![]() ![]() Sure, I could go back and play it again, try to get the optimal path. It’s a cast of misfits, from your sentient tree mentor Sandalwood to the winged harpy Pamitha to the tiny worm knight Sir Gilman. ![]() Slightly more pertinent are the conversations with your companions, who you accrue over the first few hours. It’s set dressing, like reading a textbook about the history of football in between football face-offs. Neither approach is better in theory, but I found my eyes glazing over trying to read through Pyre’s faux-Bible, in part because it’s inconsequential. Where those games implied, Pyre explains. It’s dense-the opposite of the broad brush world-building Supergiant did in Bastion and Transistor. There’s even a 100-page encyclopedia you’ll unlock pages in as you play, and that encyclopedia later earns itself its own glossary of terms. Between Rites you’ll spend most of your time chatting with your companions and learning about the extensive lore of The Downside and the Commonwealth. ![]() If that previous paragraph seems packed with odd terms, well, welcome to Pyre. There are nine Triumvirates (teams), and you’ll face off against each as you head towards the Liberation Rite, the ultimate challenge and the one where you can win your freedom. The only way back? The Rites, a mystical series of trials set up by The Eight Scribes that…basically takes the form of a sports league. You play as the Reader, exiled from your home in the Commonwealth to a cursed land known as The Downside. ![]()
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