Pyre - A Masterpiece That Failed

 There are few companies in gaming who have a truly legendary track record.  Even if you focus on very specific years, it's unlikely you...

Saturday, May 2, 2026

Games I Cleared In April - 2026 Edition

Check out the first entry in this series for additional context on what these are and what the nuances of my Game Clearing is~

Game 1: Donkey Kong Land - Beat

I was feeling pretty down on myself with regards to game clearing for much of April.  The Fire Emblem playthrough ate up much of my time and, due to various circumstances surrounding it, I was having a pretty poor time playing Fire Emblem.  And due to how I was game clearing at that time, Fire Emblem's progress stalling meant I was stalling on the whole project.  Now I am trying out this thing where I alternate the games I want to write about with shorter, lighter fair on alternating days so a game's progress stalling doesn't get to me as much, but I only decided to do that AFTER I had been stuck on Fire Emblem for like a month with little progress.  I needed a light, breezy distraction in the midst of this.  And in came Donkey Kong Land.

Donkey Kong Land is part of a longstanding tradition of creating lesser versions of console titles for handheld systems, typically either a demake or a side game.  It's hard to even conceptualize this after almost ten years of the Switch, but once upon a time the handheld system(s) of each generation were considered so technologically inferior to their console counterparts that they often had to be entirely different games or series.  Donkey Kong Land is, as you might imagine, this for the Donkey Kong Country series.  A companion title to the DKC series which is roughly approximate to a DKC experience on handheld.  The story is even a fourth-wall breaking narrative where Cranky Kong, DK's elder of uncertain relation, challenges the DK Crew to replicate the success of DKC on a handheld system, enlisting K Rool's assistance in creating a new game by stealing the Kongs' banana hoard.

In my mind, they succeed fairly well.  Like it's obviously an inferior title, it does not reach the highs of the Donkey Kong games on Super Nintendo, but it does actually do a good job of replicating the DKC feel on a Game Boy.  I found this title incredibly impressive, it replicates the physics, the level design, the core gameplay, and even the graphics of the DKC games despite being a Game Boy game.  There are honestly times where I like it a bit more than DKC2, my personal least favorite of the SNES trilogy, I know, hot take.  I also find it very charming how Donkey Kong Land escalates into a city setting, with the final levels being on a construction site.  It can become easy to believe that the arcade Donkey Kong and DKC are two distinctive eras, literally separated by a generational gap, it's interesting to see a game from when DKC was contemporary try to blend these ideas.  It's a fun little Game Boy platformer, I think it has been overlooked in the discussion of the Game Boy library.  6.7/10

Game 2: Bubsy in: Claws Encounters of the Furred Kind - Beat

I try not to let curiosity get the better of me when I do game clearing.  There are plenty of famously bad games in my library, a leftover from my game collecting phase, games that have been rated among the worst of all time.  And in almost every case, I have marked those games to either sell or just hid them from my digital libraries.  Unfortunately, I will not be doing the Sonic the Hedgehog 2006 gaming diary.  This is primarily because I want to enter each game I play with at least the notion that I will like it.  I tend to stay away from games that I know I'm unlikely to enjoy, and I want to generally not play famously awful games.  I don't believe in poisoning the well, I want to bring a level of earnestness to the games I play.  But, fittingly, curiosity did finally get to me on Bubsy.  And to say it killed the cat would be an understatement.

Bubsy in: Claws Encounter of the Furred Kind is a traditional 2D mascot platformer in the vein of Sonic the Hedgehog.  In it you play as Bubsy the Bobcat, a cartoony mascot who must race through a series of incredibly complex levels to overcome the invasive threat of the Woolies, a group of alien invaders who are attempting to rule the galaxy.  The plot to Bubsy is pretty irrelevant, something that many people have noted about the series, especially in later entries where the Woolies are a more active threat.  It's a bit like finding out that the Goombas are the actual big bads of Mario and it wasn't until Super Mario 64 that we met their boss, the Big Goomba, and had to do battle with him.  Along the way, Bubsy will encounter very traditional level themes like a grass/water level, a desert level, a forest level, before taking the fight to the Woolies and having a maze-like outer space level where you fight through their numerous ships.  All the while, Bubsy cracks jokes and makes pop culture references.

I do want to say that, while I am obviously very negative on Bubsy overall, I am a person with a pulse, the game's sense of humor is fine.  Bubsy annoys me but most "comedic" characters annoy me, I literally wrote a whole section about how Rareware's iconic sense of humor made the process of playing Banjo-Kazooie a whole lot worse for me.  But I do think that Bubsy does a decent job of translating that Saturday morning cartoon vibe into a video game.  It feels like you're watching a Hanna Barbera cartoon that you caught one time at like 6AM before school when Cartoon Network would play classic cartoons after the Toonami block ended and you never saw it again and you thought you made it up until you started watching all the B tier HB cartoons and suddenly this character was everywhere.  That is the exact place Bubsy is sitting in.

That being said, Bubsy is the worst platformer I've ever played in my life.  With the new game, which does admittedly look good, and Bubsy's overwhelmingly negative reputation that is likely overblown we are likely to see a renaissance for Bubsy.  A lot of Bubsy apologists coming out of the woodwork.  But, in my opinion, the common take on Bubsy is correct.  It has the incredibly complex, multi-path level design of something like Sonic but it is more unintuitive than any other game in its genre.  There appears to be, perhaps intentionally, very little care to making the levels have any cohesion or logic to them.  It feels like the most important thing to the Bubsy team was to make the levels a gauntlet of bad and obtuse decisions so that players could experience the numerous cartoony death animations present in Bubsy.

As well, the game just has a lot of bad ideas in it.  Bubsy uses yarn balls like coins or rings, a collectible currency of sorts that you can exchange for an additional life if you collect enough of them, but it places such absurd numbers of the balls around AND requires you to collect 500 of the yarn balls to accomplish their goal, making them both unsatisfying to collect and too punishing to even bother.  Bubsy takes up so much central screen real estate that it exacerbates the Sonic the Hedgehog problem of the main character's fast momentum and lack of screen space relative to them causing most of the difficulty in the game.  Bubsy LOVES vertical level design, with many levels requiring you to find your way higher up on the level before you can even hope to start looking for the exit, a process that quickly becomes an exercise in "hoping that whatever's above you doesn't kill you when you jump up there".  And Bubsy takes fall damage.  In a fast paced traditional 2D mascot platformer.  Bubsy has more than earned its reputation as one of the worst series of all time, and the fact that the original title is supposed to be the "good game" among them is harrowing, frankly.  1.5/10

Game 3: Stray Gods: The Role-Playing Musical - Beat

It's time to reveal something I've been keeping from all of you: I love musical theater.  I grew up on it, actually, my mom was a long time subscriber to our local Broadway Across America chapter since I was very young and she would take me to any plays she believed were suitable for my young brain.  I've seen so many shows, both good and bad, and while I've been out of the theatre game for a while now, I miss musicals so much.  This appreciation of the genre extends far outside of the theatre though, I love musical movies, musical television, concept albums.  Musical narrative fiction is one of my favorite things.  Disappointingly, though, musicals have only just started breaking through the medium of gaming.  We've had loads of music games over the years, but not really musical games.  But we are starting to see something of a renaissance of musical games, and one of the earliest adopters of the genre was this, Stray Gods: The Role-Playing Musical.

Stray Gods takes place in a modern day America where the gods of mythology live among humans in secret.  Unlike most takes on this mythology, the gods in question are actually immortal souls with mortal bodies, and instead of simply living on indefinitely, they must pass their soul onto another host after so many years.  You play as Grace, an aimless young woman and lead singer in her best friend's rock band, who one fateful day unknowingly runs into the Muse Calliope at her band's tryouts.  Later that same evening, Calliope arrives at Grace's door bleeding out and dying.  She quickly transfers her soul into Grace, making Grace the next Calliope, and passes on in her arms.  Immediately, Grace is summoned by a council of gods calling themselves "the chorus", the leadership of the hidden society of gods, comprising of Aphrodite, Persephone, Apollo, and their boss, Athena.  The group welcomes Grace into their family, before immediately telling her that she is the lead suspect in Calliope's murder and that she must be immediately put to execution.  Grace argues that this is unfair, that she is innocent and that, even if she were guilty, she is owed due process.  The gods contemplate this and begrudgingly agree, giving Grace exactly one week to amass the necessary evidence to prove herself innocent before she is to be put on trial.  This sets Grace on a new path, forcing her to investigate this crime on her own and clear her name.

But how is she going to gain this evidence from a group of potential suspects who have spent centuries keeping secrets?  Well, that's where her status as a muse comes in.  The muse's ability is to make people open up their hearts.  By initiating musical numbers, Grace has the power to make people enter a state where they are emotionally vulnerable, a state where they might be open to confessing the secrets they are keeping close to their chest.  She cannot force them to do anything, mind, she cannot initiate a love song to force people to fall in love or initiate a big villain number to make them confess.  But her powers allow her to put people into a state where they are more likely to tell her what they know, as the songs within their hearts are set free.  And by navigating these numbers effectively, Grace can learn what she needs to know a long the way, as well as potentially fix the relationships present in the complicated web of the gods' histories.

While Stray Gods states it is a RPG, I think that this is mostly because "Role-Playing Musical" is just a catchier title overall.  It certainly has some RPG elements, it was designed by members of the Mass Effect team and has a lot of the Mass Effect style of dialog choices, both outside and inside of the musical numbers.  But it is primarily a mystery visual novel, in the vein of something like Ace Attorney.  Much of the gameplay outside of the musical numbers consists of investigating locations for clues and interviewing potential suspects, witnesses, and allies.  All the while using the Mass Effect style dialogue wheel to either outwit, antagonize, or empathize with the people you meet.  It's a tried and tested formula that Stray Gods uses to great effect.

The worldbuilding is also super interesting in Stray Gods.  It's difficult for this urban fantasy setting, you know, the gods living among us in the modern day, to really feel fresh.  There have been numerous takes on it already, from American Gods to Percy Jackson to The Wicked + The Divine.  But I think Stray Gods does a very good job of creating its own take on it.  A point I really love is that the gods seem to function on belief, that people paying them tribute is integral to their existence, and so there is a massive blank spot in their memory from the fall of Rome to the Italian Renaissance.  Persephone puts it best, she remembers the Goths breaking into Rome in the fifth century and Zeus saying that the gods need to prepare for war, and then the next memory she has is Athena arriving at the nunnery a thousand years later and telling her to come with her.  There are other really neat things too, but I don't want to give spoilers because I do really like this game and I want people to play it.

If I had to level any criticism at Stray Gods, it is that the musical numbers are not always great.  I get it, having to develop a musical number that can fit a variety of different tones and melodies as the player shapes the song and have it sound really fantastic is obviously pretty difficult.  And there are definitely times where a musical number is meant to be off-tune, either to naturally lead the player into a better option for progress or to depict a character who is less confident in their song.  But some of these do just sound pretty mediocre.  A couple have stuck with me but overall I find the game's music somewhat lacking.  That being said, I thoroughly enjoyed this and I highly recommend it.  If you have a Prime subscription and you've been redeeming the free games they give you in that, you probably already own it, and I think it's well worth a play.  I really did like this game a whole lot.  8.2/10

Game 4: Fire Emblem (The Blazing Blade) - DNF (For Now)

I'm so sad this one didn't pan out.  Fire Emblem: The Blazing Blade was actually a game I was really looking forward to beating.  It seemed like such a slam dunk, it's a game in a series I like, it's one that I've already played partially and know I like, it's been a hanging thread for some time for me.  Due to the permadeath system, it could be very interesting to write about as I write about lost units and why my decisions made them lost to me.  I was so excited about playing Fire Emblem.  And then the WiiU conspired against me.  Someday, in the not-too-distant future I will never have to play a WiiU game again and when that day comes I will be happy.  There are certainly some truly great games on the WiiU, but man is this console terrible.  If you want to read about my unsuccessful playthrough of Blazing Blade, the link is here.

Game 5: Sonic Adventure - Beat (Sonic's Story)

I want to start this section by correcting a mistake I have made in the past when reviewing other 3D Sonic games for game clearing.  A long time ago, before I started this blog, I played Sonic Adventure 2 and Sonic Lost World.  It was in a year where I cleared like four Sonic games because my backloggery really like rolling Sonic games back then.  I rated Sonic Adventure 2 decently highly, I believe at the time I rated it a 6.3/10, and then because at the time I kind of liked Lost World a little bit more than Adventure 2, I rated it a 6.4/10.  Both of these are inaccurate.  I deeply dislike Sonic Adventure 2 and I rated it highly specifically because I wanted to give it its flowers as one of the most important games of all time to so many people, and I do not care about Sonic Lost World and do think it is just worse than Adventure 2 in hindsight.  I think this is an important thing to establish at the start of me Sonic Adventure 1 section because I like Sonic Adventure 1 considerably more than both of them, but also, spoilers, don't think it's that good.

Sonic Adventure is the first attempt by the iconic platforming franchise to properly transition the blue hedgehog into 3D.  Sonic had other 3D games in the past, but this is the first attempt to actually take the Sonic formula and translate to 3D, sort of Sonic's answer to games like Mario 64.  In it you play as, obviously, Sonic the Hedgehog, along with a cast of other Sonic characters both pre-established and entirely new.  In a divergence from the traditional Sonic formula, which took place in natural environments being corrupted by the mad scientist Dr. Robotnik, Sonic Adventure sees the cast in a metropolis named Station Square.  A mysterious monster made entirely of water has appeared suddenly and Sonic and crew have arrived in the big city to help stop it.  This monster is named Chaos, and it has been awakened by Dr. Robotnik, now given the nickname "Dr. Eggman", to help him achieve his goals of destroying Station Square so he can rebuild it as his own city/theme park hybrid.  Sonic and friends must race to find the Chaos Emeralds before Eggman can, as feeding the Chaos Emeralds to Chaos is what awakens its ancient destructive power.

