Tyranny: An Evilly Incomplete History

Tyranny

After a two week break to watch and rate Dota 2's International 2019, Awkward Mixture returns to reviewing Tyranny. The previous reviews considered the game's setting, choices, combat, and magic. For this final review, Awkward Mixture will analyze Tyranny's history, ending, and how the developers develop a world infused with evil.

The reader might wonder why assess the history of Terratus, when the previous article already judged the setting. The first article examined the scant details of Kyros the Overlord; her plan of global domination and the three year initial Conquest of the Tiers. The second article did its best to understand the creation of Archons and their magic. These smaller aspects can't color the larger picture. If Tyranny were a mosaic, then these are the most detailed sections, leaving the rest of the picture, sparse and incomplete

It seems likely some knowledge is withheld for a specific purpose. The player never learns how Edicts functions, because it maintains the mystery of Kyros crucial to his power and his purpose in the story. But the lack of knowledge leads one to wonder: can he cast beneficial Edicts? Can she cause the rain to fall, the crops to grow, or to cure disease? And while Kyros applies his Edicts upon cities and regions, can she focus them to effect a single person? Most likely the developers conceived limits to the power of Edicts, or why has Kyros only cast nine Edicts in over 400 years?
Tyranny's history isn't sparse because the developers don't know how to incorporate a compelling backstory. The setting of Pillars of Eternity hints at a great mystery; the lost ancients of the Engwithans and the protectors of their ruins, the Glanfathans. While the main plot diverges at times, it eventually returns to the secret, and the final revelation reveals the heart of the game. Tyranny includes many mysteries; the powers of Kyros, the rise of Archons, the creation of relics, but the most similar to the ruins of the Engwithans are the Oldwall and Spires.

These two constructions predate Kyros, and exceed any power he has (unless he can create one with an edict). They stretch across not only the Tiers, but all of Terratus. The Spires are immeasurably tall, rising above mountains. The Oldwalls are not as monumental, but still tower ten times over the local architecture. Yet the Oldwalls play almost no part in the plot, and Spires (for all their importance in the plot's conclusion) receive barely an explanation. The protagonist only enters an Oldwall once, while chasing a minor enemy through a broken gap. The Oldwall contains magical monsters called bane, and some treasure, but nothing to explain its existence.

The Spires fulfill an important function, are easy to acquire, and mandatory for the story. They operate like the Caed Nua stronghold in Pillars of Eternity. The protagonist can upgrade the buildings and hire trainers, but both the Spire and the Stronghold don't improve the game. The benefits of the Spires are barely worth considering. But the NPCs of Tyranny continually comment on the mystical connection between them and the protagonist. Eventually they serve a purpose in bringing the plot to its odd ending, but since nothing is known of their creators, their function, their purpose, or how they form this connection, they remain a frustrating enigma.
Tyranny, on many fronts seemed as if it was spread too thin, because it contained hints of many great features, but none of them received sufficient treatment. It's possible Obsidian planned to develop a second game. The lackluster sales of the this game, and possible difficulties between Obsidian and publisher Paradox might be two reasons preventing a sequel.

The distinguishing feature of Tyranny forced the protagonist to align with evil forces. Kyros' employs brutal Edicts and barbaric Archons as his tools for world domination. His Edicts threaten his advisers, and her methods murder many innocent people. Does Kyros believe her works will result in good? Tunon the Adjudicator upholds order and prevents chaos. His interpretation of Kyros' will results in Kyros' peace. The previous rulers of the Tiers allowed slavery, matriarchal and patriarchal societies, and gross economic inequality. Kyros' rule promises abolition, equality, and freedom from want, if one submits to the Overlord's will. Does the developer mean to imply that good can grow out of evil?

