Wot I Think: Pyre

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A purgatorial fantasy sport is not the direction I expected Supergiant Games, creators of Bastion and Transistor, to go with their next game. Then again, expectations seem increasingly useless when it comes to a studio such as this. Pyre [official site] is set in a world where literacy is banned and punishable by exile – banishment to a dangerous land called the Downside, cut off from the home realm of the Commonwealth. This underworld is where you find yourself. But you soon make new friends and, to earn your freedom, you start to compete in a quasi-religious tournament of orb-throwing and goal-scoring.

The sport of Pyreball itself has caused me to curse and sigh many times, but I can’t accuse it of being uninventive. That goes double for the story of this band of exile-sinners, told through visual novel-style interjections and dialogue choices. It’s a great story. One I often wish didn’t have fantasy netball clinging to it.

The Spoilerless Part

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I’m going to keep this part of the review as free from spoilers as possible. However, because so much of what makes the game interesting and worthy resides in the tale itself (and the demons and dogmen of the world) I’ll also be writing a little about that afterwards. Don’t worry, you’ll see the warning. But first of all, you should know that how I feel about Pyreball is not necessarily how I feel about Pyre.

To explain some things. The ball games themselves are called “rites” and hold a spiritual significance. But it’s also a recognisably sporty tournament. Half of the game sees you pottering about a large-but-limited world map in a wagon, talking to your team members – demons, humans, imps, anthropomorphic dogs – and deciding which route to take according to their sometimes conflicting advice. You often duck into the wagon itself, where characters will reveal their pasts, and where trinkets and useful objects slowly accumulate as you continue your journey. The other half of the game takes place on the field, in locations preordained by the stars. Here’s where you’ll play some holy sports. YEAH. But it doesn’t even matter if you win or lose, the tourney keeps on going.

The ball game itself is three-a-side. Each team starts with a pyre of 100 strength. You need to grab the ball (a “celestial orb”) and dive into your opponents flames with it to reduce the fire’s strength by a certain amount. Repeat this until someone’s fire is snuffed out like a cake candle. How much your foe’s fire wanes depends on the character you scored the “goal” with. A small character might only reduce it by 15 points, a larger character might reduce it by 30. The disadvantage to plunging into the pyre is that this character will now be “banished” until the next goal is scored (by whichever side), leaving the most recent scorer with only two players against three.

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But there are other elements to keep in mind. Each player has an “aura” – a circular field around their feet which can “banish” another player that comes in range. Basically, they go in a sin bin for a few seconds, giving the other team more room and freedom to manoeuvre. The size of this aura differs between classes of player. For example, the large-but-slow demon Jodariel has a big aura and the small-but-quick dogman Rukey has a minuscule aura. So if they were to meet on the field as opponents, Jodie could simply walk into Rukedawg to banish him. Provided she can catch him. As I described it on the recent podcast, you’re basically moving Venn diagrams around while playing Weird Netball.

There are a lot of other small rules and elements. Your aura can be fired at opponents, like a wide, slow-moving laser. But its protective effects disappear completely if you are holding the ball, so you’re vulnerable while carrying it. Passing happens instantly, with no chance of dropping the orb or intercepting it. It just magically zooms, imperceptibly fast, from one player to another. And you can “shoot” the ball, by charging up a throw, with a little dotted line arc showing you the intended direction – scoring pyrepoints this way means you won’t be banished after a goal, since you didn’t immolate yourself along with the orb. Some player classes can also fly or hover over the field, but you can knock the ball from their arms by jumping into them. Your aura also disappears for a temporary moment if you jump – meaning you can’t just launch yourself into another player without zapping yourself in their own “grounded” aura, like a rogue chip flinging itself into the deep fryer.

But perhaps the most crucial rule is this: you can only move one player at a time. This is not like Pro Evo or NBA2K17, where uncontrolled players move at the computer’s behest until you possess them like some terrible footballing phantom. Here, you need to move and position each person yourself, keeping an eye on all three characters, while also striving for the goal and watching your opponent’s formation.

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I hope all this is enough explanation, because reciting a rule book makes for boring reading. I only want to give you some idea of how it plays, or how it feels to play. Because the truth is, it feels much better in-rulebook than it does in-game.