Something I really appreciate about Adventure over other 3D Sonic games is how it makes a genuine attempt to translate traditional Sonic level design into 3D.  I don't necessarily think that this ends up being the correct decision, but it's the one I admire the most of the 3D Sonic games.  It's a very experimental kind of level design, trying to make the multi-path open ended level design work in a 3D context, and while I don't think it always works out, it is the 3D Sonic game that I believe has the most interesting level design.  Other Sonic games might technically be better, especially as we get into the Boost era which is where I personally believe Sonic finally found a formula for 3D level design that works for the character, but this one is certainly the most interesting one to play in my opinion.

It also, I think, does the "Sonic fights a god" plot the best of any of the games in the series.  I don't like this plot on principle, I think in general Sonic has become overly ambitious in its plots, to the detriment of the character, his world, and his fanbase, and that the series would benefit way more from really returning to the core setup of environmentalism vs. industrialization.  But I think Sonic Adventure does the best job of incorporating these ideas into the established Sonic dynamic without going too ridiculous with it.  Chaos is a corrupted guardian of the land that is being used by Eggman to destroy the natural world so he can rebuild it into his mechanized utopia, the focus is almost always on Eggman and his plans and the stuff with Chaos is a thing he arrogantly believes he can control only for it to go wild and start accomplishing his goals too well.  Again, if it were up to me I would never do a plot where Sonic has to fight an ancient god, much less how many the series has done.  But this one works.

People probably read the byline of this and went "hey, wait a minute, you didn't beat Sonic Adventure if you just did Sonic's story, what the heck" and like.  Look.  I don't dislike Sonic Adventure.  I would be open to the idea of playing the other stories in the future.  That being said, I also know the kinds of gameplay the other stories have and like.  I don't necessarily think I would love them.  The worst parts of Adventure 2 to me where the Tails/Eggman shooting stages, so having to do an entire story of that seems non-ideal.  But it's also just like, overall I'm kind of indifferent on Adventure?  Like I enjoyed it fine enough, but at the same time I am just pretty neutral on it.  I mostly played it because of the Sonic games I owned, it felt like the last one I NEEDED to play, with it I feel like I have played through all of the Sonic games of some importance to gaming history outside of Frontiers, a game I likely will play eventually.  Sonic Adventure is fine, but the thing I enjoy most is knowing that, for right now, the Sonic series is something I can mark as over and done with, and I like having a series checked off my to-play list.  5.8/10

Game 6: Mario's Picross - Beat

I love Picross.  This is an unsurprising statement if you know me, I talk about Picross very often.  I have started at least one friend's addiction to it, I highlight a lot of games that are built off of Picross, I am Murder by Numbers' strongest soldier.  Tetris is my first love in puzzle games, but Picross is the one I've returned to the most.  If you saw a very old version of my favorite games of all time list, actually, Picross S5, the city pop one, was literally listed as like a top 50 game of all time for me.  I have, unfortunately, been out of the Picross game for a while however.  Lack of funds means I can't really justify buying these little puzzle games annually at the moment and I also tend to focus on games that have more concrete objectives.  But, this month, I finally decided to play the OG Picross game, Mario's Picross for the original Game Boy, as kind of a "before bed/during meals" kind of game.  It's certainly Picross.

Mario's Picross is not a game with a narrative that drives the gameplay, there is no given reason why Mario is doing nonograms.  It can be broadly assumed, due to the game's theming, that Mario's Picross takes place in the midst of an archaeological dig, Mario playing the role of an archaeologist.  But mostly it is just a Picross game with loose Mario theming.  As such, I'm just going to describe what Picross is.  Picross is the most popular variation on a type of Japanese puzzle broadly known as "nonograms".  Nonograms are played on a grid, typically 10 squares by 10 squares or 15x15, with numbers at the left and top edges of the grid correlating to each row/column.  You must then use a combination of math and logic to figure out where to fill in squares on the grid, with numbers listed in order of their appearance from top to bottom or left to right.  The clues also tell you where there are breaks between the numbers, i.e. if you're doing a 10x10 and one of the columns tells you that the number of squares in a row are "4 5", you know that that the top four squares and the bottom five squares must be filled in with a break in between.  While the broader category of Nonograms does not require the ending image to be a picture, Picross, as well as other Nonogram games, usually do require the final puzzle to be some sort legible image.  It's even where the name "Picross" comes from, it's a Picture Crossword, ergo, it is Picross.

And Mario's Picross is just a solid little Picross game.  That's it.  It has a wide variety of puzzles, some of which are even Mario-themed, it has the very traditional progression of going from 5x5s to 10x10s to 15x15s, it's pleasant enough to look at, outside of one track it's fine enough to listen to.  It's basic, don't get me wrong, it is after all the first of the Picross games and it definitely feels like it.  It has an autocorrect functionality that you cannot turn off and only disappears after you have completed the first 192 puzzles and reach the finale.  Which for a pretty serious Picross player, games with non-optional autocorrects are just kind of disappointing.  But for a first attempt, it's shockingly competent.

I think the only real issue I ultimately have with Mario's Picross is that it kind of feels near the ending of the Star Course, the third puzzle set in this game, that there are just a disappointing number of puzzles where after you do all the stuff you can prove, you kind of have to rely too much on intuition to progress in the puzzle.  Instead of being able to use the math to make progress, you kind of get to a point where you've filled in a lot of the puzzle and then have to intuit how to fill in more squares based not on the clues in the puzzle, but on your knowledge of how Picross puzzles are solved and the methods they typically use.  But overall it's a fine Picross game, definitely a great one for beginners too.  I've often said that Mario's Super Picross on the Super Famicom, a game I absolutely love and have 100%-ed twice, is kind of the best "beginner's Picross", but this one might take the cake.  7.4/10

Game 7: Zack & Wiki: Quest for Barbaros' Treasure

I've mentioned in the past that I was a pretty hardcore Nintendo fanboy at one point of my life, specifically during the Wii era.  For that entire console generation, my personality was basically the Nintendo Wii, and most of the gaming news that I would receive would come from people who were very Wii-centric.  Literally, one of the only reviewers whose opinion I cared about was a guy called "the Wiiviewer", who I believe is still doing content though I haven't seen anything from him since like 2013.  For the most part, I cringe at what I was about in that era, I believe some truly awful things because of my Wii/Nintendo fanboyism, but there were some positives.  Because I was so inundated with the Wii culture, I knew about genuinely fantastic games that were consistently overlooked by more mainstream gaming circles.  Which leads us to our final topic for this post, Zack & Wiki.

Zack & Wiki: Quest for Barbaros' Treasure is a LucasArts style point-and-click adventure/puzzle hybrid developed and published by legendary game company Capcom.  In it, you play as the young pirate Zack, a boy who dreams of being the greatest pirate ever, alongside his pal Wiki, a magical monkey who can transform into an enchanted bell to alter the world around you.  On a simple treasure finding mission, the duo uncovers the skull of the legendary pirate Barbaros, which immediately comes to life.  Barbaros' skeleton has been scattered across the land in a number of treasure chests, and being unable to reassemble it himself as a disembodied skull, he strikes a deal with the duo.  Zack & Wiki will travel across the land, finding the treasure chests that contain the pieces of Barbaros and reassembling the undead pirate to, eventually, restore him to life; and in exchange, Barbaros will grant Zack his old ship and a part of his treasure hoard.  Along the way, Zack & Wiki must battle monsters, solve puzzles, and outsmart the rival pirate crew of Captain Rose, a beautiful but greedy female air pirate who is trying to race Zack to the treasure.

To accomplish this goal, Zack & Wiki are granted assistance in the form of various animals that they meet along the journey.  This animals are not actually there to help, they mostly serve as obstacles that Zack & Wiki must work their way around, but thankfully, they are helping us whether they want to or not.  When Zack rings Wiki near various animals and enemies, they magically transform into tools for the duo to use to progress towards their goal.  A centipede may seek to crush Zack between its jaws normally, but those jaws become a handy saw after Wiki works their magic.  Not every puzzle contains these tools, mind, but a good majority of them do require the usage of a clever tool made out of an unsuspecting enemy.

Zack & Wiki also is famous for its wide and intuitive usage of motion controls.  You can tell Zack & Wiki is a very early Wii game because they really go all out with how you can use the Wii remote.  The entire game is controlled via the Wii Remote's pointer, being a point and click adventure game, but most puzzles require you to hold the Wii Remote in specific ways and perform specific actions to progress.  To pull switches you have to hold the Wii Remote like a lever and pull down, to adjust cranks you need to hold it sideways and rotate it, stuff like that.  It is the kind of control scheme that, if handled poorly, could be seen as overly gimmicky and like.  I'm not going to say it's not overly gimmicky, its commitment to utilizing the Wii Remote in a number of unique ways definitely can get annoying, especially as you redo a puzzle multiple times.  But it's kind of charming as well, a truly unique game that really can only work as intended on the Wii.

The style and humor of this game in particular is top notch. I don't know if this was an inspiration for Zack & Wiki, but the whole game feels so distinctly French to me.  And not in the same way that I talked about Gravity Rush being French, no, Zack & Wiki is like a french cartoon.  It's very slapstick-y and has a good sense of movement to it, the main character has kind of a devil may care attitude, always munching on a chocolate bar when things are getting serious.  When I was playing it, I clocked it as "what if One Piece has been French instead of Japanese" and I think that's a pretty good description.  It even has a ranking system which takes the form of Wanted Posters of increasing value, showing Zack's evolution from a no-name pirate to a true menace.  And as it goes on the drawings go from crude to detailed to photographs to lovingly created artistic renderings.  It's just so charming.

Zack & Wiki does, unfortunately, lose steam in the endgame though.  It starts introducing more puzzles where any mistake in the order of operations requires a reset, you can't reliably work your way out of a point where you're stuck even if you wanted to.  The puzzles get a bit too clever for their own good, leading to a lot of "wow, this was really cool" moments mind but also leading to a lot of frustration.  The final levels introduce arbitrary time limits where the game was kind of lacking in those before, forcing you to learn the puzzles perfectly.  The motion controls for the last two ideas they add, the sword and the anchor, don't really work.  It doesn't sink the game, but the end game is pretty frustrating.  Still, Zack & Wiki is a very good, very fun puzzle game.  From those who have played it, it has a reputation as one of the best Wii games of all time and is famously an underrated gem on the system, and I am likely to agree.  It's real good.  I hope Capcom finds the want to port it to, like, the Switch.  8.5/10

Wednesday, April 22, 2026

Fire Emblem - A Gaming Diary

I'm surprised how long it's taken me to write about Fire Emblem on this blog.  Not actually, of course, I obviously have an idea of what I want to write about and have absolutely cancelled Fire Emblem drafts before.  Maybe some day I'll get that Three Houses draft together.  Probably not though now that Nintendo has promised us five more years of Three Houses discourse.  Anyways, I used to adore FE.  It was probably, for a like 7 year stretch between Awakening and Three Houses, my favorite Nintendo franchise.  I, like most people in the West, found out about FE from Smash originally but I also had the benefit of a content creator I watched being an FE fan.  

Former content creator and anime journalist Jacob Chapman, then going by JesuOtaku online, used to do streams on Twitch where he would play dating sims and watch Detective Conan.  They were super fun and also super late night, which was perfect for me at the time as I was a homeschool kid who had never slept well in his life.  But Jacob would also play Fire Emblem, specifically the Ike duology.  And I remember falling in love with just the core ideal of Fire Emblem.  An RPG where failure had a very steep consequence was novel to me, and I was enthralled by the implications therein.  I remember excitedly telling high school friends about Fire Emblem, trying to convert them over since they had played Advance Wars and so were familiar with the core gameplay.  Unfortunately this was still a time when I was, a, not buying games for myself so had to be picky, and 2, not in a place where I could easily access Fire Emblem games.  My GameStop's PS2 section was full of cheap copies of every RPG you could ever think of but a single FE game?  Nah fam.

So I'm excited to get into this. Excited to finally play FE for the blog, hopefully not for the last time.  By the way, I know people can probably infer which Fire Emblem I'm talking about because there's only one that has ever been released in any country I'm pretty sure that just carries the title "Fire Emblem".  But I am talking about the seventh game in the series, first to be released outside of Japan, Fire Emblem: The Blazing Blade.  It's been on my to-play list forever and I'm excited to finally get into it.

