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Maylander November 15th, 2016 21:44

Review of Tyranny
 
Note: As usual, it's a bit of a work in progress, so feel free to ask questions, make requests and whatever else. I have decided to skip the various sections this time, but I have no idea if that'll work out.

Review of Tyranny
The RPG-veterans over at Obsidian Entertainment have returned with a new RPG, set in a world where the tyrant Kyros rules with an iron fist. The player enters the world as a so-called “Fatebinder”, which is basically a judge, jury and executioner. However, they are not above the law, and answer to the Archon of Justice, Tunon, who is tasked with bringing justice to the far corners of the world.

There has been some controversy leading up to Tyranny about whether or not the main character has to be evil. Let me dispel that myth right away: It is entirely possible to be good overall, but not exclusively. It’s a rather fascinating concept, in that the main character is a person of influence in a dictatorship. Not everyone working for Hitler, Hussein or Mussolini were evil. Far from it, and I feel they could have gone even further with it in terms of drama, conspiracies, trust, betrayals and so on, but it’s still very interesting, with a lot of choices to make.

https://dl.dropboxusercontent.com/u/…arCreation.jpg
Character creation has had a facelift since since Pillars of Eternity

In fact, there are choices to make right from the start. The character creation is an upgraded version of the one found in Pillars of Eternity, and the experience feels a bit smoother. Classes are now gone, replaced by a system more similar to Elder Scrolls, so all you really need to pick are looks, icon, voice, starting skills and background. The background is actually the most interesting, as it has an impact in quite a few conversations, opening up new dialogue options and occasionally even new ways of solving quests. I find such features refreshing, and it reminds me a bit of Arcanum, which is usually a good thing.

Once the character has been created, it’s time to go through something called “Conquest”. Conquest is a rather quick, map-based intro where the player gets to choose what the Fatebinder did during the actual conquest of a region called The Tiers. Conquest can be skipped, but the choices have some surprising consequences throughout the game, and new dialogue options can pop up as a result when least expected, so it’s worth doing properly.

After the conquest has taken place, it’s time to enter the world. It quickly becomes obvious that the engine is an upgraded version of what we saw in Pillars of Eternity: The interface is very similar, the look and feel is very similar, the combat mechanics are quite similar and so on and so forth. However, it’s a heavily polished version, which makes the whole experience feel better, especially later on. In terms of combat, the start is a bit slow due to the lack of abilities and long attack timers (hit, wait.. wait.. hit again.. wait.. ), but it really picks up after a while.

https://dl.dropboxusercontent.com/u/…SkillCheck.png
There are a lot of skill checks to encounter while exploring the world

There are a few differences between the combat in Pillars of Eternity and the combat in Tyranny:
  • The party max size is now 4 instead of 6. This makes it easier to avoid some of the messier fights in Pillars of Eternity, but it also greatly reduces the flexibility of the parties. Similar to Dragon Age: Origins, most parties will likely end up with a tank, DPS, healer + one random, most likely some type of caster as they are the most flexible. I would personally prefer at least one more spot in the party to add some mix and match potential.
  • Attributes are slightly different: The heavily criticized “Might” is now exclusively physical, and spell damage is gained as an alternative to increased area of effect size on spells.
  • One of the biggest changes is the actual experience point system. In Pillars of Eternity, only exploration, bestiary updates and quests provided experience points. In Tyranny, this system has been replaced by a system very similar to the one found in the Elder Scrolls series: Using or training (max five per level) skills, will grant levels in said skills, which in turn yields character levels. It is not a common system for party based RPG, but I have to say it works rather well. The only slight drawback with such a system is that certain characters, with more active abilities/spells gain levels a bit faster.
  • Another big change is spell crafting: A system where you can combine a core, an expression and various accents to create spells. The only limiting factor is the amount of Lore a character has: Higher lore means more, and more powerful, components can be used. This means that characters with high lore can create some truly overpowered spells. I’m actually fine with that, however, as the trial and error process of high level spell crafting is genuinely fun, which is what games are all about.

https://dl.dropboxusercontent.com/u/…annySpells.png
High level spell crafting can create very powerful spells

All that being said, combat is rarely the highlight of games developed by Obsidian, and Tyranny is no exception. It still feels a bit clunky at times, the encounter design is still a bit limited, and it’s fairly obvious that most of the effort went into the writing. This is not necessarily a bad thing; it simply depends on the preference of the player.

