant manages to open a portal to the Downside and make you feel like you are there right alongside the likes of Jodariel, Hedwyn, Rukey, and the rest of the exiles living below.Īs the Reader, you are to assist your companions in completing the Rites of Flame versus other triumvirates so that your group - the Nightwings - may win their freedom and return to the Commonwealth. When characters bond with the Reader, they are bonding with you. The Reader is you, the player, and the story is seen from your perspective so that you can learn all you can about your companions and adversaries, deciding exactly who and what to take an interest in. Pyre accomplishes this confidence between characters by removing the focus from a main character. Check out Game Revolution’s Pyre guide so you don’t get stuck. ![]()
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