Review:

I did not finish Fire Emblem.  Not in the sense that I'm DNF-ing it and calling it quits, it's just playing Fire Emblem on its WiiU VC release proved to be more annoying than I had thought it was going to be.  Fire Emblem for GBA is a game best equipped for like playing curled up in bed or playing on the go and the WiiU made both of these things either inconvenient or impossible!  Having to completely reset maps each time a Lord died proved to be very frustrating and the WiiU just made that worse by both limiting where I could play, ensuring I couldn't easily pick up and play, and also how long I could play as the WiiU gamepad has a worse battery life than the Sega Game Gear.  So in the interest of not playing Fire Emblem for the rest of the year and wanting to have the best experience possible with Fire Emblem, I'm putting it on ice until I can afford to get the NSO version where I can at least rewind when a Lord dies.  So I'll only state, for now, that I really liked Fire Emblem and look forward to someday playing it for real.  8.1/10

Diary:

3/27/26

Okay, so two things real quick.  The first is that I have, in the past, played a chunk of Fire Emblem.  I bought the game on the WiiU Virtual Console years ago and had, at that time, played through to chapter 10 I believe before getting walled by the big boss of that chapter and going "oh I'll get back to this later."  I never got back to it.  So everything I played tonight is something that I had experienced before.  But also I'm glad that I didn't pick up from where I previously played because I forgot so much of the first part, let me tell you.  The second thing is that, for this Fire Emblem game and any Fire Emblem game I play for the blog with permadeath on, I'm going to just take my losses.  I know I'm going to regret that later on, trust me, but here's the thing.  I used to be the type of FE player who would turn permadeath on and then play a map over and over again until I did it deathless.  What is the point?  Legitimately, what is the purpose of that.  The whole purpose of permadeath as a mechanic is that you have to live with your consequences, just resetting an infinite amount of times renders the whole thing worthless.  No, I'm choosing to just play through, take my losses as they come, and if it puts me in a no-win situation later on because I've lost so many units that I can't progress, then I'll gladly take the L.

I was immediately reminded how much I love Lyn as a character.  I don't want to pretend like Fire Emblem has the best writing in the world, mind, especially when it comes to its characters.  Three Houses is notable among the fandom for being a game with an actual story that has something interesting to say about the nuance of war, that's kind of where we are.  But Lyn is so atypical for a "Lord" archetype.  Fire Emblem lords are people who are usually defined by their sense of honor and duty.  They're usually princes and fit the same rough vibe as characters.  See: the Smash Fire Emblem roster where we have 8 Fire Emblem characters and it's difficult to tell them apart.  Lyn, meanwhile, is just totally unique among the cast of Lords.

She isn't a super refined classically trained fencer, her swordsmanship was learned surviving as a nomad on the plains.  She attacks swiftly and, usually, tries to cut as many times as possible, a stark contrast to the typical FE lord who is more classically trained.  And this fighting style reflects in how her character moves through the world.  She is disinterested in becoming a noble, in ruling.  She's a nomad first and foremost and an heir second, a woman hyper aware that the nobles she would be playing politics with look down on her for being, essentially, half-Romani and only play nice when there is favor to gain.  She just simply wants to meet her grandfather before he passes on, and finds her granduncle's attempts to assassinate her to be a waste of time as she does not crave the throne.  I know Lyn isn't the character we follow long term, that FE7 is built around the three protagonists.  But she's a nice introduction to the world of Fire Emblem and it's not surprising how popular she remains, especially among Western Fire Emblem fans.

The rest of the cast is pretty whatever though so far.  Like, Fire Emblem characters have a habit of being pretty one note and fitting into existing archetypes.  You have two knights, one who is a boring stick in the mud and the other who is a flirtatious cad.  An awkward and shy pegasus knight who finds combat easier than talking to men.  The healer who is an absolute gremlin, sewing chaos in the group.  The cynical and sarcastic mage.  The thief who is a bit too forward about his profession.  You get the idea.  They aren't bad but they also aren't like.  Noteworthy.  I understand that FE7 does have support conversations but support conversations seem like a nightmare to try and get in this game and don't seem super worth it in the end so if they reveal more nuance about these characters, then ignore me about them being one note.  But also, don't lock the depth behind optional supports, y'know.

I completely forgot that basically the entire first part of FE7 was just tutorial chapters.  Now, on the one hand, I appreciate this.  Every game in a series is likely to be a player's first game in that series, and I feel like playing it safe and overtutorializing is, more often than not, the better play.  Onboarding new players is better than shutting them out in most cases.  And I do like how FE7 presents its tutorials, starting with just Lyn battling a couple grunts to learn the combat and strategy basics, then introducing knights to communicate increased mobility and weapon switching, then introducing a different kind of objective, and so on.  And also I've been out of FE for long enough that reminders on the basics are kind of welcome.  On the other hand, I do think it goes on for a bit too long?  You could've probably condensed down some of these tutorials, like why do we need two separate entire maps to tell us how "knights" and "knights that fly" work.

I forgot that you get Dorcas this early.  Dorcas is not a super notable character in the actual game, he's an ax-wielding warrior who is introduced in the game's chapter about recruiting enemy NPCs.  He's a man who is in desperate need of money to afford a healer for a disease that makes his wife have great difficulty walking and in that desperation, he finds himself allied with a group of bandits.  Dorcas is, however, infamous to me because he makes me think of the original US Fire Emblem commercial which bizarrely tells the player to "trust nobody", which is not the point of Fire Emblem at all, but also features a moment where Dorcas falls over dead because one of his allies poisoned his ale.  My guy catching strays.

I haven't lost anyone yet!  I mean, I'm still in the tutorial so it's not expected that I'll lose anyone, hopefully I'm not that bad of a strategist.  But still, I have yet to get a disastrous 1% crit that just murders someone out of nowhere.  I have to say, having gotten so used to the modern games, I'm finding it a little difficult to adapt to classic FE where there's like.  Limited experience due to not having random mercenary fights to grind with, having units that cannot deal any actual damage and thus serve hyper-specialized roles and rarely, if ever, level up, just in general not having my units be even levels.  In particular the fact that like, the Healer is only meant for healing and the bard/dancer class is only meant for giving extra turns is something I need to get used to, I'm used to those classes being able to do SOMETHING in battle.  Also, just as a random aside, the way this game uses Together We Ride is hilarious.  The classic FE theme is used literally any time a new recruit joins the party so sometimes Lyn will literally walk into a home and it'll start playing because there's an NPC there that can join up.  Anyways, here's hoping that my entire army has a long and prosperous life and I don't lose anyone throughout the game.

3/29/26

I'm just going to complain about the WiiU controller battery here for a sec, hope you don't mind.  So, I've been playing this on the WiiU, as previously stated, because that's just where I own FE7.  I bought it off the VC many years ago and played through most of the first 10 chapters before I stopped at literally the boss of Chapter 10, as I got in a situation that, to me, seemed unwinnable.  So what I would like to be doing with this playthrough is to curl up in bed using the WiiU gamepad as a handheld device to play the game on while I throw up like, a movie or a YouTube video essay on the TV.  After all, the gamepad has a screen for this very reason, to play on it so the TV can still be usable.  And maybe it's because my WiiU is now 12 years old so it's getting a bit long in the tooth, but I swear it's like.  I'm playing for maybe 90 minutes before the red light comes on.  It's ridiculous.  The WiiU, man.  Decisions were certainly made.

It's so funny getting to the end of Lyn's story and getting a series of descriptors on what happened to the cast after you beat it.  Like this is an actual ending to the game only 4 hours in.  I wonder how many kids turned their game off at this juncture thinking they had beaten the game, not knowing that the game had barely even started.  I knew FE7 was split between three protagonists, it's difficult not to know actually because the box art of the game is the three protagonists standing side by side in battle.  So I figured Lyn's story was going to reach its conclusion partway through the game.  I did not expect it to both be so early on in the game, nor did I expect it to be such a definitive changeover.  I assumed there would be a more natural transition, like you follow Lyn until chapter 14 and then she fights with Eliwood by her side and then that would be the end of Lyn's story but because you already have Eliwood, you just follow him from there instead.  Wild that it's as abrupt as it is.

Something I forgot about Lyn's character, which also serves to make her feel very distinctive from other Lords in the series, is that she is just willing to throw hands with anyone.  Like, she's not violent by any means, but it's clear that her different perspective, being a woman who has had to fight in the plains to survive with no concrete home, has led her to be quick to throw down.  If there is someone who needs to be taken care of, there is very little hesitation on Lyn's behalf, very little hand wringing about whether it's "right" to kill someone just because they're a bad person.  She sees a problem, and she wants to solve it.  Other lords will get super philosophical about whether or not wanton violence is truly the only way but Lyn is like "I will make sure you never know Mother Earth's embrace".  She's so much fun, I wish we got more time with her as the main character.

Unfortunately though, we have to spend time with Eliwood.  Eliwood is fine, I think of the Fire Emblems I've played, he's by far the most boring lord.  For a long time I thought he was Roy from Super Smash Bros. Melee, his actual game of origin, because they look a lot alike.  He's actually Roy's father, go figure.  Eliwood is the way more traditional FE lord at the center of this game, a young, heroic prince to lead the army behind a truly noble cause.  He's so refined that his default weapon is literally a rapier, like THE sport fencing weapon.  Eliwood detests the concept of going to war as he cannot stomach the hardship that war will cause the innocent citizens of the various kingdoms scattered about the continent.  He believes that individual conflicts are easy but a largescale war would be too much.  Also, he can be very trusting, and is loyal to a fault, something the villains try to exploit at one point in the part of his story I played.

But forget about Eliwood, because we also meet our third lord for this adventure, Hector.  Hector is introduced in Chapter 12, the chapter after we take control of Eliwood, and he's also the lord from FE7 I've heard the most about over the years.  Like obviously there's a lot of love for Lyn out there, she's usually the one who gets brought back for other projects.  But people who have played FE7 tend to really like Hector, in my experience.  And it's not difficult to see why, dude's a blast.  Hector is the second son of the Marquess of Ostia, a large and powerful nation on the continent.  He's sarcastic and unpretentious, he lets his feelings be known directly and usually in a smarmy way.  He feels the least like a Lord of the three lords we have in FE7, having more in common with Fire Emblem's history of thief and barbarian characters.  Which is, itself, pretty on point as Hector favors a large axe over the typical swords the other Lords tend to use.  He's a lot of fun, and the dynamic between himself and Eliwood is very entertaining as, despite being close friends, they are so definitively opposites.  The enemies in Chapter 14, the chapter I left off on, seemed surprised they were traveling together for this very reason.

So we've stumbled into the plot of the game, though arguably we stumbled into it in the last section it's just like.  At that time, the main villains were just a bunch of grunts trying to kidnap a girl.  We'd be here forever if I described the story to each individual map.  Anyways, the Black Fang are our big bads (for now), an assassin's guild on the continent who is the backbone of a conspiracy that is brewing under the noses of Eliwood, Hector, and Lyn.  Eliwood's part of the story starts with Eliwood leaving his kingdom to go search for his lost father, who rode off one day to investigate rumors of unrest across the continent and never returned home.  Upon reaching a neighboring kingdom, with whom Eliwood's kingdom has always had close relations, Eliwood seeks their aid.  Only to then be attacked by Black Fang assassins who cut him off in the mountains, using the auspicious terrain to put Eliwood at a disadvantage.  The Black Fang are attempting to stop Eliwood from moving forward by any means necessary, as they do not wish for him to uncover their conspiracy, a conspiracy which unifies multiple kingdoms across the continent for a goal we know not yet.

I believe FE7 is the first game in the series where the Tactician is a real character in the plot and not just a representative of the player on the map, and you can tell.  Like, the tactician is still meant to be representative of the player, but now it's more of a player self insert than it is just "there's a little green guy on the map sometimes and that's the strategist making the plans".  Characters will now talk to you directly and have conversations with you.  The way they choose to handle this, however, is very funny.  You don't get like dialog options or anything, instead the characters stare directly at the screen and talk at the player, and then when they ask them for questions or advice they pause for a second before saying a response to some advice the player allegedly said.  It's such an odd vibe to include.

As well, in Eliwood's story they will slowly trickle in characters that were part of Lyn's party in the first part of the game, and all of these characters will react excitedly to seeing the player again.  But again, it's like.  We're not enough of a character to be able to appear on screen and respond but we're too much of a character to be allowed to fully be a self-insert, it's kind of a clumsy incorporation.  It's very charming, mind, and there are some scenes where it works.  Like Lyn saying goodbye to the player at the end of her story does feel more impactful because she's talking directly at us.  But it's very clumsy and it needs a lot of refinement.

So far I've only lost two units and both of them were in Lyn's part of the game, meaning they weren't actually lost.  It is weird that the game has training wheels for the first 10 chapters before being like "okay, NOW if anyone dies they're dead".  I have to wonder if this game was always made with the intention of it being the first game to release overseas, as they seemed to really focus in on this being a tutorial game.  Anyways, Lucius, the Monk, was lost to me in Chapter 8 of the story, the ballista tutorial level.  I had Lucius as part of a squad that was taking a sneaky path around the mountains to try and pincer attack the enemy while my other squad tried to blitz attack the Ballista, but I miscalculated how effectively I would be able to descend on the ballista and it took me considerably more time to get there than I would've liked.  Lucius got overwhelmed on his trek around the mountains, the ballista found an easy target, and so he was picked off.  RIP.

The other unit I lost was Erk, the mage.  Erk I lost in Chapter 9, the fog of war tutorial level.  If you know this game, that does mean that both of my offensive magic users were out of commission before the boss of Lyn's section, so you can imagine how tedious that was.  Erk was just the result of me not being cautious enough when going into the fog.  I again split the party up into two, this time not trying to pincer the enemy but rather to access the northern part of the map, where there were houses to access.  I left Erk a bit too open as we entered some of the foggier parts of the map, thinking foolishly "how many enemies could there really be anyways, it's so far from the objective".  Blissfully unaware that there was a fort up north which was spawning new units every couple turns for the first so many turns of this map.  Erk got swarmed and I lost my only other mage.  But hey, at least both of the deaths so far were my fault, right!?  I can accept it when it's my fault, it's way more upsetting when it's like "you played correctly and the opponent just landed a 1% crit on you".  I actually haven't had a 1% crit situation yet, if you can believe it.  I did, however, miss two 93% hits in a row.  Fire Emblem's calcs are wild, y'all.