Personally, I like games that require a lot of reading, and I prefer the writing in Tyranny to that of Pillars of Eternity. It is a bit less pretentious, a bit more direct and a bit more engaging. It might not sound important, but it does actually make a difference, especially since both Pillars of Eternity and Tyranny contain so much dialogue and lore.

In fact, reading about the world and the various locations, people and history is actually more fun than exploring it. Don’t get me wrong: The world looks and feels great, and the atmosphere reminds me of Arcanum in a way, but it’s a bit too restricted. The dungeons are good, and contain a few decent puzzles here and there, but the outdoor regions are simply too small, which limits exploration and the overall sense of scope. For example, we are told early on that the Disfavored are few in numbers, but extremely skilled, whereas the Scarlet Chorus is a massive horde. This fits both their philosophies, their lore and the various characters met in each faction, but it doesn’t actually fit what we see in the game: Both factions have more or less the same, limited number of people, and it is never actually shown that they’re different in terms of combat.

https://dl.dropboxusercontent.com/u/…nnyDungeon.png
One of several interesting dungeons

Luckily, there are quite a few choices related to the factions, including a few major choices that greatly influence how the story plays out. This, in turn, really helps add a lot of replay value despite the limited exploration. There are few games with a better implementation of choices and consequences, and almost everything has an impact. I spotted a few mistakes here and there, such as dead people referred to as still being alive, but that is expected given the sheer amount of choices.

I do not know whether it is the amount of choices, the music, the atmosphere or the shades of grey, but what I do know is that Tyranny has reminded me of how much I want a remake of, or sequel to, Arcanum. Preferably with an engine as smooth and good looking as the one Tyranny uses. What Tyranny lacks isn’t technical, nor is it a matter of writing, characters, story or atmosphere. It genuinely feels like a good, polished game. What it lacks in comparison to the old-school games it emulates is simply scope: It strives to be an Arcanum or Baldur’s Gate, but ends up being Planescape: Torment without the weirdness to carry it, in a time where people are far more unforgiving.

https://dl.dropboxusercontent.com/u/…aldursGate.png
That message certainly looks familiar.

Overall, it is still a good game though. I enjoyed it greatly, and I will be completing it a second time soon due to the high replay value. It is just a shame that, as with most Obsidian titles, it falls just short of greatness. I do consider it worth the money though, as we are not exactly swimming in old-school, party based RPGs with decent production values and good writing.

Verdict: 4 / 5
The reason I am giving it a 4 out of 5 despite the flaws mentioned is that I’m the type of player who can ignore most flaws if the writing, choices and consequences are interesting enough, especially since we rarely see games with that particular emphasis. For anyone else it is likely to be a fairly average game, roughly 3 out of 5.

Pros:
  • Good writing
  • Choices and consequences
  • Lots of skill checks
  • Spell crafting
  • Character progression
Cons:
  • Restricted exploration
  • Somewhat clunky combat, especially early on
  • Not enough options in terms of party setup
  • Limited scope

Ripper November 15th, 2016 23:38

Another very good review. Thank you.

A pity this was a more minor project, as it seems it might have had the potential to be something special.

HiddenX November 15th, 2016 23:53

Thank You for the review, Maylander!

DarNoor November 16th, 2016 00:10

Nice review. I'm going to pick this up at some point.

joxer November 16th, 2016 01:18

Good but not great review!
But okay since it's "work in progress"… ;)

Thanks for this M.

Maylander November 16th, 2016 09:09

Quote:

Originally Posted by Ripper (Post 1061422371)
Another very good review. Thank you.

A pity this was a more minor project, as it seems it might have had the potential to be something special.

Indeed, and it has Obsidian written all over it. They never seem to have the resources to really go through with their vision.

Thrasher November 16th, 2016 10:57

Thanks for the cheese… errrr… review, Marylander!

Pessimeister November 16th, 2016 11:45

Cheers for that Maylander, an encouraging read. I'll be picking this up as soon as I can justify it - possibly during the Christmas steam sales, I'll have to see. :)

The strong choices and consequences and slightly subversive morality are two attractive features for me; whilst the four party member downgrade from six in PoE is a negative, I suspect I'll enjoy it regardless.

lackblogger November 17th, 2016 01:03

Quote:

Originally Posted by Maylander (Post 1061422463)
Indeed, and it has Obsidian written all over it. They never seem to have the resources to really go through with their vision.

Yeah… sure… resources…

Workmen and tools etc etc.

dragongamedesigns November 17th, 2016 02:08

Thank you for the great review…sounds like to me you hit it right on!