Much of that is down to controls and our expectations. The default keyboard and mouse scheme is a confusing affront to body memory. Holding the left mouse button moves your highlighted player forward – a control scheme I have long loathed and will never accept as feeling intuitive. The right mouse button throws the ball, spacebar flicks it between players, shift dashes, and the W key jumps. All of this combines in such a way that feels so contrary to years of moving little people around imaginary worlds. Perhaps it just doesn’t match anything in existence but my hands simply rebelled against it. “WHAT,” I hear them scream, as they jump head first into a foe’s aura. “Why are we using the W key, if we aren’t also using the ASD keys?” They stumble around the field, furious. “Why in the name of the holy scribes must we hold a mouse button down to move forward!?” They continue to hold the button in anger, as the demon Jodie tramples onward at the faltering pace of a dying rhino.

Mixing up controls and trying to establish a new kind of “literacy” for a game can be an admirable aim, but here it feels like the developers have gone against WASD convention for no real benefit. The controls don’t feel better, they don’t feel suited to a sports game, or any other game. Nor do they serve to add anything, or subvert your expectations or challenge you, a la Brothers: Tale of Two Sons, for instance. They just throw you off.

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Luckily, a controller feels hundreds of times more straightforward and usable. But this only half-solves my problems. The sport itself still feels squiffy, although it’s hard to pinpoint why. The central problem I feel is that you only move one character at a time. The others just stand around in the last place you left them. This gives what should be a sport the feeling of a board game, or a tactics game, where pieces are sacrificed and left behind. Instead of an athletic game, where movement, speed, teamwork and agility should feel key, we have a game of starting and stopping, standing and swapping. The Book of Rites – an ancient lore text that lives in your wagon and describes the tournament – says “all move as one” but that’s not how this feels at all. It’s “one moves as one, and then another one moves as one, and then another one moves as one”.

Other annoying issues are small and more infrequent but nonetheless disruptive to the flow of Pyreball. You can get “caught” on certain bits of the field, especially at the bottom of the screen. The fields-of-play themselves vary, some with obstacles like fire pits or moving stones that block auras and obstruct movement. That variety of environment isn’t a problem in itself – it’s very welcome – but there are inconsistencies and quirks that irritate you mid-play. One field – a rainy shipwreck – sees your players jumping automatically over the holes. Another field – with a giant fiery unicorn corpse – has lava pits the same size and width but with invisible walls around them, no automatic jumping at all (and trust me, it’s better this way). Some fields have scrawls which simply look like lettering painted on the ground, something you’d expect from a heavily and beautifully illustrated game such as this. But these are actually impassable walls.

In other words, the sport Supergiant have made is an inventive and curious thing. It just doesn’t feel good. Much of it also has to do with readability – things will be slow and steady, then something will suddenly occur too fast for you to notice. Aura fields blending together, disappearing, reappearing, players dashing or blinking or throwing things at you while you search the field for the ball, where the hell is the ball? The sense of space on this angled plane is also often disorienting, especially when many players have vertical manoeuvres such as flight, hovering, or extra-long jumps. Sometimes you seem to pass right through the opponents flames. Other times, you land in the goal zone despite seeming like you were still a meter away from it.

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Then there’s the existence of an overwhelmingly superior strategy. There is an advantage to having the big horn lady Jodie and other “strong” characters, in that they can boost your pyre’s health, cast bigger auras, chuck wider blasts of energy at opponents, and slam down with disruptive jumps. But I never felt those advantages outweighed the natural advantage of simply being quicker than everyone else, alternating between two fast characters and just diving into the pyre before the enemy even gets near the ball. It feels like there’s an attempt to introduce a tactical dichotomy of speed vs strength in a game where there’s really only one way to play: be faster than your foe. You will mix up your triumvirate of players, yes, but this is for story reasons more than anything else, or out of necessity when some of your players get “banishment sickness”. In the end, I always made fast characters the linchpin of the trio.

Pyreball got less irritating the more I practiced and played. But I struggled until the end to get over that dislike, not of the sport itself, but of the way it felt in my hands, the way it hiccuped and faltered and twitched. When I think of fantasy sports, I think of Rocket League, a game that feels uniformly good every time, win or lose, an arcadey game of predictable and stable mechanics. But Pyreball is a wobbly sport you just play to proceed in an otherwise intriguing storyline, and where RPG elements have been stapled on in a contrived manner (There are stats and numbers behind it all, of course. Your “Glory” stat determines how much a character reduces their opponent’s flame by when they dive in. “Presence” dictates how wide their player-busting aura looms out from under them). It’s a game of fantasy netball that expects you to bump stats, mix up characters and abilities, counter special global effects or obstacles, and equip talismans and stuff for extra boosts. But I found that none of this really matters if you just use the fast dog to score points every single time.