4/4/26

I know, that's a pretty wide gap between entries.  I got in kind of a writing mood, I was writing "who was the first playable woman of color in Super Smash Bros." and then I used that momentum to start writing a review/essay on Pyre which hopefully will be out by the time this gaming diary is out so I can link it.  Then I did a big dumb, like just a massive dumb.  I got curious what my save state was on my WiiU and reloaded it, setting me back three chapters, so I had to replay three chapters.  Actually kind of four because I did do the sidequest on chapter 13.  So understandably I kind of didn't want to play Fire Emblem for a few days.  Reloading the wrong state and losing a ton of progress is the worst feeling, I swear.  Thankfully I still didn't lose anyone on my replays of those chapters but man, did the game want me too.  The enemy landed a 20%!  They miss every 80 they have but they sure can land a 20, huh?

So, the good news is that I still haven't lost anyone.  I've come close, god knows, especially in chapter 15, the second of the two maps I've gotten done tonight.  Chapter 15 is a siege map, your goal is to cut enemies down until you can successfully route a path to the central goal.  At which point, after capturing it, the map ends.  And it's common in siege maps for enemies to respawn endlessly so that the player doesn't just stall for a million turns and is incentivized to win the map.  So in Chapter 15, they just keep spawning enemies to descend from behind you, sort of entrapping you if you can't push forward and putting a clock on how long you can hold your central position.  But outside of losing my tent for that map, I haven't permanently lost anyone yet.

The bad news is that the reason why I haven't lost anyone yet is not because I haven't been losing.  Instead, it's because I keep losing my lords.  This isn't uncommon, your lords are often the strongest units you have so it's not difficult to end up in situations where you send them out to deal with a problem, only for them to get overwhelmed and die.  And especially in this game, it's an outcome that you'll run into from time to time just because you have three Lords, so there's a lot more opportunity for each of them to get overwhelmed individually.  The thing is, lords aren't allowed to die.  It's the one exception to the permanent death rule, if your lord dies, you have to either restart from the start of the turn that killed them or just restart the map over.  Except it's not really a real option, because FE7 calculates the enemy's hits at the start of their turn, so you can't keep reloading a turn to try and manipulate the RNG.  If your lord dies on an enemy turn, you have to restart the map.  Which is also probably why I only got two maps done tonight.

Lyn is back, by the way.  Hence why I now have three lords.  After the events of Chapter 14, which reveals the conspiracy to Eliwood and Hector, and also implicates Eliwood's missing father in said conspiracy, we move to Lyn's nation of Caelin.  Caelin has been taken over by the big bad of this section of the game, the Lord who would be king if the conspiracy succeeds, overthrowing the current ruling house and redistributing their power among the Lords involved with the conspiracy.  Who are now mostly dead.  They're mostly dead.  Anyways, Eliwood and crew move into Caelin to aid Lyn in reclaiming her home, meaning Lyn reunites with the player insert AND Eliwood.  And also meets Hector.  There is drama immediately.  Lyn, who is very measured and precise in how she handles her weapon, having been taught to preserve the blade and strike only when needed, finds Hector to be a brutish oaf who swings his weapon without a care in the world.  She chides him immediately, before apologizing for speaking out of turn.  I hope there's more drama to come between these two absolutely.

I feel like progress is going to slow down considerably.  Not because I don't like the game, mind, I do.  Playing Fire Emblem has been a lot of fun.  It's such a junk food RPG, just good mindless fun.  It's the kind of thing I need sometimes.  I'm just sick of fighting the WiiU.  I really don't like how quickly the WiiU gamepad battery drains while I'm playing FE, with it losing its charge after only a map and a half usually.  And I don't really want to play with it on the charger the entire time because I like being able to curl up in bed with it.  It feels like, out of necessity, I'm probably going to have to adapt to only playing one map at a time.  Disappointing but like, I'll do it.  I want to finish this game.  Don't be surprised though if other games get done/other gaming diaries have come out while I'm making my way through Fire Emblem, only being able to play for like 90-120 minutes before the WiiU throws a fit does open up as lot of possibility.

4/10/26

It was a week, y'all.  Yeah so I didn't play like any Fire Emblem this week.  I was dealing with an eye infection and just not feeling like doing anything, really.  Probably a bit of gaming burnout too.  Also time blindness has been hitting REAL HARD lately, I don't know what that's about, but there were a couple nights where I was like "I'm going to do at least a chapter of Fire Emblem, I'm just going to watch this YouTube video first" and then I watch like five and suddenly it's midnight and I missed my window to play.  I'm mad at myself because it's like.  It's not that I don't want to play more Fire Emblem, I really like this game, it's just that I haven't found the drive to do so.  It's been a week of "I don't want to play right now so maybe I'll just work on some drafts" too but that's also been slow going.  It's been making me big depresso.

On top of that I will admit that my fighting with the WiiU Gamepad has made me not want to return to Fire Emblem.  It's been genuinely deflating getting like a chapter done and being excited to jump into the next one only for that red light to come on.  I know this is such a minor thing, but like, I like being able to really commit to a play session, y'know?  Spend 3 or 4 hours on something, especially if my goal is to write about it.  So the WiiU being this way just got me like "I don't know if I want to do this".  I think I have a solution though, and I'm mad I didn't think of it before as it's the solution I usually come to: the Super Nintendo controller.  I own the SNES Classic, lovely little device, and something fun about the SNES Classic is that the controllers have the same input as the Wii Remote port.  So what you can do is plug a SNES Classic controller into the bottom of the Wii Remote and use it as a Classic controller for Wii/WiiU games.  It's not a very good Classic controller in most situations, mind, since it lacks sticks and therefore couldn't really play the more "hardcore" Wii games you'd want to play with it.  But for VC stuff, it should work well.  If I had a nickel for every time the Super Nintendo controller came in clutch, I swear.  A friend's FireRed playthrough improved tremendously once she switched to SNES controller.  Truly the GOAT, I should always be thinking about it.

So I finished Chapters 16 and 17 in this play session.  The plot to this game like so doesn't matter, y'all.  Like, again, Fire Emblem plots are famously just nothing, this isn't surprising.  It's just like, man, this plot is hard to latch onto.  But basically what happened in this section is that we met a spy who, allegedly, has been working as a double agent for Hector's kingdom by posing as a Black Fang.  Or I guess a triple agent?  She's working for Hector's father by pretending she's working for the Black Fang by pretending she's working for Hector's father.  I don't know, I don't really trust her but like, this is early Fire Emblem.  There are rarely characters with super complex allegiances.  Anyways, she informs us that the Black Fang were once a vigilante group operating on the continent, killing corrupt nobles who abused their power to make life better for the citizens.  But that just over a year ago, their leader remarried, and their new wife has ties to a mysterious figure known as "Nergal".  Nergal seeks to use the Black Fang to ally a group of kingdoms and stage a coup, and that Eliwood's father is very likely alive and with the other leaders of the other kingdoms.  Although the spy cannot say if his father is truly part of the coup or is just being held hostage by them.  Oh also, the girl the Black Fang tried to kidnap earlier is back.  Her name is Ninian.  She's obviously very important to whatever plan they're scheming but right now she's just a girl with no memory.

With that, we sail South.  Which means we get a boat stage!!!  Love a good old Fire Emblem boat stage.  Hilariously, despite there literally being a class of character in Blazing Blade called "pirates", the pirates that attack the boat aren't actual pirates.  Annoyingly, they are mostly dark mages, meaning that my army has an uphill battle with them.  I do appreciate that dark magic in FE7 has a pretty low chance of hitting, rarely over 50%, which means it's not immediately decimating a party.  Unfortunately my luck is terrible and enemies have hit basically every hit below 50.  And, for reasons I'll get into in a minute, I don't actually have a party member who is equipped to counterplaying dark mages specifically.  So my strategy ended up being "throw out my Pegasus Knight, have her tank every hit, retreat her when her health got to low, deal with the fallout".  It worked surprisingly well, but I did have to rely on lucky rolls because when Florina retreated for heals, she did leave my party pretty vulnerable.  That being said, Florina is the GOAT, she held down that map basically all on her own, Pegasus Knight supremacy.

Speaking of being unlucky, man, my level up rolls y'all.  So, bad level up rolls are a universal experience to Fire Emblem players.  It is very common that you will finally get a character to a level up, which is much harder for some characters than others, only for your level up reward to just be "+1 HP".  Or, the worst feeling, you get a cracked level up where everything goes up +1 or you roll a very rare +2 on a beneficial stat, then you lose the lord and have to replay the map and your next go through you get a much worse level.  But in particular, I've been getting horrible roles.  Florina is like the only unit that has gotten strength upgrades in like 3 hours of play, despite many of my units being almost in a position to reach their higher class many of their attack stats are really low.  It's very difficult not to rely on the singular pre-upgraded unit I have unlocked, Marcus, because I know the pre-upgraded units are usually worse long term.  But like, he's the only one with a decent damage output right now.  And that's just strength buffs!  I don't even want to talk about how fragile all my units are!  So many level ups are just "HP and Luck".

Still haven't lost anyone... kind of.  I did lose Guy on the boat level but then had to reset when Lyn died (as she is want to do, apparently).  And then upon reload I was like "I'm not going to force Guy to die just because he technically already has".  Though maybe I should've, given how I intentionally didn't let him die when I replayed through chapters earlier when I reloaded my save incorrectly so he'd still be where he would end up "canonically".  Hmmmm.  Regardless, the problem is actually that I failed to gain a couple new recruits.  In Chapter 16, there is a prisoner of war who joins up with the enemy party, as he seeks to take revenge on Hector for what the kingdom of Ostia did to his family.  He does this despite swearing loyalty to Lyn's royal family.  This guy, Raven, is apparently the brother of my Troubadour party member Priscilla and if I had brought her all the way to him to talk to, I could've recruited him.  I don't know if that's something Priscilla said and I just missed it or it's something I would've found out through like context clues?  Regardless, I played cautiously, as I often do, and the non-playable green army got to him.  More pressing though is that he was imprisoned with his friend Lucius, a person that we had met in Lyn's part of the story.  Lucius is a monk, meaning he is capable of using Light Magic.  Not recruiting him is the exact reason why the boat mission was so hard, as he would've had advantage on all those dark mages.  Oh well, though, we eat our losses.  Two units officially lost so far.

4/13/26

Welp, I finally lost someone for real.  If you're counting, this is technically my fifth unit lost but it's also the first one that is actually "lost" per se.  In Chapter 18, I recruited the sister of my GOAT Florina, Fiora, and thought I had safely cornered the boss, surrounding them with lance users.  He got a tricky hit on Fiora and she died on her very first mission with the party.  RIP Fiora, I was excited to have a second Pegasus knight if only for a moment.  By the way, I don't know when the Pegasus Knight is able to get a class up, I would really like that about now.  Florina has been putting in the work and I really want her to get the credit.

I got a singular chapter done in this session, though not for lack of trying.  I was really wanting to sit down and go "I'm going to play like A LOT of Fire Emblem tonight".  At least get through 3 or 4 chapters.  And it seemed like it was going well, I made it through Chapter 18 with losses but not too many all told and I was almost to the end of Chapter 19.  It seemed like getting through a few more chapters of Fire Emblem was more than in the cards.  But as I reached the boss of Chapter 19, the kind of main villain of this act of FE7, I started to rally my units and get a good position to try and storm the boss.  What happened, however, was that enemies started flooding in from my backline and I set up Eliwood, who is the main lord, to defend.  He had full HP and had just received a pretty crucial level up, so he was a good candidate in my mind.  Eliwood then proceeds to be hit by 5 40% hits in a row and dies in one turn, meaning I have to reset.  I got Fire Emblem'd hard.  And because of how FE7 works, I just have to reset the map.  As much as I enjoy Fire Emblem, I'm not going to pretend like having to reset so often isn't a very deflating experience.  It feels like there are just a lot of reasons working against me, Fire Emblem 7 is probably going to be a very long term project.

I don't enjoy having three Lords.  This is more a criticism on Fire Emblem as a whole, especially in the modern era, but the number of Lords available to us in this game is more a detriment than a boon.  Especially on a map like Chapter 19, wherein the three lords must all be deployed.  I know that this is one of the reasons why FE7 is so beloved, the triple Lords who all have their individual storylines coexisting.  Although Lyn basically exists as a side character in the Eliwood section.  But from a gameplay perspective, having this many units that are instant game overs if they die is just a headache more than anything.  I've probably actually had like 9 or 10 unit deaths at this point but they're always the Lords so they just don't count for anything.  It's especially annoying as you reach the bosses, who are just always a massive difficulty spike.  Like, the reason I lost Fiora is that I could not outpace the boss in damage before he could start attacking my units.  I'm having to swarm bosses and hope that I get good hit and dodge rolls as I deal 3 damage knowing that every boss in this game can just swing for an entire character's HP.

So the spy from the last section is dead.  The Black Fang effectively crucified her, stringing her up as a warning to Eliwood's party to turn back.  I guess she was actually on our side in the end.  The Black Fang revealed in this part what their plan actually is: their boss, Nergal, wants to bring dragons back into the world, intending to use them as a powerful force with which to conquer the continent.  It's a good thing I had watched the intro for the first time last play session, otherwise I wouldn't have even known there were dragons in this Fire Emblem.  I could've assumed, mind, it is a Fire Emblem.  There are very few Fire Emblems without dragons.  But I wouldn't have known that the dragons had a war with humanity that ended with them losing and being sealed away.  And now Nergal seemingly wants to bring back dragons to get their revenge on humanity.  This is also why Eliwood's father was "involved" in the coup, he was trying to see what the Black Fang's goals were so he could put a stop to them.

