andmaybegayer:andmaybegayer:andmaybegayer:Big fan of all the dogs in Pyre, they’re very good boys, e
andmaybegayer:andmaybegayer:andmaybegayer:Big fan of all the dogs in Pyre, they’re very good boys, except Barker, who is a very bad boy I guess. The theme for the Dissidents is great. As always Supergiant Games knock it out of the park on multiple fronts.The writers are very good at telling interesting stories that also aren’t preposterously complicated. Transistor and Bastion also did this (although Bastion relied a bit more heavily on direct reveals than later games, which isn’t bad, just different). It’s certainly not a groundbreaking story but it’s a class above most video games, especially fantasy ones, and it’s done well.I was kinda worried that I wouldn’t be able to handle the gameplay in this one, it looked fairly complicated, but at normal difficulty it’s forgiving enough that you can mostly operate on short-term planning and using fairly simple tactics.anyways can you tell this is basically all I did todayI have finished Pyre.Good game! Worth playing if you haven’t. Really you should just get anything Supergiant puts out. Haven’t tried Hades yet because I’m waiting for it to leave early access but I’m sure that’s good too. If you got the Racial Equality Itch bundle, you have this game, it runs on Linux, Windows and Mac.Storytelling wise, I’ve heard complaints that it’s too long. I don’t agree with that (call it 14-20 hours depending on how fast you read), although I do think that the focus of the storytelling wanders a little in the middle of the game. Extremely strong start, pretty good ending, middle was mostly a fun visual novel interspersed with Wizard Basketball. I never got /bored/, but I enjoy reading into games and it didn’t always oblige that around the midpoint.I suspect part of why it doesn’t get boring is because it’s two games at once: even when one part is kinda getting annoying (gotta play Wizard Basketball on THIS MAP AGAIN) you still have good Visual Novel Segments, and when you’re like “oh please not another page of lore about how some dude punched a snake” you get to play some Wizard Basketball against some frog ladies.The book of lore manages to not be unreadably dry, like in Shadow of Mordor, nor is it black-hole dense, like in the Witcher. In combination with the stuff that happens as the story unfolds, it’s good at leading you to the questions you should be asking about the story just before those questions are posed in game. Some of it is just telling you things you already should know, but now in book form.Game has some Big TAZ Balance Vibes, if you liked that you’ll enjoy the story here. I wonder if the developers listened to it.I suspect but can’t say for certain that the difficulty is changed all over the place to make the game flow well: Your second round of Rites is much harder than the first, but all following rounds are much easier, and it settles in to a good balance towards the end. Good for giving you some challenges early on but not making you want to restart over and over during the climax of the story, although it messed with my perception of how hard the game would be.Gameplay is still very fast paced and it’s easy to screw up and put yourself at a serious disadvantage, but I played it half on a trackball and half on a mouse so it can’t be that bad. Definitely not something I would have thought I would enjoy, looked much to Micromanagey for me but fortunately individual setbacks and successes in each rite are pretty granular, which offsets that.There’s a million possible endings for the game depending on how badly you screw up and what decisions you make, I’m probably gonna check out the wiki later to see how they handled that, I kinda want to do a run where I just flub every single round and let all my opponents win constantly, see how the game handles that. The credits music is a record of what happened to each member of your party, each one has a “trapped” and “liberated” variant that gets put together as required, which is cute.This game is also prime fanfiction fodder if you are into that: it’s marketed as a party RPG but it’s equal parts that and Visual Novel, the characters are fun and visually distinctive, and you sympathise enough with them that you will make decisions in order to fulfill narrative imperatives or a desire to see two characters interact rather than because they make your life easier.Moon-touched girl/Almer 3I’ll put some notes about my playthrough and about finer points of the narrative that could be considered spoilers under the cut, if you want to, say, compare your choices, but they count as spoilers.Played all the way through on Normal difficulty, kept a rule that I only had 3 chances to beat a rite: I only needed that for the second round, all other rites were fairly easy, hence why I think there was a difficulty adjustment. I also didn’t use any titan stars, since I don’t tend to use the difficulty modifiers on my first run through a Supergiant game.Order liberated:JodarielSir Gilman (failed, let the Bog Witch out)RukeyHedwynSir GilmanMoon-touched Girl (called her Lae)The Reader (Chose Pamitha for the rite, swapped in when given the option)That leaves behind Pamitha, Bertrude, Volfred and Ti’zo. I suspect a lot of people leave behind Bertrude, Volfred and Ti’zo, especially because Ti’zo and Bertrude seem pretty comfortable in the Downside.I did the swap because going in to the final rite my choice was “Pamitha, unless someone else is explicitly called for” and that counts.Levelled the Moon-touched Girl WAY up, because she has that “sprint forever while holding the Orb” ability, which is extremely powerful. I think she and Pamitha were the only ones who maxed out their stat bars by the end.Liberating Jodariel first was for the narrative imperative, I regretted that a little because round 2 was hard without any high-presence players to act as a goalie, I got completely owned by the Withdrawn because of their powerful jumps and dunks.I have a video capture of the last ~50 minutes of my session, basically starting with “Sandra asks you to take her with you” and ending after the credits end, because I had heard that there was a lot of stuff that depends on your playthrough and I wanted to have a record of it.It is pretty interesting to see a game whose core thoughts are “what does it take to build a good nation.” Starting with “do you really want to go back to a place that cast you out“ is a good way to introduce that question. This is where I meant the focus gets weak in the middle: it kinda wanders around a bit and goes more Power Of Friendship than What Is True Freedom, but it brings it back around towards the end. I could almost say that the game agrees with you too much at times? I like it when a game throws in some gotcha dialogue to snag people who aren’t reading the themes thoroughly. I don’t think Volfred can ever disagree with you when he asks you questions about what freedom/your goal/etc. is, and I think it would have been interesting to have you say like “freedom to live in the Commonwealth” and have him go “no dipshit try again.” but that is just me.Oh god this is a long post. -- source link
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