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What we have in Pyreball, is an almost-sport. As a contest, it feels like it should be faster, more brutal, more twitchy (which is weirdly how it would definitely feel if there were three human players per team, each controlling a character of their own). But it’s finicky and exploitable. And at its usual pace, it feels like it would have worked better as some kind of a turn-based tactical thing. Given the huge focus on levelling characters up, picking new abilities, buffing them with potions and powering them up with necklaces, it’s a little baffling why this isn’t the route Supergiant took.

As it stands, Pyreball is not a game I’d recommend. As inventive as it sounds in the Book of Rites, and as much thought and detail has gone into the design, it simply doesn’t play well on the field.

But that’s Pyreball, not Pyre. On page two, we’re going to talk about everything else.

44 Comments

  1. Beefenstein says:

    I honestly couldn’t play more than a few hours of Banner Saga because the only-one-person-moves mechanic made everything so plodding and slow.

    • draglikepull says:

      That’s the standard way things work in turn-based tactical RPGs. It’s how it works in XCom, Final Fantasy Tactics, Disgaea, etc. I don’t even know how you’d move multiple characters at once in a turn-based game (unless you did something like Frozen Synapse where you program all the moves ahead of time and then execute them simultaneously).

  2. Laurentius says:

    Hmm, I think I’ll pass then. I slogged through Tansistor until I finally realized at the end that I hate combat, as a concept it was good but execution was unsatisfing nad unintuitive. This seems like similiar thing It’s suprising that Supergiant stumbles again, they nailed gameplay in Bastion so sweetly.

    • noom says:

      I had similar feelings for Transistor. Gorgeous game but I just couldn’t intuit how to approach the combat at all, which made the whole experience frustrating. I loved Bastion but after struggling with Transistor, I don’t think I’ll be able to handle the apparent weirdness of Pyre’s gameplay.

    • cardigait says:

      I loved the Transistor gameplay, while the Bastion one felt too much repetitive.
      Tastes, i guess.
      I’ll have to try this one, even if the football part doesn’t sound much likeable to me.

    • ersetzen says:

      The trick to the later parts of transistor was stacking multipliers. Suck enemies into a black hole after leaving invisibility and marking them, suddenly everything on the screen is dead. I found it really satisfying tp juggle enemies around while carrying 16x damage multipliers but if you don’t like theory crafting then that just isn’t very fun.

  3. Asokn says:

    I played for about an hour and felt like I’d seen what the game was about. The sports thing is not as enjoyable as it is complex and it’s so clearly bolted on to a mechanically simple story that I honestly didn’t think that the game would surprise me after that first hour. I think the PC Gamer review reached a similar conclusion.

    It’s very pretty though.

  4. wu wei says:

    banishment to a dangerous land called the Downside, cut off from the home realm of the Commonwealth

    So it’s set in Australia then?

  5. Maxheadroom says:

    Was tempted to pick this up due to the peer pressure of all the high-90s reviews im seeing, even though what ive seen of the game doesn’t look that compelling. Granted what ive seen of it focuses mainly on the Pyreball stuff though.

    Dunno, still on the fence, maybe get it in a sale

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    FhnuZoag says:

    Personally, I love the gameplay. (I loved the gameplay to Transistor as well, though that’s very different).

    It’s true though that Supergiant’s games tend to allow you to make the game boring for yourself, and don’t really fight that through mechanics. You can pretty much just go with the same strategy over and over. It’s probably more fun to go instead with a house rule of ‘keep everyone at the same level’. That said if you don’t really like the fundamentals of the game then that’s not gonna help. But I enjoyed it.

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      FhnuZoag says:

      To expand a little, I think the most fun part of supergiant’s gameplay is typically the process of discovery. Yes, I know how to win with the fast character with the double jump. But how do I win if I don’t have that? Can I win with the slow character that can attack by chucking the ball? Can I win with the character that sets up zones of control that persist even when he holds the ball? What about the suicide bomber character, the one that flies, the one that shoots through obstacles…

      • freedomispopular says:

        Dishonored had very similar criticism in regards to some of the powers being too OP. If you think they’re OP, then maybe just don’t pick those ones? Most of us gamers (myself included) seem to have this weird obsession with min-maxing every thing, finding the most efficient way to do something, instead of just having fun. I wonder why that is.

