While others wanted to go fishing or pay their respects to the gods, Hedwyn wanted to go to Licksand - cur country. Upon nearing our destination, I hovered over the available areas to see what the group was interested in doing. Once someone ascends from the Downside, you won’t see them ever again.Īfter we spent post-game cooling down, we set off for the next bout of Rites. The lively, optimistic free spirit was quietly crushed. Hedwyn knew this, too, but still he struggled to cope after Rukey’s final match. He and Hedwyn had grown an especially strong bond by their time in the Downside together, but his family in the Commonwealth needed him more than we ever did. Rukey was among the first to go in my story. You will rile people, and it’s by facing these ramifications that Pyre forges opportunity for narrative growth - around 200,000,000 combinations worth. It evaluates your performance as a Reader by holding you accountable for your actions on and off the field. Pyre doesn’t judge you solely by your conduct. The consequences of your actions and how they affect those around you becomes a labyrinthine tango of decision making, confrontation, and damage control. Most decisions you make aren’t directed by stats, items, or any other quantifiable upgrade, they’re regulated by your relationships. You’re the Reader guiding these exiles through the pursuit of their freedom, and you’re the player on the couch watching it all unfold, reading along every step of the way. Love it? You now have a mustachioed canine as a friend. Almost immediately after meeting Rukey, he asks you about his mustache and responds accordingly. Pyre makes sure your input is valued right from the beginning. He’s a mangy cur with a pristine mustache, yet somehow still pales in comparison to some of the more intriguing characters you’ll meet.įrom here, every character you encounter - including the mysterious Voice in the sky that strings you along throughout the game - refers to the Reader as ”you.” Alongside Hedwyn, a lovable and pleasantly hopeful young man (despite being in exile for years), and his overprotective guardian Jodariel, you’re introduced to Rukey. The three masked wanderers save your life, find out you’ve been exiled for your literacy - a rare trait in the game’s fiction, and the ride begins. A group of three fellow vagabonds find you dying in the Downside, an oppressive limbo that’s home to those cast out by the Commonwealth. Pyre’s journey begins by throwing you, the Reader, into exile. Directing your caravan, however, comes with a flood of ethical caveats. Therein lies the role of a Reader - they translate the celestial beacons into a language all their own. Not all Rites offer liberation, but participation is required to qualify. One escapes purgatory through due process: Claim victory in the ceremonial Rites, return home. The cosmos lights many paths forward, and in Pyre, looking up affords your allies a chance at freedom from exile. Not only do they guide your way, they act as a sign of hope. Stars are a fundamental part of the game’s narrative. I can’t look at the night sky and not think of Pyre.
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