Pyre: Visual Brilliance


Pyre:

Like the previous Supergiant Games, Pyre displays the developer's attention to generating artistic and audio wonder.

The unnamed protagonist is deposited in the Downlands, a purgatory of sorts, where varied environments display themselves in horrible and astonishing shapes. The Nightwings traverse the Downlands in a outwardly small, but inwardly infinite cart pulled by miniature (but industrious) monsters named drive imps. The player directs the cart from location to location, acquiring minor benefits for the next Rite. Pyre divides the Downlands into eight regions, and each is depicted in vivid drawings. They are each like the page of a wonderful comic book, with bright colors and fantastical geography. Each region is distinct from the others, and rendered as beautifully as the the cart, which eventually turns into a boat, and then an airship, travels over them. In in the airship, the terrain seems like a flip book, as they pass by swiftly in a dazzling blaze of color. 

Each region contains numerous landmarks, which are described in The Book of Rites. Visiting a location unlocks a new page in the book to peruse. In spite of this diverse geography, the design often feels overwrought and cluttered. There is almost too much occurring in every scene. Too much become an issue, when the decoration has no impact. Neither the arenas in which the Rites are played, nor the protagonist's travels are influenced by the scenery. Pyre includes too much design for too little effect. But at the cycles speed up, the Downland changes. One cycle brings tremendous snow storms, while another forces the inhabitants to endure oppressive heat and iridescent haze. They illustrate the impending end, and convey the afflictions of residents. Yet they alter nothing about the gameplay.
The characters are well designed too. Conversation is lively, not just due to the dialogue, but the stylized emotions. Characters move and pose during conversations. When they express a particularly strong emotion the designers employ visual cues like an those used in anime. Determination is displayed with red spikes, joy with sweeping golden winds, and agreement with yellow beams of sunlight. 

The cart, the location the protagonist always returns to, is designed to contain mementos of every visited location. Like the background scenery it is beautiful, but unnecessary cluttered. Pyre believes every single stop is worthy of memorialization, but the developers should have limited this hording to significant events.
Not only are the visual effects dazzling, the voice acting is as well. When a character speaks to the protagonist they are accompanied by a unique sound which resonates like speech. This includes the delightful drive-imp Ti'zo, whose vivid trill communicates his opinions perfectly. These noises, combined with the visual design of the characters, creates a clear portrait of them before the player even reads their words on the screen. Also well acted is the Voice, the overseer of the Rites, the narrator of the protagonist's journey. The voice actor does an excellent job delivering emotion and enunciation with a strong performance. 

And of course, is it surprising that a team which delivered gems like Paper Boats from Transistor, continues its musical streak into Pyre? While the overall effect may not be quite equal to the entire Transistor sound track, the Liberation Rite songs nearly achieve the same effect.
The writing, both in The Book of Rites, and the dialogue between the characters, is exceptional. Pyre features a book of history to read, which illuminates the history of the Scribes, the Empire, the Commonwealth, and the Downlands. The most amazing achievement is the ability to script dialogue and events which reflect to the player's choices. Since a character is freed every cycle, the game has to be able to tell its story regardless of who the player chooses. Some developers would do this by lobotomizing the script. But Pyre works everyone's story into the larger saga, regardless of their destination. The writers mixed seriousness and humor in good measure for powerful effect, keeping the story grounded but allowing for strange and wonderful characters.

And yet, Pyre feels oddly empty. When one isn't involved in one of the Rites, but merely traveling from one to the next, it feels as if there isn't much game there. It seems like the developers tried to paper over this empty space with an extravagant visual design, numerous dialogues, and purposeless mini decisions about which path to take to reach the next Rite. The Downlands were beautiful, the characters good conversationalists, and the game clear, but there was still too much time doing nothing relevant.

Next week, an examination of the ending in depth, (spoiling) plot details, and a conclusion.

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