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    calcifer says:

    Just finished it last night and I loved it. Yes, the keyboard controls are atrocious, but everything else was lovely. It is my favourite Supergiant game yet.

    I also strongly disagree with Brendan that some characters were “unnecessary”. Tom me, it felt like every one of them were quite unique, with their own backstory and motivation for being in your group. Towards the finale, I grew to enjoy even the most unlikable ones.

    In the end I got the ending I really wanted, I was happy with all my “liberation decisions”. My one regret is Sandra; I just wish I could have done something for her as well…

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    wonderingmonster says:

    Aw, I’m sorry to hear this. I really like Supergiant’s art, music and stories but the gameplay usually doesn’t click for me for some reason so it ends up feeling like a hindrance to get at those other things. With Bastion this was still ok but I never finished Transistor because of that.

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      FhnuZoag says:

      The gameplay here is entirely different from Transistor and will be pretty unlike most games people have played, so I think liking or disliking that game doesn’t really relate to whether you like or dislike this. I mean obviously not everyone is gonna like Pyre-ball, but I’d still advocate giving it a go. For me the gameplay and the story worked pretty well together and it never really felt like one got in the way of the other – the story helps set up the stakes and you play Pyre-ball to try and prove your argument or give a character the catharsis they need.

  9. Faldrath says:

    I really hope there is a demo for this at some point. I read the reviews, watched videos, talked to friends who are raving about this, but I can’t shake the feeling that this is a sports game for people who don’t like sports.

    Because I like sports, and I really can’t see how this gameplay holds a candle to, say, NBA2k17 even with all its problems. It just looks like bad, confusing basketball to me.

    • Beefenstein says:

      Just keep playing Dark Soul III Faldrath.

      You need never leave.

    • Procrastination Giant says:

      I wouldn’t really even try to compare it to an actual sport game, since the sport bits feel much closer to a sport arcade game. There also simply isn’t that much of the whole sport nonsense so that stuff simply isn’t the focus of the title as a whole. For most of the game the focus lies very much on the story aspect, so I personally would say that its a “Visual Novel for people who like their style and worldbuilding, but don’t like Supergiant’s gameplay that much”. Or alternatively: “Huh, it actually feels a bit like Banner Saga, but with more world and character building and a less tired and tedious combat system”

      …I quickly communed with the wise old sage google, just to make sure that i wasn’t the only one feeling that way and stumbled upon this sentence by another reviewer: “perhaps the best way to think of Pyre is as a cross between The Banner Saga and NBA Jam”. That’s… strangely apt.

      Also, go play Bloodborne, Faldrath. You don’t have nearly enough eyes on the inside yet.

  10. Tony M says:

    Supergiant games remind me of Tim Schafer games. Terrific emotion and writing, lacklustre gameplay. But as with Tim Schafer games, I can forgive an awful lot for a game that makes me feel like this.

    And the colors, so beautiful.

  11. BooleanBob says:

    This is a weird one.

    I read the first page and the game didn’t sound all that interesting. Then I read the second page and it rocketed to the top of my wishlist. BUT I also regret having read it because that story set-up sounds all the more interesting if you go into it spoiler free.

    Must have been a difficult game to review!

  12. Swartan says:

    It is strange that Brandon complains about the controls, i am staring at the config menue right now, and i have the option to change the mouse clicking into wasd.This way it is much better.

  13. mashkeyboardgetusername says:

    This is probably quite a churlish thing to say, but it almost feels like Supergiant have been too clever for their own good in their last two games. The mechanics they’ve come up with are certainly extremely innovative, but that doesn’t automatically make them good…

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      The Almighty Moo says:

      I’d say that’s the beauty of them as a developer, thst they try and do new and different things rather than making ‘x but with y’. Interesting failures and all that, not that any of their games could be considered failures.