While Chapter 19 did make me feel pretty deflated after losing it right at the end, it's probably my favorite map so far?  It takes place in this abandoned fortress with a bunch of locked doors and breakable walls.  It's very nonlinear with how to progress, you have multiple pathways through which to attack the goal, it's super cool.  I actually really like maps that are in enclosed like this, it feels like I'm properly flanking the enemy, using my best strategy possible to enclose them.  Which ultimately doesn't matter when you get to the boss and he's just sitting there, menacingly, and your party struggles to take him down for like 8 turns while he can just one shot everyone but it's really fun map design regardless.  Also, unrelated, I've finally figured out the deal with Merlinus and his tent and I really love it actually.  I think it's fun to have to work with limited resources on a map, leaving units behind to defend the castle as I push forward.

I hope progress starts picking up because like.  I do like Blazing Blade.  I think it is fun, I think it is a solid Fire Emblem.  But there is no worse feeling than having to redo an entire map over and over because of unlucky rolls.  Just instantly deflates my want to play.  I want to beat this, mind, I am committed to beating this.  It's just progress is slow going and every time I have to reset a map I just no longer want to play.  I've been thinking of alternating games since Fire Emblem is being like this and I might just start doing that, especially since we're now in mid-April and I have yet to beat a game this month.  Start doing some of my smaller projects that don't need gaming diaries.  Or maybe some that do, I don't know.  A problem I'm having is that a lot of the games I want to play ARE games that I want to do gaming diaries on.  Like currently on my queue, I have 3 games I want to write about for sure (including another TRPG, ahhh) and then a few more that I'm sure once I start feeling them out, I might want to write about them (Hi Sonic Adventure).  We'll see.

4/21/26

Y'all, I don't know if I can do this.  I don't think I'm strong enough.  Which is disappointing to me, because I like Fire Emblem and I want to play it.  I think this game is very good, when I am making progress it's really fun.  I redid a map 5 times because an opponent kept hitting a 30% on me.  And I still haven't beaten it.  It's to the point where I feel like, before I end my turn, I have to make a save state and save scum, hoping my opponent rolls poorly to make genuine progress.  It's not a thing I'm above, lord knows I've always save stated and rewound on NSO games before when needed, but the WiiU just makes this so much more frustrating than it needs to be.  A massive part of me is just like "scrap this, put it on the backburner until I can play it on Switch" because the entire experience of playing Fire Emblem on the WiiU has made me not want to play the game in any capacity.

As you may have noticed, the updates are very staggered for this one and there are a number of reasons why that is, but I legitimately have just has a lot of nights where I go "this whole process seems miserable, I don't want to do this".  I think I would just simply have a better time playing it on Switch where I can at least have some recompense when the game just has my Lord catch a stray.  So do not expect this to be my only Gaming Diary about Fire Emblem the Blazing Blade, because like, I think it's kind of over at least in this form.  I'm not having fun, even if I like the game a whole lot, and I have the potential for another version which would allow me to have more fun.  The decision seems simple.

It sucks though because I was finally gaining access to upgraded units!!!  I upgraded the knight Oswin to a General, which maybe wasn't the play.  Dorcas, my boy whose mutton was poisoned, he got upgraded into a Warrior.  My girl Rebecca became a sniper, with their comically large bow.  And, of course, my girl Florina, the GOAT, my best unit, she became a Falcoknight and started tearing up things before I had to redo the same chapter 5 times.  Which was also the chapter I got the item to upgrade her, so I had to upgrade her five times.  I really like how they introduce the upgrades.  You start to gain them at about the halfway point but they give you time to sort of settle into who you want to gain said boons.  Let you think on it for a bit.  But also not too long, they do just go "hey, you have to make these choices or else".  Powercreep comes for the units quickly, especially with regards to bosses.  Chapter 19 in particular is very much an "upgrade your units now or die", as the boss can very easily decimate an entire party without a few upgraded units.  It gives you the room to make choices but doesn't let you go forever without making them.

The story, for how kind of "yep that's a story", was also just starting to pick up.  We get to the end of Chapter 19 and have this dramatic confrontation with the main villain, Nergal.  We had, unknowingly, brought him exactly what he wanted as Ninian was needed to open the Dragon Gate and unleash all the dragons into the world.  So by rescuing Ninian out at sea and taking her with us onto the island, we had ensured Nergal could complete his ritual.  This is also why Eliwood's father, Marquess Elbert, was led here.  Nergal requires the willpower of humans to complete his goals, their "essence" in a sense.  It's why he wanted to start a war that would span the continent, a war is a good way to harvest human willpower.  People die en masse, and Nergal can absorb all that through his proxies, amassing more and more power.  But Elbert walking right into his hands was very beneficial to Nergal.  Elbert has enough willpower for a hundred people, his single sacrifice could be enough to open the Dragon Gate on his own.  With everything in place, Nergal manages to open the gate, bringing forth a dragon.  But he is stopped by the combined efforts of Elbert, who spends his last moments trying to stop the dark mage, and Ninian's twin brother Nils, who manages to break Ninian from the trance Nergal put her under.  The dragon gate closes, for the moment, but Nergal escapes.  Eliwood cradles his father's dying body, before returning to the mainland to regroup.

I will return to Fire Emblem some day.  I promise.  I really want to play this title, as well as the other GBA English release, the Sacred Stones.  It's just the WiiU was not the vibe.  I don't mind losing units, I think that's part of what is great about Fire Emblem.  That there's this large cast of characters you grow to care about, and that your decisions might result in their deaths.  But having to restart entire chapters over and over again because the Lords keep dying on a console where I have no option to just rewind and try again is frustrating in a way that kills my want to play this game.  This isn't the end for Fire Emblem, but for now I feel like I have to shelve it.  That being said, I did really enjoy this game.  This isn't the best Fire Emblem title by any stretch.  Its plot is pretty basic, its characters don't really do a lot, it having three Lords is really cool until you realize how often it causes problems.  It's also very difficult, as I'm sure you can tell from how I've spoken of it.  But it is, in my mind, the platonic ideal of Fire Emblem.  It has fun maps, good strategy gameplay, a nice risk vs. reward balance, Lyn.  It's just a very solid game and I look forward to returning to it later on and going through it for real.  Until then.  8.1/10

Tuesday, April 7, 2026

Pyre - A Masterpiece That Failed

 There are few companies in gaming who have a truly legendary track record.  Even if you focus on very specific years, it's unlikely you will find a game company where you can look at them and go "every single one of these is excellent".  This is just how things tend to work, it's very difficult for a singular game company to have a run like, say, the Beatles did.  There are too many hands in the cookie jar for any one company or even any one team to have a perfect run.  Even famously good runs, like Rare's 90s run, have their Goldeneyes in there, y'know?  But one company I would say has a legendary run is Supergiant.

Supergiant Games was founded in 2009, around the birth of indie gaming as a proper industry.  Initially founded by former EA employees, particularly people who had worked on the Command & Conquer series, Supergiant would go on to create some of the greatest indie games of all time, with their first title, the action-adventure/twin stick shooter Bastion, being a revolutionary game in the space.  Supergiant would keep up the momentum onto their second game, Transistor, which was equally lauded and is actually a couple people I know's favorite game of all time.  And, of course, there is Hades, one of the greatest games of all time, my second favorite game of all time, and a game that really showed how you could use the roguelike structure in narrative storytelling to create a meaningful and engaging story.  And that's to say nothing of Hades II, the sequel that manages to be just as good if not better than its predecessor.  Supergiant truly had a legendary run of games, getting better with each game they developed until they created the greatest duology in gaming history.  Hades, however, was their fourth game.  So what happened to their third?

A Masterpiece That Failed

A Quick, Spoiler-Free Review

Since the following review/essay will have major spoilers and I know some people aren't cool with that, I figured I would give just a very brief review of Pyre before we get too into it.  Pyre is one of the best games I've ever played.  I actually looked up my list of the top 50 games I've ever played and counted, Pyre is the 9th best RPG I have ever played at this time.  From the moment I first experienced the game's unique blend of sports game elements and RPG design ideals, I was hooked.  It's one of the most wonderfully unique games I've ever played and I was hooked with it from basically moment one.  The fact that the story, characters, world, and music were all amazing was just the icing on the cake.  Pyre is often considered Supergiant's worst game, or at the very least their most forgettable, and I don't really concur with that assessment personally but even if I did, saying what is the worst Supergiant game is like saying what the worst Beatles album is.  The "worst" is still absolutely amazing.  It's very likely Pyre will be my 2026 GOTY and I can't be mad about that.  9.8/10

What is Pyre?

Pyre is Supergiant's oft forgotten and incredibly unique third game.  Released in 2017 for PC and PS4, and later in the same year for iOS, Pyre sees Supergiant taking their action-role playing chops and their general aesthetic into a brand new world, the world of Downside.  Downside was, at one point, a massive unsettled land of harsh environments.  Deserts, rough seas, icy mountains, poisonous swamps, etc.  It's a hostile wasteland, one where survival is a struggle and where distrust is rampant.  It's a world where very few settlements have been able to pop up, with most of its residents choosing to wander in small groups, hunting and scavenging to survive.  It is also, most notably, a prison.

Downside exists as a dumping ground for a powerful collective of nations known only as "the Commonwealth".  The Commonwealth arose as a political power filling the vacuum left behind by a massive empire after they deposed their Emperor.  Said Emperor ended up exiled to the Downside, one of its first residents.  This is the purpose of Downside to the Commonwealth, it is a place to keep their prisoners.  Everything from petty thieves to war criminals, they end up in the Downside.  And especially the enemies of the Commonwealth populate the land.  It's a prison that no one is meant to leave, no matter how big or how small the crime.  Most residents have been here for years, if not decades, slowly being warped and corrupted into demons if they spend too long here.

This is where the player inserts.  The player plays as an insert character that is, in the canon, called "the Reader".  Reading is one of the many things outlawed in the Commonwealth, and the Reader, unfortunately, got caught knowing how to read.  But what is outlawed in the Commonwealth is valued in Downside.  The Reader is picked up by a band of masked wanderers, known across the land as "the Nightwings".  The Nightwings, quickly reveal themselves to be a trio of wanderers who have long since been looking for a reader, someone who can read the ancient tomes of Downside.  See, there is a way to free yourself from Downside.  An ancient ritual, known as the Liberation Rites, that allow the people who perform them to battle for their freedom.  The only catch is that they require a Reader, as to initiate the Rites, to find where they even take place, you must be able to read the Ancient Tomes.

So an alliance is formed.  The Reader will aid the Nightwings in their rituals, and in turn, the Nightwings will battle in the Rites to obtain their freedom.  All the while, attempting to contact their mysterious benefactor, a man who has asked this group to find individuals worthy to wear the masks and cloaks of the Nightwings, seeking some higher goal.  They must conduct the Rites, do combat with the denizens of Downside, seek out new friends, and work towards their freedom.  But for what purpose were they brought together?  And can they truly all be granted their hard won freedom, as the leader of the Nightwings claims?

The Rites

But what, pray tell, do the Rites constitute?  The Rites are the "battles" of this game.  Think like a more traditional JRPG, you have long overworld sections and then you have encounters that take place in specialized battlefields.  These arenas are where the Rites are conducted.  The reader chooses three of the available Nightwings to take part in the Rites, and your opposition also has a trio on their side.  These trios are called "triumvirates" and every party member in your triumvirate has their own stats, advantages, and disadvantages.

The goal of the Rites is thus: each triumvirate starts on their own side of the arena, the Nightwings starting on the left and their opponents starting on the right.  Both triumvirates begin by surrounding a goal, the eponymous pyre, a flame that they must protect.  A large piece of space rock, a "celestial orb", falls from the sky into the center of the arena, and this is the battle.  Both triumvirates are attempting to get the orb into their opponent's pyre, which will snuff out the flame by a certain percentage.  They can do this by either tossing the orb into the pyre, or by bringing into the pyre directly.  The latter option deals more damage to the flame, but incapacitates the person who did it for a round.  The first triumvirate to make the others' pyre reach 0 completes the Rite and gets that much closer to their eventual liberation.

The catch to this is that the player can only play as one character at a time.  The characters cannot move on their own and instead must be swapped between intentionally to move them into a good offensive or defensive position.  The player naturally starts as whichever member is in the center position or, if they are out of commission for this round, the position to the south of the Pyre.  On defense, you are able to chase your opponents and/or attack them utilizing your aura to make them drop the orb, the aura can either be used as an area of effect shield which the enemies walk into and die, or be weaponized as a magic attack, allowing you to toss your aura at others.  While on offense you have no defensive options and must pass the orb between your party to try and push through the enemy's defenses, utilizing your movement options like dashing and jumping, which cost your stamina meter to enact, to exploit weaknesses and push forward.  Any player that gets incapacitated in an individual run will respawn after a certain number of seconds back at your pyre, assuming they aren't out for the round.  The composition of your triumvirate is, therefore, incredibly important as every party member has strengths and weaknesses against certain matchups.

If you are attempting to imagine what this plays like, you may think of a specific style of gameplay: basketball.  This is not incorrect.  Supergiant's third game is unique in that its "combat" takes primarily notes from sports games.  Specifically basketball but soccer and hockey definitely also have heavy influences on the gameplay.  Pyre is, essentially, a basketball RPG, attempting to combine classic ARPG ideals with the base gameplay of basketball.  It is one of the most unique ideas I've ever seen implemented into an RPG, and it works surprisingly well.  If you know anything about Pyre, you probably knew that it had something to do with sports, but until you play it, you probably would not be aware to what extent.

