Pyre:
Time to Beat: 11 Hours
Released in 2017, Pyre is the
third game developed by imaginative indie-wonder, Supergiant Games.
Famous for their debut, the apocalyptic fantasy
Bastion, Supergiant recreated their success with
cyber-punk-ish Transistor. The latter is my personal favorite
of their three creations, but the striking feature of Supergiant
Games is their consistency. All three maintain a core genre,
action-roleplaying, while being completely different in every other
respect. They also deliver a superb story, amazing aesthetics, and
simple but compelling mechanics. These three articles will identify
how Pyre performs for those three features, beginning with its
mechanics.
But really, some story is needed to
ground an explanation of the mechanics.
The unnamed protagonist has been exiled
by the Commonwealth to the Downlands, a land not entirely like Hell.
In the dreadful Downlands exiles are free to do as they wish, but are
magically prevented from returning to the Commonwealth. Their only
method of returning home is by winning the Liberation Rite. The
Rites were constructed in the ancient past by the Eight Scribes, the
first outcasts. Together they conquered the Downlands, returned in
glory and overthrew the Empire, establishing the Commonwealth. Then
they wrote The Book of Rites and commanded the stars. They set up
the Rites so others might prove their worth and return to the
Commonwealth. The exiles of the Downlands formed nine teams, with
eight fashioned after their Scribe, and a ninth, the Nightwings, to
judge them. While each team, or clan, includes a large roster, only
three players at a time, called a triumvirate, participate in a rite.
Like a regular season, the teams play each other on particular
nights, whenever the stars align. But at the conclusion of each
season, the stars align perfectly, and the Liberation Rite commences
at the Fall of Soliam.
At a Rite, each team has a pyre, their
goal. From the sky falls a Celestial Orb, which the participants
pass back and forth, with the ultimate purpose of carrying it into
the opponent's mystical flame. The player is called The Reader, and
guides his companions while they participate in the Rite. The nine
characters available each have their own unique playstyle, thought
they fit into three broad categories: quick, defensive, average. I
preferred to have one of each type on the field in any game. A quick
hero to score, a defensive hero to fend off the enemy's scoring
attempts, and the character who neither excelled at speed nor
defense, to replace the banished hero. When a hero plunges into the
opponent's pyre they are banished until the next point is scored.
Aside from the very beginning of a match, the games are played 3 v 2,
and the team which scored most recently must play down a hero.
Each companion can perform three actions: jump, run, and attack, though they enact them in their own distinct style. For example, the Harp(y) flies
instead of jumping. All participants can also pass the Orb, the
only action they perform in the same manner. The player can
only control the hero who has the Orb, unless they are playing
defense, in which case they may control whoever they want, and switch
whenever they desire. If on offensive, the only way to control a
different hero is to pass the Orb. In addition to their personalized
behaviors, each character has four Attributes which determine their
performance. Each attribute has a number for clarity. Glory
is the damage done by the character when they jump into the
opponent's pyre. Each pyre begins with a strength of 100, though
this can be augmented by Masteries and Talismans (more on those
later). A team wins when it reduces the enemy's pyre to 0. A
character's Quickness is readily understood: a higher value
indicates a faster hero. The participant's Presence
determines the size and strength of their Aura. When two characters
contact, the one with the stronger aura prevails, while the weaker is
temporarily banished. When a character picks up the the Celestial
Orb they loses their aura, and regain it when they pass the Orb.
Therefore, if the character with the Orb collides with an opponent's
aura they are always banished. Characters can also project their
Aura (attack), each with their own distinct style. Rukey launches a
long, thin shot, while Ti'zo stands in place, and his naturally large
Aura swells outward on all sides. Any enemy, regardless of their
Presence, who is struck by a projected aura is banished. The fourth
quality is Hope, and those with higher Hope return more
quickly from banishment.
With all these features the game
resembles some combination of football, rugby, and soccer.
As the player completes games, their
characters level up, unlocking Masteries. Each hero can reach level
five, and each has eight possible Masteries, so they can't access
them all. These Masteries augment, enhance, or create a new power
for the outcast. In addition, each character can equip a Talisman.
These provide a bonus to the character in any number of ways, from a
small increase to an Attribute, to a completely new ability.
In Pyre, there are only seven
cycles, each ending in a Liberation Rite. The first cycle has seven
games, including the Liberation Rite, and each cycle has one less
game. The final cycle is only the Liberation Rite. While other
teams compete to attend the Liberation Rite, the Nightwings, the
player's team, attend every one. The reason for this is
poorly explained and an incredibly unfair system. While the
Nightwings are described as the team by which all others are
measured, it seems like a contrivance to aid the player and the plot.
Yet the player does not need any aid, because the games are very
easy. Of the 28 games, I only lost 1, a Liberation Rite, and I lost
it on purpose (more on that in a future article). The first three
cycles are so easy as to be laughable. The next two were still easy,
and only the last three games offered any serious challenge. Of
course, one can increase the difficult by activating the Titan Stars.
The Titan Stars represent the
abominable monsters the Eight Scribes defeated when they were in the
Downlands. Each, when activated, makes the Rite more difficult by
aiding the enemy or harming the Nightwings. A win with a Titan Star
(or multiple) active, boosts the experienced gained by the heroes. I
used them infrequently, and never more than one at a time, because I
wanted to win all the Rites, and because most heroes reached the
maximum level of 5 without the bonus experience.
At the conclusion of the Liberation
Rite, one of the winners is allowed to rejoin the Commonwealth with
great honor. One of the companions, Volfred (more on him in a future
article) has an ulterior motive, and wants to send back Nightwing
members devoted to the cause. He keeps track of the probability of
success of his Plan. As one will see, The Rites are a means to an
end, the mechanics are a means to unveil the story.
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