  14. noodlecake says:

    Yeah. I bought this and I’m on the fence about it. The visuals and audio are great and it has a lovely atmosphere but I’m finding the actual sport a little on the easy side. As this article says, picking faster smaller characters definitely makes it easier, but then at the same time picking characters with weird abilities really mixes things up and I imagine when things get harder later in the game there could be a lot of entertainment value in using characters with weird abilities over the fast characters. You can make your own fun, basically.

    That being said I haven’t felt a strong desire to keep going back to it like I have with a lot of other games I like. When I played Nier: Automata I couldn’t pull myself away and burned through it in about 3 days because I was so absorbed by the completely outside the box story and world design and experimental mish mash of genres. With Pyre I just have a vague curiosity that will keep me going back every now and again but I’m definitely not “hooked”.

    • noodlecake says:

      Also, I have no idea why RPS reviews games that would obviously work better on a controller than a keyboard and criticise them for working better on a controller than a keyboard. Anybody who is into gaming on PC should already have a controller anyway because certain genres of game just don’t play well without one.

      Criticising a fast paced action game like this for not working well on a mouse and keyboard is as absurd as criticising an RTS for not working that well on a controller.

      • Laurentius says:

        Shortly, that’s BS.
        Is controller mandatory for this game? No. It works with kayboard and mouse so it’s fair to criticize these controls when they suck and vice versa. What’s more in majority of games that sucks on k+m, reason for it is bad design + not enough work put into it to make them viable.

        • noodlecake says:

          Is a mouse and keyboard mandatory for some RTS games? No, but people reviewing those games don’t tend to talk about the controls that don’t work over the controls that do.

          I don’t see how it’s possible to create a control scheme that would allow comfortable play in a game like this with a mouse and keyboard. You can take one look at a clip of the game play and know that it’s going to be far more comfortable and easy on a controller than a mouse and keyboard.

          It’s not an FPS or any kind of strategy game.

      • Infernal Pope says:

        Well, having actually played the game, it definitely isn’t a “fast-paced action game”. And the real issue is that there’s no reason for the controls to be so atrocious. It’s not a fighting game or a racing game or whatever, it’s a game where you control a single character with a couple of abilities. WASD for movement, Q/E for abilities, space to jump, and the mouse for passing the ball, and I just made the game like forty percent more enjoyable to actually play.

        I haven’t played too much, so maybe it gets more fun, but I’d honestly rather have something turn-based, where it’s actually important for the various characters to work together. Especially if that meant you could have the demon lady just hurl the dog guy in the at the goal.

  15. TΛPETRVE says:

    I guess I’m the odd one out thoroughly enjoying myself. First of all, it’s not a sports game as much as it is a kind of MOBA – Once I had my head wrapped around that I came to grips with the few issues I had with the game. I guess it helped that I didn’t really like either Bastion nor Transistor that much.

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    ErraticGamer says:

    For the record, there absolutely is a WASD configuration for keyboard controls in this game. It works fine. I toggled it on in the Settings menu before the first time I even started the game, not because I’d been warned, but because who doesn’t look through Settings before they play?

    Take a look: link to i.imgur.com

    This is a weird thing to miss in a review.

  17. Nietzscher says:

    Gotta disagree heavily on the way you described the Rites (Pyreball). As said before, there is a WASD configuartion and the standard config felt fine to me aswell. Also the whole “use fast characters and everything is fine” might work, if you play on easy and without any Titan Stars. I actually was kind of impressed, that the CPU absolutely can give you a run for your money in this game. To compete on higher difficulties you do need a balanced team not only containing fast, offensive characters. The defensive capabilites of the big characters are really needed or you’ll get snuffed out.

    The review reads as if you skipped through quite a bit of the Rite stuff. I mean you clearly stated your dislike, but checking options and difficulty settings should be part of the work before doing a review on a site like this. I say that as someone who usually is very satisfied your reviews and respects the work you do on this site. I’m honestly somewhat surprised here.

  18. Just Endless says:

    Alternately, this game is my favorite Gameplay-Feel game in years, up there with Rocket League and Smash Bros in my mind as basically perfectly balanced system+skill games. It’a an absolute delight to play, and I’m very frustrated at the lack of online multiplayer, cuz I’d be all over that.

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    colinmarc says:

    I actually loved Pyreball – especially with the difficulty cranked up and the “more difficult AI” Titan Star activated. At that point, the AI is much better at playing defense, and will also punish you for trying to move your characters up… I love the trope in Supergiant games where you can adjust the difficulty to match your skill level, and get rewards from it.