This is probably the most divisive part about Pyre, and is likely the contributing factor to why it isn't as remembered as Supergiant's other games.  This kind of hybrid RPG/Sports gameplay, while ensuring the game will be unique, also means that its core gameplay loop isn't going to gel with a lot of people.  Even just saying I was playing Pyre had people respond saying "I really wanted to get into Pyre because I love the characters and worldbuilding but I can't do the sport".  It's a massive swing that can isolate people.  That being said, I adore it.  From the moment I first played it, I LOVED Pyre's gameplay.  I excitedly talked about it and I still adore how wonderful Pyre is to play.  I'm just saying, it's probably why Pyre is not as remembered as the others.  But this isn't why it "failed".  We'll get into why it failed at the end.

The Nightwings

Given that this is both a sports game AND a party centric RPG, we should probably meet our team.  The party actually does have a lot of bearing on this game, both what it does well and what it ultimately fails at doing, so it's definitely important to go over them.  Especially since a lot of the gameplay is built around them, around learning more about their characters and seeing how they interact, how they grow as a team.  The game is as much, if not more, about what happens between the games as it is what happens during them.  So, let's meet the roster:

  • Hedwyn, The Free Spirit - Hedwyn is the first of the Nightwings you will meet, and their de facto leader.  Your first interaction with him is literally him deciding to nurse you back to health on just a hunch that you might be the person his band has been searching for, which tells you a lot about him.  He is as close to a typical RPG protagonist as you are going to get within this context; he's kind and jovial despite the harshness of the environment, he's a wise leader, a good judge of character, and extremely loyal.  Among the first conversations you will have with Hedwyn is him passionately promising your freedom, as well as the freedom of his compatriots, despite not knowing if such a reality is even possible.  However, Hedwyn tends to be cagey about his past, waving off the question when the Reader asks what he did to end up in Downside and seemingly only telling you because he can no longer keep it a secret.  He needs to tell someone, lest it eat at him.  Lest he never return to the surface to make it right.  Lest he never reunite with the love he sacrificed everything for, the love he now hardly dares speak of due to him knowing how some people in the party will react.  During the Rites, Hedwyn serves as your all-arounder.  He doesn't necessarily excel at any quality, he's not overly strong nor overly fast, but he's a solid player both offensively and defensively, being especially good at controlling the middle until an opening presents itself, wherein he can grab the ball and pass it to a speedier party member.
  • Jodariel, The Fallen Soldier - Jodariel is the muscle of the Nightwings, and its most cautious voice.  She has been down here and Downside longer than most, so long in fact that she has begun the process of transforming into a demon.  Jodariel is rough and cynical, which comes from her past as being an important member of the Commonwealth military.  She wears her baggage like a coat of arms and carries deep personal grudges.  As such, you would do wise not to cross her.  But her rough exterior belies a heart that, while hardened by her years of service and her long time surviving in the Downside, cares deeply.  Jodariel is incredibly loyal to Hedwyn, having known him from before they were both down here, and trusts his judgement implicitly.  Even if she doesn't always agree with the strays he insists on picking up.  And she does, truly, care about the team and their end goal of freeing them.  She's just stubborn and unyielding, the harsh wasteland having turned her harsh too.  Her old scars also run deep, especially in her prejudices, which comes to a head in the late game as there are just some people she refuses to be on a team with.  During the Rites, Jodariel takes on a decidedly defensive role.  She has a wide defensive capability, due to her large size and powerful attacks, and is usually enough to guard the Pyre on her own.  However, she is slow moving, making her offensive capabilities exceedingly limited.  It is usually unjustified for her to do a push all the way into the opponent's pyre, as smaller, faster units can very easily overtake the giant demoness.  But if you do get Jodariel in there, you are rewarded handsomely, as Jodariel can cut the number of rounds you need to snuff out the pyre in half.
  • Rukey Greentail, the Fast Talker - The third and final of the original Nightwings who you join, Rukey is the team's comic relief.  As his descriptor would probably tell you, Rukey is a fast talking swindler, a sarcastic thief, an opportunistic cur.  Literally, that's his race, the Curs, a race of sapient anthropomorphic dog/weasel people who are native to the Commonwealth.  Rukey has connections, both in the Commonwealth and in Downside, and as such he has allowed the Nightwings an opportunity to not just simply survive down here.  He manages to find them coin too.  Rukey seems rough around the edges at first glance, he is after all a literal thief whose loyalty to the Nightwings seems like it could break at any second.  If there is a fight on the team in the early days, it was probably started by or revolves around Rukey.  But you quickly come to understand him when you see Rukey's most treasured possession: a picture of his mom.  He has something he's fighting for, something that makes him need to get back above ground.  The team isn't sure what he'll do once he gets there, mind, but he has a reason to maintain good terms with them, and they get much out of his involvement.  During the Rites, Rukey takes on the role as your most offensive player.  Due to Rukey's small size and nimble feet, he is one of, if not THE most effective party members at getting the ball in the pyre.  A lot of what he can learn to do is even built around making him more effective at just pushing the ball through an enemy's defensive line.  Because of this, however, Rukey is the least powerful party member by far.  The average damage output for most other party members is 20, Jodariel is 30, Rukey is 15.  Reliance on Rukey will extend the game and give your opponent more opportunities to catch up.
  • Vagabond, The Moontouched - The first party member to join the Nightwings after the initial party is formed, the Vagabond has no true name.  When you meet her, she has already been driven half-mad, seemingly caused by her extended period of time wandering the Downside alone.  If she ever had a real name, she has forgotten it, claiming that her name was one that rhymed with "Gray".  It is unknown if this was a thing she was actually called, however, or if people in the time before she got here were just referring to the color of her hair.  The party fills in the blanks, naming her one of the many names that rhyme with "gray" (mine was Shae).  Shae is a deeply religious individual, to the point of fanaticism.  She is fascinated by the stories of the Eight Scribes, the individuals who settled Downside, slayed it's monsters, and made the place somewhat habitable.  She seems to have some sort of prophetic connection to them, hearing their voices and attempting to follow their guidance.  Despite her odd behavior, she is desperate to fit in among the group, aiding them on their quest for liberation and willingly choosing to potentially sacrifice herself early on to attacking monsters just to earn the honor of belonging.  During the Rites, Shae can, at first, appear like a secondary all-arounder.  Their character models seem near identical at first, just with some animation differences.  However, you pretty quickly find out that Shae is meant to be more unpredictable.  Her movement is much better, with her being able to bound across the arena in a couple leaps.  This makes her very effective on offense, closing into the pyre very quickly.  However, she has a wind-up to do literally anything, often leaving her vulnerable and allowing enemies to close in.  She's very risky to use, but very powerful.
  • Ti'zo, The Little Watcher - Ti'zo is a silly little guy.  The second party member to join the Nightwings, Ti'zo is an Imp, the native species of Downside.  More specifically he is a hyper-intelligent "Drive-imp", an already intelligent imp who has been utilized by those exiled in the Downside for accomplishing tasks.  In this case, as their name would imply, powering the team's wagon.  Ti'zo is one of the rare imps who is intelligent enough to gain sapience, being able to make decisions and communicate with the others, albeit in growls and purrs which the group comes to understand.  Ti'zo, at first, seems like he's going to be the agent of chaos in the group.  I mean he is literally a tiny monster, an absolute gremlin.  But you quickly come to realize that Ti'zo is an absolute sweetheart, a complete good bean.  He's considerably older than he looks, having been with the Nightwings since the time before any of the current Nightwings were part of the roster, but he behaves like an adorable child.  Ti'zo wants the simple pleasures in life, he wants to fish and wants to help his friends.  He is also always watching, always gathering information for the Nightwings' mysterious benefactor.  Despite being a native resident of Downside, he wishes to be free of it just simply because no imp has ever seen the other side.  It's his dream to reach the Commonwealth, to be the first imp to make it to where all his friends came from.  During the Rites, Tizo is a small, fast character who has a play style entirely different from the previous four.  Ti'zo can briefly take to the skies, flying over obstacles and enemies that fail to block him.  He's naturally very slow, but can take short, rapid hops, giving him deceptive speed and agility.  But where Ti'zo shines the most is in his crowd control.  Ti'zo's main attack is a massive AoE attack which knocks him out but also knocks out anyone caught in it.  He's super effective for decimating teams, allowing other team members free openings.  And as he gets upgraded, he can even lay down warp points where he explodes, allowing for some more sneaky play.
  • Tariq, the Lone Minstrel - Tariq is not technically part of the party.  He is incapable of performing the Rites for reasons we'll get into when we discuss the story, and is mostly there as a spy for the Nightwings' mysterious benefactor.  He is, however, a tried and true member of the Nightwings, having been with them since the journey's beginning and choosing to fight for the entire team against his employer when we finally meet with him.  Before we even properly meet Tariq, the Nightwings know of him, as he has been living in their wagon for some time.  Tariq had, at the beginning of the story, been asleep in the corner of the wagon.  The original trio knew of him, but did not know who he was or if he was even alive.  They were requested by their informant to not wake him or move him, however, and so he stayed.  Shortly after the first Rite was performed, though, he awakens and disappears into the night, and that's when we meet him proper.  Tariq is mysterious.  From your earliest interactions, you can tell that there is something ancient and ethereal about him.  The kind of mystique of someone who has been alive for centuries and knows secrets that he cannot tell.  He feels disconnected from the Nightwings because of this, an immortal traveling with them and observing them.  But he is also soft spoken and kind, a musician through and through.  While he obviously knows not of the Nightwings struggles personally, nor could he aid them if he did, he considers them all to be friends.  And as mentioned, he defies his employer later on by fighting for the Nightwings, in particular the Reader whom their employer had always assumed would leave the party once the Nightwings reunited with him.  While Tariq cannot participate in the Rites, he still brings a lot to the party, as being a minstrel, he serves as the game's in-game jukebox.  And yes, he's Darren Korb, so you get to hear that hauntingly beautiful voice.

  • I couldn't find a transparent image of Sandra, sorry.
    Sandra the Unseeing, the Expelled Teacher - Much like Tariq, Sandra is not technically one of the Nightwings.  She cannot participate in the Rites, nor does she really interact with much of the party as the travel the land.  The only person she can, and honestly chooses to, talk to is the Reader, only communicating with the others when it's time for their trials.  However, Sandra is still an important part of this team and a crucial piece of the Nightwings' quest for victory.  Sandra enters the story shortly after Tariq does, with Tariq asking to talk to the Reader about the Nightwings' quest.  Tariq points the reader to a mysterious crystal orb that he has placed on their desk, and asks them to communicate with it.  It is here that the Reader meets Sandra the Unseeing, a wraith that inhabits the orb with an unknown number of Wraiths.  Sandra is a prisoner within a prison.  Centuries ago, during the time of the Eight Scribes, Sandra was an assassin of the Sisters of the Arch.  She, along with her sisters, willingly chose to come down to Downside in a quest to assassinate the exiled Emperor.  The sisters instead found a changed man, peacefully guiding his followers with wisdom and integrity.  Not believing his change of heart was genuine, the Sisters made an attempt on the former Emperor's life, a goal in which they failed.  The Eight Scribes imprisoned them within the Crystal, where they will serve out eternity aiding those who wish to undergo the liberation rites.  Sandra is pessimistic and cynical, but has a certain humor about her.  She has seen many people come and go in her time, and finds them all to be selfish and stubborn.  Not that she can talk, for every dig she makes at others, she makes three at herself.  Clearly trying to find something to laugh about in her eternity as a ghost in an orb.  Or maybe she's just simply gone mad.  While she is incapable of directly assisting in the Rites, Sandra allows the player a safe space to test team compositions and strategies, performing practice games with them using her team, the Beyonders, the ghostly remnants of her Sisters.  More importantly, though, whenever a character has completed a certain number of matches and gained a certain level of experience, they can be summoned by Sandra to participate in a trial.  The trial is a 1v3, the character in question against a full team of Beyonders, and the prize for winning it is twofold.  One, they receive a special upgrade that allows them to perform better in the Rites.  And two, they are considered eligible for Liberation from Downside, having served their penitence and reached enlightenment.