Hegemon Severus November 17th, 2016 18:03

Good review, im playing Tyranny for 2 days already and it quickly become one of my favourite crpgs released this year. It has so many Cook's Black Company and Eriksson's M.Book of the Fallen inspirations, that it's hard not to be happy playing it. And all in very tasty classic crpg sauce . Great game!:fingerscrossed:
I have high hopes that Obsidian Devs will continue Tyranny as great rpg series along with Pillars and other projects. Im so tired by "sandboxing" "new" almost empty new AAA crpgs, i love that special feeling of classic isometric or dungeon crawling crpgs, when You have time and atmosphere to dig into the story, details, and so on.
Don't get me wrong i have tons of fun with games like Witcher 3, DA, ME, but as rather old gamer, my biggest love is directed at that old style, with modern improvements crpgs. And im wishing to all of us, that Devs will follow path of Obsidian for next years . Modern crpgs like F3 or F4 , W3, DAO, DAI , ME are ok and have their place, but world without classic rpgs will be very sad place for most gamers.

Pladio November 17th, 2016 18:18

The choices and consequences remind me a bit of Age of Decadence. It feels like they have tried for something similar, which isn't about creating a massive 200 hour long game, but instead a 20-hour game, with a lot of choices and consequences and thus actual replay value.

I have played the game for about 10 hours and I am playing as a friend of the Chorus, but with my own agenda of gathering power.

I think I will play again as an evil asshole following the Disfavoured again to see if the game changes enough to be fun.

For me, the main complaint is combat. It just feels like a chaotic mess. I am playing on normal and only lost one fight and that's by just clicking on random attacks, so I would suggest going on hard if you like the combat. The only reason I am not playing in Story mode is because I would like I am cheating then.

In reality RTWP is really not for me and I would much rather have turn-based combat, especially in party RPGs.

So unlike, Age of Decadence, I do not see myself playing this more than twice, but to be honest, that would make it on par with some of the games I consider to be great.

In conclusion, I would say:
Despite the combat, this game has a ton of amazing elements, such as lore, choices and consequences, character progression, etc. I would recommend it to anyone who likes games of this vein and I think that people who enjoyed the old games of this sort like Baldur's Gate, NWN and Planescape would like it very much.

I would not recommend this game to people who are looking for a tactical combat RPG a-la Blackguards or Dungeon Rats as the combat is chaotic or to people who do not like reading much.

luj1 November 17th, 2016 18:46

Quote:

Originally Posted by Maylander (Post 1061422463)
Indeed, and it has Obsidian written all over it.

They never seem to have the resources to really go through with their vision.


Its not that they arent "going through with their vision" , but the project was initially conceptualized as a B-Team project, just as PoE was

Quote:

Originally Posted by Pladio
I think that people who enjoyed the old games of this sort like Baldur's Gate, NWN and Planescape would like it very much.

Really? Im not enjoying it , its pretty bland and boring. Its a short game, plus youre fighting 2 or 3 enemies the entire game and your exploration is limited… This has all hallmarks of a mediocre, filler project

Damian November 17th, 2016 19:47

Quote:

Originally Posted by luj1 (Post 1061422775)
Its not that they arent "going through with their vision" , but the project was initially conceptualized as a B-Team project, just as PoE was



Really? Im not enjoying it , its pretty bland and boring. Its a short game, plus youre fighting 2 or 3 enemies the entire game and your exploration is limited… This has all hallmarks of a mediocre, filler project

In "boss fights" i have seen up to 6.

luj1 November 18th, 2016 03:37

This is 44e on gog my man

BoboTheMighty November 18th, 2016 05:16

How buggy is this thing? Still dealing with backlog, but kind of tempted to give it a go.

Damian November 18th, 2016 06:10

It was fairly buggy when i played it nothing game breaking but things like characters not moving to a position where they can attack in combat and not being able to click parts where you can walk through.

wolfing November 19th, 2016 15:19

Quote:

Originally Posted by BoboTheMighty (Post 1061422873)
How buggy is this thing? Still dealing with backlog, but kind of tempted to give it a go.

It has mostly some pathfinding issues that may be problematic if you play the game Real Time (I don't so it's just a minor annoyance when combat happens in close quarters). In any case, it's always wise to wait for a few patches not only for this but for all recently released games. Still… I've been playing this one since even before it was released (media copy) and haven't found any significant bugs.

ChienAboyeur November 19th, 2016 21:05

Quote:

Similar to Dragon Age: Origins, most parties will likely end up with a tank, DPS, healer + one random, most likely some type of caster as they are the most flexible. I would personally prefer at least one more spot in the party to add some mix and match potential.
One part of the playability/replayability is to build a supporting party around the PC.