    Two-player Pyreball on the couch is also excellent (no idea if that’s in the PC version, though, so ignore me if not).

    Overall, I was blown away by the game. I think it’s tight and super interconnected in that way that Supergiant is known for.

  20. Norbert says:

    I am 5 hours in now and even if the first match was very irritating to me, the more I played the more I enjoyed it to the point I find it brilliant now. The rites are just awesome and with all the varieties of characters and skills, it makes it a very nice board game with lots of gameplay variants and options. I think this game is great and has a high replayability. The art is gorgeous and the story is well written besides. A must play! (I play with a controller by the way)

  21. aliasi says:

    I’ll add to the “no, Just Playing Rukey is not the OP strat” pile – even in game, without any titan stars, you can see the cracks in doing that by the end. However, I feel the default difficulty is pitched a bit low so anyone can enjoy the full story.

    If you want to truly have a satisfying Rite, though, crank up the base difficulty, turn on the Astral-born titan star (which is basically “earn extra XP but the AI is no longer stupid”) and it’ll get more challenging.

    For me, it was just about the perfect length.

  22. April March says:

    I’m not interested in the game, then.

    That said, that’d make a very interesting setting for a PnP RPG. Each player has been trapped in a parallel dimension, they play sportsball and at the end only one may go free… or do they throw the game and assist their enemies?

  23. NonCavemanDan says:

    Only using fast characters? That’s what I call a Rukey mistake!

    [Leans closer to microphone]

    I said, a Rukey- oh, nevermind…

  24. The Bitcher III says:

    Had a go over the weekend and find myself on the same fence as others. One leg in ‘normal’ difficulty (walked the first four rites), and one in ‘hard’ (absolutely annihilated in the next, I swear it’s like 200% faster and they will cast you into oblivion whilst you are fumbling with the controls to switch players. Too late. Just for good measure, they’ll cast the other you before you can switch again, and then the other you whilst you miss the jump key.)

    Another foible is the lack of ultrawide support (it’s actually a little worse than lack of support). The non-sports bits are built from large background images far wider than an ultrawide. At times you have to scroll around these images by moving the mouse to the edge of the screen. So it’s adding injury to insult that the game ceases to respond to the mouse beyond a certain point outside of the 16:9 box. So obviously wrong, so easy to fix, so annoying.
    Aside from that, I really liked the world, and the characters. The rites would be nice at an intermediate difficulty level. I love, as Alms does, that the dialogue and characters are so well integrated with these episodes.
    The art is eye-meltingly gorgeous, equal parts a simple, but massive sherbert-and-cola bomb explosion in a candyfloss whirly-machine thingy, and a very interesting stylistic take on the materials of landscape. Or sth like that. Very very good. Elsewhere, design is hit and miss – sometimes both at once. The sparkling letters as you move the cursor across the pages of the book are neat. The near-illegibility of the text, cursored or otherwise, is not.
    The music is good, but it doesn’t fit, IMO. The character voices and linguistics are brief but lovely. Shame they have been so terribly processed, like they’re going through trakor’s real-time timestretch in low-cpu-use mode.
    I’m just left with the feeling there was very little significant branching in what I’ve seen so far. The game happily informed me ‘You can press space to continue the story’. I’ve done an awful lot more spacebar pressing than anything else. Most of the time on the road there is one path ahead. Press space to find it with your unbound-by-screen mouse. There’s only one highlighted star, so that’s… not very interesting. Press space 4 times to go their. Oki doki.

    But it’s a cheap game, with a tonne going for it. I think it’s good value, if a little problematic. A few adventury puzzly dynamics based on the book, the landscape, the celestial map, could have been a really interesting way to allow players to feel they are indeed the reader of forbidden knowledge, dabbling in the mysterious arts. ‘Press space to teach Rufey for more XP’ is a little dull. Along with more branches, better controls – I reckon it would have been the business at twice the price. What you get is good, but I don’t know when I’d want to play it. If I want to relax, the languid pacing of life on the road is wonderful, but it doesn’t dovetail with lightning fast – or absurdly easy – rites.
    Anyway, best bit – Rites-dude voiceover. A mixture of gorgeously OTT diction, withering criticisms, played against some absurd sportcast-isms delivered with a manic, gleeful edge.

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