The Dishonored and Scarlet Chorus offer two variations on the same theme. A Germanic like people, the North men believe in peace through war and the purity of their race. The latter leads to deadly xenophobia. Though they embody an orderly elite army, they offer no mercy to the weak, and only accept those of Northern blood. The Chorus's chaotic egalitarian ethos contrasts with the Dishonored's orderly elitism. Though they fight as a mass, under-equipped and ill-ordered, they accept the service of any who surrender. Any man or woman, regardless of previous occupation or race, can rise through the ranks with skill.
Though Tyranny initially displays the Dishonored's best qualities (honor, courage, bravery, duty, etc), every player will eventfully recognize them as the worst aspects of Nazis, Stalinists, White Nationalists, Religious Fanatics, and Imperialists assembled into one predestined gang of mass murderers. While their leader, Graven Ashe, can usually be persuaded to avoid genocide, it isn't always possible. In a later mission, some of his loyal minions decide to eliminate a pesky rebellion by devastating an entire region for a millennium. The player can't talk Ashe out of this decision. If Tyranny is commenting on evil, it might be saying, “If you work with murderous, racists, barbarians, you'll be forced to do murderous, racist, barbarities.” 

But across the span of thirty-one hours, Tyranny doesn't have much to say about its core storytelling aspect. Evil people do good things occasionally, people do evil which leads to good occasionally, and working with atrocious people is a bad idea, aren't noteworthy ideas. Nor are they a focus of Tyranny. They seem like rare, accidental incidents. Tyranny doesn't try to compile a convincing argument for the goodness, efficiency, or effectiveness of Kyros' rule. Spec Ops: The Line, or Gods Will Be Watching are both games more willing to engage with subtleties of evil actions, and the choices available to characters in no win situations. The most disappointing aspect of evil in Tyranny, is that the game seems unconcerned about, or at least is willing to let the player feel it was all justified in the end.

It's always difficult to follow a great act. Pillars of Eternity certainly contained flaws, but Tyranny suffers additional scrutiny because there is a previous game to compare it to. Awkward Mixture complimented the two endings of Pillars; the resolution of the plot and the conclusion delivered by a series of slides, which reflected on the player's choices and achievements. Sadly, Tyranny under-performed on both counts. The resolution of Tyranny rushes and ends in a jarringly incomplete cliffhanger. After spending years subduing the Tiers, the protagonist needs only days to command the loyalty of the Archons. Bringing the Tiers to heal required about twenty-eight hours, while the Archons only resisted for three or four hours. The immensely powerful Archons of War, Secrets, Shadows, and Justice surrendered without a fight (though defending one's choices against Tunon's inquisition was well done). The unresolved standoff between the protagonist and Kyros ends the game abruptly, with no second season on the horizon.
The ending slides couldn't compare to those in Pillars of Eternity. What was satisfactory before seemed insufficient now. The visual effect looked good, but the slides lacked synergy. Each one was based upon a single independent choice, without any interlocking parts. They were predictable and therefore, dull.

There's a lot more Tyranny worth poking fun at or discussing like:

Its fixation on throwing dying NPCS in front of the protagonist so they can relate a crucial bit of information before expiring (they can't be healed).

Its small areas (compared to Pillars) with its commitment to story instead of exploration.

And its failure to remove used plot items from the protagonist's inventory.

In conclusion Tyranny is a more centered product than Obsidian's Pillars of Eternity. It focuses on the story, but while its uniqueness revolves around serving an evil Overlord, it fails to grapple with the issue. Nor does it want to do the world building necessary for a complicated history which began over four hundred years ago. Maybe the developers didn't want to think about the inherent whys. Maybe they thought there would be a sequel. Tyranny contains many innovating plot parts, but without the proper detail and development necessary for their success. There are a couple other problems with an odd variety (or lack of) of choices, and a strange desire to punish any player who doesn't explore with a lack of spells. It features the hints of a good setting, and for player's who can overlook some of its more significant flaws, a ton of replayability with four possible factions.

But I thought working with one vile, atrocious, group of legionaries was enough.


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