Fanart of my Pyre MVP! Trying to glean a thing or two from the amazing Jen Zee’s confident style. Transistor is still my personal favorite, but Pyre’s clearly built and expanded on everything Supergiant has achieved so far.
Detailed thoughts on the game below. No spoilers.
Despite the moon-touched girl being my MVP, my favorite Pyre character is someone else. That character finally let me make a choice I’ve been wanting to do since Deus Ex: Human Revolution. I’ll make fanart of them later.
Pyro has completely different gameplay from Bastion and Transistor, but retains signature staples such as audiovisual beauty, a bittersweet atmosphere pierced by the occasional funny scene, and lots of worldbuilding centered around a pantheon. With maybe too many names to keep track of even for someone with better memory than me (I’m terrible with names) because the ingame text usually has hover-overs with a brief description for names - very thoughtful!
As for criticism, maybe I just suck at the Pyre matches, but I had too few opportunities to play them to get comfortable enough with all the characters PLUS added depth through the RPG elements. In the end I usually won by neglecting all the intricacies and just rushing the enemy, which felt like a discredit to all the hard work put into it.
The lack of Pyre matches also kind of made the game feel over too quickly for me. It’s admirable the devs aren’t wasting my time like so many games are prone to doing nowadays, but I feel like they could have padded out the game a bit more. Pyre features enough narrative choices that it really feels like my first playthrough was *my* playthrough and I don’t really want to replay it. Unlike Bastion and Transistor, the game also doesn’t have a NG+.
I think it'll be hard for Supergiant to create sth better than Transistor (I know, lots of ppl belive that Bastion is the one but imho it's Transistor). But I think they found a nice balance between unspeakable and speaking straight to audience, to player. 'Cause Transistor left us with a lot of questions about the world (Bastion did the same). And Pyre let us sink into this world even if it's fast-paced and short journey.
I reccomend try the game at the highest difficulty if U feel it's been goin' easily or luck of strategy seemed to be best strategy. However their games always were much more about thinkin fast and reacting than being tactical, imho.
About NG+, well, there's still match mode
I reccomend try the game at the highest difficulty if U feel it's been goin' easily or luck of strategy seemed to be best strategy.
Mercy, the game was plenty challenging for me after the first Liberation Rite! First Supergiant game where I completely skipped the opt-in "higher difficulty in exchange for more XP" challenges.
I think I just didn't have enough time to get comfortable with all the options the game put at my disposal. There was always another character or big trinket around the corner that made me reconsider how I play from the ground up. Which I can appreciate - Portal always threw something new at you and simply ended when it was out of ideas, which made it short and sweet. I guess with Pyre I was just being a slowpoke that didn't learn as quickly as the game expected me to. Which I to some extend countered with Practice Rites in the Beyonder Crystal, but it wasn't all that fun without narrative or gameplay rewards after a victory.
About NG+, well, there's still match mode
True, but it doesn't quite fulfill the same purpose as Bastion's or Transistor's NG+ for me. Gameplay differences aside, I played the NG+ of Bastion and Transistor because it let me make the few alternative choices necessary to squeeze the remaining pieces of narrative out of the game.
Well, true, it's sad that we will just have to follow the levelin' path once again just to push story in different way. Pyre's campaign seems a lot like campaigns from RTS games. What's a little bad 'cause I know the storytelling is the best thing in Supergiant games and campaigns in RTS games are mostly just to learn mechanincs of gameplay, something that prepares player for competition with other ppl.
It's giant defect of the gameplay that they tried to put as much content as they could into so little space. What's strange 'cause usually it's the opposite thing that everyone are mad about in any other games.
Right, that's how I felt about it. Nowadays there's so many games with repetitive grinding and barren open worlds that I didn't think I'd miss some of that filler with Pyre.
Speaking of RTS campaigns, I wonder if I would feel the same way about Pyre's campaign if it had a chapter select screen or allowed me to add my own save states in addition to autosaves. Then I could always load up an interesting choice or duel to see how things play out differently. This worked quite well for my final autosave which I loaded up again to see what changes when the Reader is set free instead of Oralech.
On that note, I didn't sit through all the credits again, but it didn't seem like it had all that much narrative impact, which I was surprised by because the Reader getting to leave required that whole Deus Ex Machina "secret extra rule" at the end. It's rare for writers to break their own rules like that without some big narrative payoff.