![]() ![]() The problem is that I never found playing them fun enough to justify how much time Pyre devotes to them.Īfter more than 15 hours, I never got fully comfortable managing my entire party in the Rites. I love the structure and strategy of Pyre's Rites. Like in their last game, Transistor, Supergiant Games' designers did a great job creating a diverse array of abilities that combine and change in interesting ways over the course of the game. Others I frequently used gave me money for each banishment in a match, restored some of my pyre's own HP when I damaged the enemy's, and made aura blasts penetrate obstacles on the field. Pamitha's dash move was a powerful offensive tool but she moved around the field too slowly, so I gave her a talisman that buffed her speed. Hedwyn's all-rounder stats made him a regular on my team, so I equipped him with a talisman that gave him a chance to respawn immediately after being banished. The problem is that I never found playing them fun enough to justify how much time Pyre devotes to them.Įach character can also equip a Talisman, and those add another layer of variety to team building. Simple skill trees and equipment offer much variety in how you customize your squad. With Pamitha, I beelined through the skill tree to an ability that let her fly into the enemy's pyre and score without being banished-a quick and powerful way to score, because normally a character that enters the enemy's pyre has to sit out until the next point is scored. For Gilman, I had to choose between the ability to teleport back to the starting point of his aura trail and the option to make the aura blast cover a wider radius. Another is the Harp Pamitha, whose wings let her fly for several seconds instead of just jumping, and who can dash forward to banish any enemy in her path instead of firing her aura as a projectile.Ībility upgrades further augment these skills and change how you use them. ![]() Instead of firing his aura, Gilman can detonate a trail he leaves behind him, banishing any enemies he passed in the last few seconds. One of my favorites is the slithering worm knight Sir Gilman, who's naturally the fastest member of the party. Most of the races can jump and fire their aura in a straight line like an energy beam, but there are plenty of exceptions and twists on that basic setup. Each character in your party comes from one of the Downside's races, with a unique skillset and stat distribution and a simple skill tree to level up as they gain experience. This aura disappears while holding the orb, so winning the Rites comes down to how you use those auras offensively and defensively, and how skillfully you can avoid them by jumping or sprinting around enemies.īuilding your team for the Rites is where Pyre most resembles an RPG. Each character also has an aura around them that will 'banish' or briefly knock out the enemy if it touches them. Rukey can briefly sprint at a much greater top speed, but deals less damage. Larger characters like Jodariel move slowly but do more damage to the pyre. Most times, choosing a destination on the map just results in a minor buff or debuff to one of your party for the next round, an effect I found all but meaningless. There's disappointingly little connective tissue between the two modes. Each team's goal is to douse the opponent's pyre, which starts with a hundred hit points and takes damage as a character flings or runs the ball-orb-into its flames. Instead of interspersing narrative sequences with puzzles, Pyre instead switches over to the Rites, a 3-on-3 competition that's basically wizard basketball. Pyre is more visual novel than RPG, though you do assemble a party of characters as you progress. Within a few hours I'd seen all of the Downside, but felt like I'd interacted with none of it. Unlike The Oregon Trail or a more traditional RPG, there is no survival mechanic, there are no quests or sidequests, no minigames, no cities to explore and really no exploration, period. ![]()
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