A lot of options.

fadedc November 20th, 2016 16:05

Quote:

Originally Posted by Damian (Post 1061422784)
In "boss fights" i have seen up to 6.

I've had at least one fight with 10+ enemies. For the most part though with only 4 party members you can't have that many enemies or you will be slaughtered.

Drithius November 20th, 2016 18:01

Nice review, thank you Maylander.

forgottenlor November 20th, 2016 19:19

Great review. Hits it dead on the nail. I think the game runs very smoothly, I haven't run into bugs so far. The small size of maps and lack of opponent variety are the biggest detriments I see. I like the lore and world better than Pillars, the mechanics less so. In a year with few highlights so far though, I think Tyranny is probably second only to Stranger of Sword City in terms of my "Game of Year" so far.

azarhal November 20th, 2016 21:57

Nice review Maylander.

I also just finished the game. I agree with the pros/cons and also the lackluster exploration aspect. That kinda made the game boring to me (I prefer PoE to Tyranny personally).

Saying that, I liked a lot my unarmed spellcaster main character. Much improved animations for unarmed fighters compared to PoE, clothing where I could see the tatoos without feeling naked and the spell system works well with melee characters.

Couchpotato November 21st, 2016 04:37

Great review once again Maylander.;)

I agree with your pros & cons but you failed to mention the long load times. As it seems Obsidian failed to realize that 2-5 minute load times between each area is not ideal.

https://steamcommunity.com/app/36296…1032429308102/
https://steamcommunity.com/app/36296…1032433008371/
https://www.reddit.com/r/TyrannyGame…ng_load_times/
https://www.reddit.com/r/TyrannyGame…loading_times/
https://forum.paradoxplaza.com/forum…ilable.981444/

Obsidian's excuse was to blame the Unity Engine.
Quote:

We've determined that there is a Unity issue that was fixed for Pillars of Eternity, but has since regressed to a non-working state in the newer version of Unity we're using for Tyranny. The problem is that the mechanism we're using to load character portrait art (and potentially a few other things) from disk can also be used to download files from servers. Because of this, Unity queries the Windows Proxy Settings for the currently logged-in user prior to deciding that it needs to load the file from disk instead. On some users' machines, the contents of the Windows Network Connections will include entries generated by third-party software such as LogMeIn Hamachi and VMWare. The Windows function that Unity uses to get the Proxy Settings for the user tends to hang for long periods of time if it encounters one of those third-party network connections. It's probably not able to get what it wants and just ends up waiting for a timeout. I suggest looking in Control Panel -> Network and Sharing Center to see if there are any network connections added by third-party software. If there are, try disabling them to see if it fixes the problem. Please let us know what you find.

azarhal November 21st, 2016 05:08

Quote:

Originally Posted by Couchpotato (Post 1061423310)
Great review once again Maylander.;)

I agree with your pros & cons but you failed to mention the long load times. As it seems Obsidian failed to realize that 2-5 minute load times between each area is not ideal.

Maybe he didn't have long load times? Because I do not (game is on SSD).

I got long save time though, but that went away once I removed Steam crappy save cloud thingy.

Couchpotato November 21st, 2016 05:15

Quote:

Originally Posted by azarhal (Post 1061423313)
Maybe he didn't have long load times? Because I do not (game is on SSD).

I got long save time though, but that went away once I removed Steam crappy save could thingy.

Yeah it seems to load faster on some SSD's, but I never had this problem with POE.

It amazes me that Obsidian failed to correct this, or even admit this problem before the games release. As this is not a small problem that is easy to miss with early testing.

greywolf00 November 21st, 2016 07:56

Load times were definitely an issue for me. I got into the habit of getting up and getting something to drink/eat/do something rather than sit through it. I enjoyed the game enough to at least consider a second play through, which is an incredible rarity for me.

ChienAboyeur November 21st, 2016 14:44

Quote:

Similar to Dragon Age: Origins, most parties will likely end up with a tank, DPS, healer + one random, most likely some type of caster as they are the most flexible. I would personally prefer at least one more spot in the party to add some mix and match potential.
More on this.

The characterizations tank-DPS are inappropriate.

The system wants to inflict the highest rate of damage possible during a fight while sustaining the lowest rate.

Due to the multiple damage, it is not possible to get one character highly proficient in sustaining or infliciting all the types of damage.