  • Bertrude, the Serpent Queen - Bertrude is a bizarre party member.  Introduced sixth of the potential party, she does not join said party until much later on.  Bertrude is a crone, a race of reclusive swamp-dwelling witches who are more reptilian than human.  They have human faces, snakes for hair, snake bodies, and large horns sprouting from their heads.  And Bertrude is the oldest, the meanest and the most reclusive.  A fact that leads her to becoming the de facto queen of the serpents.  As previously stated, she doesn't join the party when you first meet her, instead acting like she would rather strike down the party right there then help them.  She only aids them on their quest initially to repay a debt she owes their informant, preparing their wagon to be sea-worthy as they must cross the rough seas to continue on with the Rites.  After doing so, you sail off, and it seems like you'll never see Bertrude again.  Once you meet up with your informant, however, Bertrude decides to leave her marshland home and join up with the party as one of the Nightwings.  Being part of the team does little to change her mood though.  She's still mean and cold, making few friends and a lot of enemies both in the party and outside of it.  However, there is a softness to her, if you're willing to listen.  Even the Serpent Queen has wants, both in Downside and out of it.  During the Rites, Bertrude is a large and aggressive player.  Like most of the other large players, Bertrude's offensive capabilities are very limited, though she can be surprisingly quick when she needs to be.  But defensively, she is a monster.  Her entire kit is specced into being an aggressive defender, assaulting the opponents in a way that will leave psychic damage.  She kind of plays dirty, which fits her nature.  Her main attack is her cast, which fans out in front of her in a bunch of lines, pinning opponents pretty effectively while forcing those who aren't pinned into predictable movements.  And instead of a jump, Bertrude pounces, slamming on top of enemies to end them in one fell swoop.  She's crazy good at her role, and it's no wonder they block her from you for most of the game.
  • Sir Gillman, the Honor Seeker - Sir Gillman is the only party member featured in Pyre who was once part of another team before defecting to your side.  Gillman is of the wyrms, a race of sea serpents whose culture is a hierarchical military society modeled after medieval knights.  Gillman first appears as a player for the Pyrehearts, the fifth of the Triumvirates you battle in this game (and in my opinion, the most difficult).  He quickly defects to your side, however, finding his team's conduct both during the Rites and after they've finished to be dishonorable and unsportsmanlike.  After aiding the Nightwings in crossing the wyrm ocean, he joins their party, bringing his bombastic personality and deep sense of honor with him.  Gillman seems like a cartoon at first, a character built for comic relief first and foremost.  His obsession with medieval honor is to the levels of farce at some points and the rest of the party is as bemused by him as frustrated with him at basically all times.  But he cares deeply for the party, and believes that due to his history with the dishonorable Pyrehearts, he has redemption he needs to seek.  He even demands not to be involved in the Liberation Rite because he simply does not believe he has earned the right to return to the real world, willingly giving up his potentially only chance at freedom for the sake of his honor.  He also has a massive crush on Jodariel.  Don't we all?  During the Rites, Gillman is one of, if not THE best offensive party members in the game.  Gillman is small and agile, being naturally faster than most other party members and having the ability to swim at high speeds on top of that.  He excels at weaving in and out of the opponent's range, and his high agility means that usually when Gillman has the ball, he's scoring.  He is, however, way more shakey defensively.  Gillman has an incredibly unique defensive movement, wherein his aura traces a path and then he snaps back to the start of that path, slicing whatever is in his way.  It's a neat move, but it's super situational and requires your opponent to really play into Gillman, which isn't always ideal.  Still, he's a great scorer, and has a high likelihood of becoming a mainstay once you learn him.
  • Pamitha Theyn, the Guilty Sister - Pamitha is the final of the Nightwings to join you before the endgame, and is the team's most contentious member.  Pamitha is a "Harp", a race of bird-people who have long been at war with the Commonwealth and whom all the party have a history with.  Pamitha originally joins the party as a one-off, the group is about to do battle with the Harps team, the Essence, as a way to talk to her sister.  Her sister being the infamous Tamitha Theyn, a powerful and ruthless Harp general and one of the most hated people in the Commonwealth.  Being unsuccesful in this goal, Pamitha decides to remain with the Nightwings and see their quest to its natural conclusion, aiding them however she can despite their suspicions of her.  Pamitha is aloof and witty, she seems to understand that her very presence makes other people angry and she chooses to simply not let that impact her.  However, as her title would imply, she's clearly harboring a lot of guilt over the destruction of the relationship with her sister.  She betrayed her people back when they were both topside, believing that a peaceful resolution between the Harps and the Commonwealth could be found.  But seeing her sister be clipped and exiled deeply affected her, and her guilt over what she had done got her sent here too.  She now hopes to seek her sister's forgiveness, though this seems unlikely given Tamitha's deep-seeded hatred and her slow transformation into becoming a demon.  During the Rites, Pamitha is a powerful offensive player, if not a bit of a one trick pony.  Pamitha's main thing is that, as a Harp, she can fly.  The Harp strategy in the Rites is heavily built off of their aerial mobility, when they are flying no traditional attacks can hit them.  The defense has to simply rely on blocking them by jumping into them before they can make their way into the goal.  Pamitha is no different, having the ability to soar above the arena and very easily get the ball into the opposing pyre if their defense doesn't work.  This is kind of the only thing she can do though, as she has basically nothing for defense, with even her minor defensive options being more effective at getting her mobile than providing any defense.  Sometimes she makes the match easy, sometimes she makes the match difficult.

The Worldbuilding

Having now met our roster and, thus, most of the races that appear with Pyre, I want to talk about its worldbuilding.  I just want to be clear to start that I'm not necessarily going to talk about any individual piece of worldbuilding so much as the mechanisms of worldbuilding Pyre uses that make it so effective.  Pyre does so much work to make both the Downside and the Commonwealth feel real. A pretty major way this works is that Pyre takes place pretty recently after a major historical event, i.e. the war between the Commonwealth and the Harps.  Placing this game within a decade of a massive, paradigm shifting event gives the game a launching off point to explore the history of the Commonwealth, and by extension, the history of Downside.  The fact that basically the entire cast has some connection to this war, in particular Hedwyn, Jodariel, and Pamitha who all served in it and whose actions in the war got them sent down here, also gives you a good basis to get into the history of Pyre.

The primary thing moving the plot forward, the Book of Rites, is central in this deep worldbuilding.  The Book of Rites is the tool through which the Reader charts the Nightwings' course, using the stars to prophesize where the next Rites will be taking place.  It is also a history book that reveals itself as you progress within the story.  The book was written by the Eight Scribes nearly a millennia ago, and is filled with the history and mythology of themselves, the Rites, and the land of Downside.  As you progress in the story, the book will become filled with firsthand accounts to the origin of the Eight Scribes, the history of the Rites, observations on the world of Downside, just generally anything the Scribes found noteworthy.  This filling is also context sensitive, meaning as you travel around the land and encounter the sights and sounds of Downside, you will learn about the history and the Scribes' thoughts on them.  And as it passes through the Reader's hands, they begin adding to it, adding their own quest to the book.  Establishing the Nightwings as an important part of the history of Downside.

Another interesting method that Pyre uses to communicate the history of this world is through the character "Sandra the Unseeing".  Sandra is also someone who has had firsthand experience with the history of the world.  Centuries ago, Sandra was an assassin who was working for the Commonwealth.  What had happened is that the Commonwealth expelled the fallen Emperor into Downside and then decided that he was better off dead, and so kept sending people to deal with them, only for them to become the now wise and redeemed emperor's followers.  So Sandra was sent in to finally end the Emperor.  She fails at this goal, and the Scribes punish her for her attempt on their holy leader's life by imprisoning her in an orb, to spend eternity aiding people in their holy rituals.  Because Sandra has been imprisoned for centuries, however, she has a lot of first hand knowledge of the history and mythology of the world, and with no one else to talk to, she's happy to tell the Reader of her past and all the oddities she's seen.

The game's usage of hyperlinks in the text is also a novel way it communicates its worldbuilding.  As you communicate with the characters and make your way through the story, occasionally the game will highlight words in the text.  If you move your cursor over them, it will give you additional information on the word, i.e. insight into what the Commonwealth is or information on who the characters are.  This is both a handy tool to catch players up if they haven't played Pyre in a while and are restarting from an older save, but within these text blurbs are quotes from characters about the topic in question.  Not only does this better give insight into the characters and their relationships with one another, a thing I love, but it also serves the worldbuilding.  You get snide remarks and minor insights on history, on politics, on geography, etc.  It's so seamless but it adds so much.

But, in my opinion, the best part of the worldbuilding is that Pyre has its own languages.  All the lines in this game are fully voiced, but the actual voice acting is entirely in made-up languages native to the world.  It's no secret that a world having its own language is a massive boon to worldbuilding, and the fact that every character in Pyre natively speaks a made-up language really pushes it over the edge.  It also adds to the mystique of certain characters, as while characters like Tariq speak in this made-up language, they sing in English, which adds to their otherworldly qualities.  The worldbuilding in Pyre is truly superb, I've seen people even say "I can't really do the sports thing but I fell in love with the worldbuilding of Pyre".

The Music

Being a Supergiant game, you can probably imagine what the music sounds like.  One of Supergiant's founders had the incredible fortune of being childhood friends with one Darren Korb, now one of the greatest video game composers of all time.  The experimental multi-instrumentalist has both created a coherent sound, which makes the Supergiant games all feel unified, while also creating such unique scores for each of their games.  Bastion and Hades both are immediately identifiable as "the Supergiant sound" but they have incredibly different sounds in practice.  As Natalie Clayton from Rock Paper Shotgun put it: 

Studio composer Darren Korb has an extremely playful, unique approach to genre, from Bastion's acoustic trip-hop to Hades' Ancient Greek metal riffs.

Pyre is possibly Korb's most varied soundtrack thus far.  Because Pyre is a game where you will be regularly facing interesting and entirely unique characters, Korb really goes all out with the composition, developing unique themes for every character and opposing team that perfectly encapsulate their often drastically different vibes.  For instance, the theme of the punk rock inspired team, the Dissidents, is a wild metal track that is both really intimidating and really fun, communicating that the team is both really hard and wild, but also in it for the love of the game.  The theme of the Essence is a very low key flamenco track that sounds very pretty and just a bit sinister, but also very conflicted, as the core conflict with the Essence is Pamitha's own feelings about her sister.  The theme of the Chastity is a classical inspired tune that sounds very pretty but also very empty, implying their leader, Manley Tinderstuff's, darker, sycophantic nature.  And there are so many more amazing tracks in this game, it's a masterful soundtrack.

That being said, I could definitely see why this soundtrack might be a negative to some people.  While it does work on an individual level, Pyre's OST somewhat fails to give the game a coherent identity.  It is a game where every song is a stylistically unique, incredibly well done masterpiece that says a lot about that individual character or character(s), but I could also see and somewhat agree with the argument that it doesn't come together that well.  Pyre's sonic identity is definitely weaker than Hades or Bastion.  But I think it's genius, the worst Korb soundtrack is still a masterpiece.  And honestly, of the Korbs, I kind of vibe with this one the most just to listen to.  It might be my favorite despite its flaws.

The Plot

People who have played Pyre will have noticed I kept one of the Nightwings off my rundown.  This was not an error, I instead did not want to talk about the final of the Nightwings until I got to discussing the story.  But his presence has been known, because he is the Nightwings' mysterious informer and Tariq's employer.  The one, the only, Volfred Sandalwood, the Plan Maker.  For posterity, during the Rites, Volfred is an entirely defensive player.  In the same way that Pamitha or Gillman are built almost exclusively for offensive pushes, Volfred is built exclusively for defense, being able to effectively block all flying enemies with their shield and producing a dummy which creates a small aura zone around itself, allowing you an extra body to help protect the Pyre.

Volfred Sandalwood, and the History of the Nightwings

Volfred Sandalwood is the last of the Nightwings to join the party, an eccentric sapient tree from a race known as the "Saps".  Volfred was a history professor back in the Commonwealth, a mild-mannered, kindly man teaching the young minds of the Commonwealth.  But Volfred was always, at heart, a revolutionary.  By night, he was a radical, having built his own illegal printing press, he devoted his life to bringing literacy to the Commonwealth.  The Commonwealth, inevitably, tracked down the operation, destroying his printing press and eventually trying him Insurrection, exiling him to the Downside.  Volfred ended up in a very similar situation to the Reader originally, a wanderer in the harsh Wasteland, starving and overheated.  And much like the Reader, he was found by the Nightwings.  Not ours, though.  Those who came before.

The original Nightwings roster was very different.  Ti'zo was still there, the imp who wishes to find his place in the world beyond, but the other players were Brighton, the first to be freed, Erisa, a woman who has long since passed, and their leader Oralech, the original captain of the Nightwings and a man who Volfred found kinship with.  The Nightwings set their sights on freedom, seeking to perform the Liberation as many times as it took for them all to be freed.  After a successful run, however, things went wrong.  Upon another successful season, Oralech, who was set to gain his freedom, was betrayed by Erisa.  Erisa pushed him off the mountain bridging the two worlds, and attempted to claim his spot.  This angered the Scribes' agents, who tossed her into a pool of stars on the mountainside, and closed off the bridge between realms.  Without a team, and having lost the man who he called brother, Volfred retreated into the impenetrable forests of Downside, wherein he would hide.

But Volfred was not simply trying to live out the remainder of his Exile.  He was plotting.  Volfred was always a revolutionary, after all.  Having now participated in the Rites, Volfred sees the whole system as contemptable.  An oppressive oligarchy controls everything in the other world, down to the point where their citizens aren't allowed to learn to read, and anything that they don't like is labeled insurrection.  And the punishment for said crime, is to send them to a world that, up until the last couple centuries, was the home of massive ancient monsters whose corpses now litter the wasteland.  No, this wasn't right.  Volfred needed to do something about it.  And to do so, he would need to assemble a team.  A team who would not be corruptible by the promise a full pardon brings.  A team of individuals from all cultures, races, and backgrounds, united by a common goal to participate in the Rites, not simply for their freedom, but for what being free would mean.  A team of...

The New Nightwings, and the Revolution

The New Nightwings meet Volfred before their penultimate Rite.  It is seemingly the first time any of them have ever met the Sap, even Hedwyn, who was given this task, seems to have never seen him in person.  After some awkward introductions, Volfred sends this assembled team off to participate in their penultimate Rite.  And then he reveals the truth about why he has gathered them all here.  Volfred wants to start an uprising.  He wants to put an end to the Commonwealth.  He wants a revolution.

Volfred explains that the New Nightwings were specifically created for this goal.  Hedwyn was chosen because he is an ideal leader, an ideal revolutionary, and through his sound judgement, the others soon followed.  While he understands that they may not be particularly happy with this outcome, who would be knowing you were a first round draft pick because a washed up player wanted to overthrow the government, he hopes they will still aid him on his quest.  The goal is simple: complete the Liberation Rites, send the group back one-by-one, obtain their pardons, and then get to work.  Meet with Volfred's contacts.  Begin sewing the seeds of mistrust. Whispers of revolution.  And send coded messages back to Downside, detailing the progress.  Volfred is even keeping track, using his connections to surmise how close the revolution is to succeeding.  Each successful Rite leads to more allies on the surface, more people whispering revolution.  The progress may be slow, it may seem impossible, but the thing they have is time.

