![]() ![]() Thus the loop is revealed: compete in standard matches to earn the enlightenment needed to qualify your exiles for the Liberation Rite, win the final match of the season to send a new exile to the Commonwealth to prepare for the revolution, and repeat the cycle until the Plan is complete. The likelihood of Sandalwood’s plan succeeding increases, and next season you get an opportunity to send another champion out of exile and strengthen your odds for the real revolution to come. Each time that person is a member of the Nightwings, one more rebel is planted in the Commonwealth to wait for the appointed day. The Liberation Rite is the final competition of a “season” of Rites in which two teams face off for the honor of sending a single person to freedom. Not only is this a very appealing premise for a game for me personally but it also reveals the core structure of Pyre. ![]() ![]() Instead of being complicit pawns in the traditions which allow the Commonwealth to thrive, they will use those traditions as the mechanism for its undoing. Sandalwood has bigger goals than simply freedom for a single exile, or even a couple of exiles: he envisions a revolution which overthrows the system which put all of them in exile in the first place. With each competition you get closer to meeting him, and when you finally are united with Sandalwood and stand before the gates for the Liberation Rite, he reveals his true purpose. During all of this time the Nightwings are receiving support from an enigmatic figure referred to as Sandalwood. You agree to work with the group of exiles who find and rescue you – the Nightwings – in order to assist them in the Rites and attain freedom together. Because you can read, you can guide them in a tradition called the Rites which allegedly has the power to earn an exile their freedom. You are the Reader, the one literate person in a group of exiles from a place called the Commonwealth. What I’ve seen in that time has impressed me even more than my initial impressions, so let’s skip my usual “personal anecdote” nonsense and jump straight into the action to talk about why Pyre is very cool.Īt the beginning of Pyre you are given a pretty simple premise. By the time the rite comes to an end, you have a full picture of your long term goals for the game and how you’ll get there as well as a stronger vision of what the core gameplay loop for Pyre will look like outside of the tutorial. The early hours are a buildup of sorts, an introduction to the core characters and concepts that exist in the world of the game all reaching a climax in your first Liberation Rite. Since then I’ve had more time with Pyre and I’ve reached a crucial turning point in the game. At the time I had played the game for maybe about 90 minutes. Last week I shared my early experiences with Pyre, Supergiant’s sports RPG about exiles dunking celestial orbs into pillars of flame to earn their freedom. ![]()
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