Depending on the fight, one party member might be tasked with sustaining a type of damage, others tasked with dealing damage.
The distribution is not permanent and changes depending on the fight.

That is flexibility by the way.

As to spellcasters, all characters are spellcasters. This comes to further the flexibility of the party as every member might come proficient in a specific type of spells.

joxer November 21st, 2016 15:02

Any engine set to work on rubbish hardware too will have long load times.
It's nothing new, remember elevators from Mass Effect?
I'll take Obsidian's side here. Today. Tomorrow, if they make another game with Unity, then it's their fault. If an engine sucks, kill it and move away, don't stick with another Gamebryo.

ChienAboyeur November 21st, 2016 15:08

One way to test the combat system is to play and replay over and ogain the same fight. Which means reloading a large number of times.

That issue of lengthy reloading times is specific to certain users.

wolfing November 21st, 2016 15:17

I'm on SSD, load times are in the few seconds in most areas, but there is one area so far that takes like 15 seconds to load (Lethian's Crossing), which sucks because there are a bunch of houses there, and every time I go in a house, it's that annoying 15 second load again when I exit.

But yeah. At this point in time SSDs are a must, really, buy one, no, don't ask, go and buy one, now.

joxer November 21st, 2016 15:30

Not now. But this (black) friday.

luj1 November 21st, 2016 15:59

Quote:

Originally Posted by ChienAboyeur (Post 1061423340)
Load times were definitely an issue for me. I got into the habit of getting up and getting something to drink/eat/do something rather than sit through it.

PoE suffered from the same thing. I found that trimming down your save directory helps a little. The rest of it is probably code related

joxer November 21st, 2016 16:58

Eh? I had no load problems with PoE.
However, all my games are on SSD. I'm not even sure if mentioning SSD on PC is needed any more, prices dopped so much it basically became a standard. Unlike bloody (and overpriced plastic) mushrooms.

Maylander November 23rd, 2016 16:52

Quote:

Originally Posted by azarhal (Post 1061423313)
Maybe he didn't have long load times? Because I do not (game is on SSD).

I got long save time though, but that went away once I removed Steam crappy save cloud thingy.

Quote:

Originally Posted by luj1 (Post 1061423347)
PoE suffered from the same thing. I found that trimming down your save directory helps a little. The rest of it is probably code related

Could be that I simply had too few savegames (two normal ones per character + the auto/quick saves) or that my rig is too strong for it to be an issue, but I only had problems with the initial load (first loading of a save after opening the game). Otherwise I would have mentioned it.

luj1 November 23rd, 2016 17:00

Ye keep a small save dir. it happens on most riggs with PoE/Tranny as your save folder gets bigger and bigger unless you install on SSD I guess. I definitely saw a difference when I deleted around 30-40 save games and brought it back to like 3 slots.

beldurax November 24th, 2016 22:24

Thanks for the Review. I played the game, unfortunately, and I would have to give this pile of Obsidian dung a 2/5. The combat is just brutal, and the whole concept just feels completely contrived to me.

Cepheiden November 25th, 2016 23:39

Weak review. Failing to see most things from different point of views and extremely ambiguous ratings. Especially the summary is atrocious.

Quote:

Originally Posted by Maylander (Post 1061422337)
Pros:
  • Good writing
  • Choices and consequences
  • Lots of skill checks
  • Spell crafting
  • Character progression
Cons:
  • Restricted exploration
  • Somewhat clunky combat, especially early on
  • Not enough options in terms of party setup
  • Limited scope

What is "good" writing? Most people found the majority of the characters to be annoying special snowflakes that swear way too much.
What is good about lots of skill checks? It's an extremely cheap replacement for actual gameplay.
Choices and consequences are standard and Character progression even more so - how are these Pros? They should be a given and the game at hand is average in those at best, making it not special at all.
Somewhat clunky combat. What is somewhat? Is it clunky or not? To most people it just felt incredibly boring for reasons.
Limited scope of what? A story needs to focus on certain parts or otherwise it will be just boring.


Basically all you are saying is: "x is shit but I can't express how shit it is and think it's actually not that shit… maybe." How is t hat even a review?

luj1 November 26th, 2016 06:08

Quote:

Originally Posted by Cepheiden (Post 1061424075)
What is "good" writing??

One that doesn't make you think you'd write it better yourself.

wolfing November 26th, 2016 15:03

Quote:

Originally Posted by luj1 (Post 1061424110)
One that doesn't make you think you'd write it better yourself.

If that's the case, any writing is good writing :)


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