The Liberation

`There is, however, a reason why the plan is slow going.  I've alluded to this fact in the past, but liberation is not as simple as "you win and your party goes free".  When you reach the final Rite, the actual Liberation Rite, you are met by their judge and their guardian, the Minstrel Celeste.  Celeste asks you to anoint one of your players, one who has undergone their trial with Sandra already and reached enlightenment already, who shall lead the team in this final Rite.  If you succeed, that player will be freed from the Downside, granted their pardon.  Fail, and that person shall remain in Downside, maybe forever.

This is something none of the party knew until they arrived at the Mountain.  And it's not something that the party takes particularly well.  Hedwyn in particular feels like he was lied to, that he has been making promises he is now unable to keep due to his lack of info.  That it might be impossible for the party to all leave together.  But they unfortunately have little recourse in this revelation, the Rites don't change just because someone is upset about it.  So the Nightwings agree to play Volfred's game, to continue participating in the Rites until everyone is freed or, at least, everyone has an opportunity to be freed.  And in exchange, they will fight his revolution when they get out, as tempting as it is to return to their ordinary lives.

However, there is something else about Liberation that Volfred reveals here, something that puts everything into perspective.  See, the Nightwings are a necessary component for the final liberation ritual to take place.  They are appointed by the Scribes themselves and the other triumvirates in Downside can only win their freedom by beating the Nightwings on the mountain.  Throughout the journey, the other teams have not been kind to the Nightwings.  Some act in reverence, others in contempt, but no one greets their opponents in kindness.  It is here that all clicks into place.  When Volfred disbanded the Nightwings many years ago, when he went into hiding to formulate his master plan, he doomed all citizens of Downside to an endless exile.  Their only shot at freedom, taken away forever.  Liberation an impossibility.  The Nightwings aren't just there to gain their own freedom, they must be there to grant said freedom to others.  As an aside, I kind of find this plot point hilarious in the context that this is a basketball game.  Like imagine if when Jordan retired in 93, the NBA was just like "welp, guess we can't hold the championships until he gets back".

The Reader, an Unexpected Variable

From the moment that Volfred meets the Reader, he acts a little weird around them in particular.  There's a kind of caution surrounding the Reader, only assuaged by Tariq assuring Volfred that the Reader is okay to remain.  There seems to have been the assumption on Volfred's part that the Reader either would leave upon conducting the Rites, or would have already left after charting the stars for the Nightwings.  As such, their continued presence, their importance to the Nightwings, has put him on the backfoot, a variable he did not expect and one he seems a bit irritated to have to contend with.  But, with all of the Nightwings insisting the Reader is part of the team, he has no choice but to bring them in on the plan.  Besides, upon reflection, he requires their assistance anyways as he is ineligible to be the Reader as he was in the past if he is to also join the team and conduct the Rites.

After their initial meeting however, Volfred pulls the Reader aside to talk.  He first apologizes for his behavior, realizing that the Reader does not know why Volfred is taken aback by their continued presence as nobody would've been there to tell them.  Volfred quickly explains the truth: the Reader is stuck.  As they are the one to conduct the Rites, they cannot participate in them.  And as such, they can never rightfully earn their freedom.  Volfred has been kind of cold to the Reader because he assumed the Reader knew and that, once the Nightwings reunited with their benefactor, the Reader would move on.  After all, without much of a reason to fight, since they're never going to obtain their freedom, there's not really a reason for the Reader to stay on.

The Reader assures Volfred, however, that they want to see this through.  That even if they might never be free of Downside, they want to help their friends achieve their freedom.  This quest is more to them now than just a personal quest.  While it may be hard, losing a friend forever, this is bigger than just them possibly getting free.  And who knows, maybe in their long term quest to free everyone, they can find a way for the Reader to get free.  With their intentions confirmed, Volfred welcomes them into the Nightwings, and starts the team on their plan.  It may take years for the Rites to happen, years for everyone to get free.  But all they can do is wait.  Like I said previously, they got time.  The revolution can come whenever they're ready.  The odds are in their favor.

Making Difficult Choices

The most important part about Pyre, however, is that Pyre is a game about difficult choices.  From the outset, you are forced to make choices in Pyre.  Many of the choices you make are minor in the grand scheme of things.  You are choosing to essentially hang out with one character or another, Visual Novel style, during breaks between the Rites.  Following Rukey's lead to pick up and deliver a package or hanging out with Jodariel and going mushroom picking.  Going fishing with Ti'zo or praying with Shae.  Taking a spa day with Sir Gillman or looking over the crystalline mountainside with Hedwyn.  Tiny choices that don't seem to matter much, maybe you'll find some nice loot or maybe not.  But, they matter.  They matter because you're forming bonds with these characters.

The most beautiful, but also the most cruel trick Pyre plays is that the only way for a character to be eligible for their own Liberation is if you care about them.  The characters you get to know the best, who you grow the most attachment too, they're the ones who get to go free.  Every liberation is you deciding which one of your best friends you may never see again.  Sending these characters you love off to a future that may be better for them, but one where you cannot follow.  To save them is to suffer heartbreak yourself.  To end your story with them.  It's a bittersweet feeling every time, and one that leads to hard choices.  To you having to ask yourself "is my story with this person truly concluded".

But then, you also have to consider the plan.  Releasing the Nightwings is for the greater good.  It would ensure that this system doesn't continue, that a government that operate on oppression and imprisonment gets overturned.  Hypothetically at least.  Can you really make the selfish choice there, just because you don't personally feel like your journey with the others is over?  Is a potential for a better world worth your own heartbreak?  It's not a question with an easy answer.  For as much as we would like to believe we would choose the greater good, we also wouldn't want our friends, our family, to be lost forever to us for that good.  And the Reader is tasked with that impossible decision, the responsibility of fighting for this world is on the player.

But what of the other Triumvirates?  The game initially just paints them as opponents, people who we are having to battle for our freedom.  Often people who despise the Nightwings in turn, feel as though they are the villains of this whole ordeal.  But in a way, aren't they?  The Nightwings have to be present, it is a divine order.  The freedom of anyone in Downside is entirely dependent on their existence.  Their disappearance doomed many and their sudden reappearance and subsequent domination in the Rites is to those same people a repetition of a horrid cycle.  In the first of the Liberations, you battle a team who has literally been lying in wait for the Nightwings to return.  A team that features the Nightwings' greatest enemy, the demon Ignarius.  A powerful competitor and someone who has long been waiting for his chance.  And yet, as he begins losing, it starts to really hit you for the first time what losing a Liberation means to these people, why they fight so hard and resent their opponents so deeply.  This is their only chance at freedom.  The deck is stacked against them, and they have one shot to gain something that seems to be handed to their opponents on a silver platter.

Which is yet another hard choice. The freedom of any of your friends dooms another to a life in Downside.  I won't pretend that the people you face are always pleasant, or that they haven't earned their punishment necessarily.  But at the same time, these are people, prisoners of an unjust system that has cast them into exile as a punishment for any crime at all.  They are like you, people who just want a chance to reclaim a life that was stolen from them.  Maybe their intentions aren't as noble as yours, but is it right to keep them imprisoned just because you're working for the greater good?  Would it not be a kindness to let them out?  And, whether it is or not, is it convenient for you to believe that it might be, so you have justification for not losing your friends?

This is where Pyre truly shines.  Pyre is an incredibly deep, rich RPG where every question you ask is only answered by more questions.  You have to make difficult choices, choices that might not be good for you, your party members, the prisoners of Downside, or even the world.  It's the kind of game where you sit there after beating it a bit empty, but in the best way.  You don't have good or evil choices, it's just your choices, what you think is best.  What your personal morality tells you to do.  It's truly amazing, and I'm so happy to have played it finally.  Supergiant don't miss but, for me at least, this is a massive hit.

So How Does it Fail?

You have probably been awaiting the other shoe to drop on this.  I have spent this entire blog post praising this game endlessly, reaffirming that it is one of my favorite games of all time and explaining why that is.  The name of the article is "A Masterpiece that Failed", and it does so in more ways than just being Supergiant's weirdest and, by extension, most divisive game.  I, obviously, adore Pyre.  It has rapidly found its place on my favorite games of all time list and it's a game I haven't been able to stop thinking about since I played it.  However, there are some things about Pyre that just clearly do not work, criticisms to be leveled against the work that are more than valid.  And it is in these ways that Pyre's failure becomes apparent.

Pyre begins right as it ends.  The part where Volfred Sandalwood finally talks to the team and tells them what is going on is one of the last events to take place before the first Liberation.  Because of this, it can seem like the game is both starting and ending at the same time.  That the actual story is inserted right when the game's narrative arc that we have been following ends.  A revolution may be starting, but for one of the party members, the game is ending.  And honestly it is not an unrealistic expectation that the player too finds their ending with the first Liberation.  That the weight of the task ahead of them is too much and that they feel satisfied with performing the Liberation at all.

This is compounded with the fact that the game gets considerably more difficult after the initial Rites.  After you complete the first Rites and have your story laid out in front of you, the game adopts more of a sports game structure, with the Rites entering into different "seasons" where the player chooses their matches and after so many, another Liberation is ready for them to participate.  This is where the bulk of the game lies, completing these seasons and either liberating your party or failing, some of them, at which point you enter another season.  However, with each season, your opponents get tougher, implementing better strategies and utilizing powerful equipment that gives them buffs.  I have had a number of people mention when I told them I was playing Pyre that they really loved it but could not do the sport part of it effectively, and likely got pushed out of the game before reaching an "ending" because the game became insurmountable for them after only a couple of seasons.

But should they even reach a proper ending, the game problems still rear their head.  Pyre is meant to be a very open-ended RPG, where your choices lead to different outcomes in the end.  It's a game with a lot of nuanced character interactions that a player is unlikely to ever see.  The majority of players just are done with a game once it's finished, if they even make it that far.  Thanks to the rise of achievements, we know the majority of players are likely to stop playing a game ~5 hours,, with massive drop-offs after you get out of the tutorial.  To experience everything that Pyre wants you to experience, you would need potentially dozens, if not hundreds of playthroughs.  Which isn't particularly helped by the fact that one character will ascend early on, regardless of how well you get to know them.  That character's relationships, thoughts, feelings, etc. are gone, and it's before the story even begins.

For as much as I love Pyre, it is unavoidable how much this game struggles to accomplish its goals in the end.  It's too ambitious, trying to be too much game for what it is and, moreover, what its players expect.  I still believe it to be a work of genius, but it is a messy work, one that has this core issue that, even if you can look past as I do, you cannot truly avoid.  Pyre can accomplish great things, if you want to give it the opportunity to find itself, but on its own, without a level of nurturing from the player?  It is lacking.  It's like looking at an unfinished Van Gogh.  You see the masterwork, but also know it can never truly be what it was destined to be.

Rising From the Ashes

But in truth?  Pyre needed to fail.  Pyre's faults are, undoubtedly, major.  Some may say the game completely fails to accomplish its goal and therefore deserves its reputation as Supergiant's forgotten middle child.  But Pyre is insanely important.  And it is important for the ways it fails.  Pyre has a strong legacy, one that would create one of the greatest video games of all time.  Pyre's ideas would not be abandoned by Supergiant, even if they came up short within Pyre.  Instead, they would find their way into Supergiant's fourth title, Hades.

Hades is one of the most important games ever made.  Roguelikes had been a genre that was taking off for quite some time before Hades' release, I'd imagine like half the indie games you'd have heard of during the 2010s were roguelikes, but Hades broke new ground by proving the genre could be used to tell nuanced, compelling stories with large casts of instantly endearing characters.  Roguelikes had largely been very arcadey affairs before this, focusing heavily on the gameplay loop and ensuring players could quickly get back into runs.  Hades was a showcase in how the genre could be used for storytelling, how the gameplay loop could be a tool to push a narrative forward.  How the endless deaths, the failures of the player, could be leveraged to build up character relationships and learn more about the world.  And it has Pyre to thank for this.

See, the problem with how Pyre handles its open ended narrative is that players are not given the opportunity to properly experience all the nuances of said narrative because the game is always moving forward.  It is a game that wants you to always be pushing forward, to always be making the difficult decisions that you have to make for the plot to play out.  But it is also a game that wants you to spend as much time as possible with these characters, with this world, learning about their lives and forming these bonds.  It is a game at war with itself.

It is from this problem that Hades' narrative ideology was born.  The open-ended narrative with a massive focus on character interaction didn't necessarily come together for Pyre, but in Hades, it finally found its place.  Hades' focus being on dying, that rather than the narrative moving forward via success but rather failure, allows them to accomplish their goals much better.  Having the plot occur in between the runs, whether they are successful or not, leads to and, moreover, encourages the player to explore the interactions between the characters.  Follow their individual questlines.  By putting failure at the forefront, they created something truly magical, a game that reinvented the roguelike, soared Supergiant to superstardom, and became lauded as one of the greatest games of all time.  And none of it would've been possible, if Pyre had not failed.

Pyre is a masterpiece.  And Pyre is also a tragedy.  It's a game that has so much love put into it, so much depth.  It's one of the greatest RPGs of all time.  It's also a mess, that fails in a pretty major way.  But it needed to fail.  A timeline where Pyre succeeds is a timeline where we might not get Hades, and Hades is Supergiant's most important game.  In a way, I mourn what Pyre could've been.  But then I also would never wish for it to be so.  It's a game with a messy, complicated, but important legacy, and I love it to death.  It's very important to me already, it holds a spot on my short list of the best games of all time.  And there is just simply no other way to describe it, but as a masterpiece that failed.