This review is perhaps overly negative, in that I still enjoyed Tyranny quite a bit. There’s just not enough depth to Tyranny at times, and the remaining 10 to 15 hours felt a bit like being railroaded to an inevitable conclusion-one dependent on which of the three main factions I sided with, sure, but still inevitable. ![]() Clicking on the device in question, I could either fix it and finish the quest or not.Īgain, it felt artificial. “Ah,” I thought, “a chance for me to do purposefully-shoddy repairs and foil the Disfavored’s plan.” But no, there’s no moral salvation. A late-game Disfavored quest told me I needed to fight off some foes and then repair the damage they’d done for a spell to complete. ![]() You’re often not even allowed subtle ways to undermine your faction. Maybe I just didn’t figure out a way to get the two factions to work together for a longer period of time, but if I’m indeed not missing something (and I don’t think I am) the game forces your hand really early. It does feel somewhat artificial though, in this case. That’s not necessarily a bad thing-I rather like that The Witcher 2 put a hard lock on its story, saying “Regardless of how you make this choice, you won’t see half the game.” And I am looking forward to replaying Tyranny at some point. The Chorus would attack on sight, as well as any Rebel factions, leaving me to either finish the Disfavored’s quest as asked or…quit the game, I guess? There were times the Disfavored asked me to do something so heinous that I would’ve gladly defected, and yet the opportunity doesn’t present itself. But the Disfavored have their own problems-think Lawful Evil to the Chorus’s Chaotic Evil. I sided with the Disfavored, given that the Scarlet Chorus seem like an unholy nightmare. ![]() Rather than letting you continue to play factions off each other for the rest of the campaign, Tyranny soon forces you (as far as I can tell) into choosing a side.įrom there, it’s all a bit downhill for me. But Tyranny is less Fallout: New Vegas as far as I can tell and more like The Witcher 2. It’s a complicated balancing act, and one I really enjoyed for five or six hours. Not since Fallout: New Vegas has faction warfare been handled so skillfully, with you inevitably drawn into the machinations of both the Disfavored and the Scarlet Chorus’s leaders and forced to somehow rise above it, force the two to work together, and play the factions off each other. The ensuing hours, which constitute the game’s first act, are masterful. Kyros sends you to read another Edict to the leaders of these two armies: “Defeat the rebels in eight days or everyone in the whole region, friend or foe, will die.” Kyros’s armies are in disarray, thanks to a conflict between the two main factions-the organized, Roman-esque legions of the Disfavored and the chaotic horde of the Scarlet Chorus. I’d managed to negotiate a surrender in Apex in my Conquest, so the rebels called me “Peacebinder” and were generally more willing to talk, while my own soldiers were annoyed with me-“If you hadn’t spared them two years ago, we wouldn’t have to fight them again.”īut they’re not doing much fighting anyway. Immediately, your Conquest actions come into play. You’re sent to Apex, where a few last bands of resistance have risen up in revolt. Any city you don’t visit? Assume the most murderous, horrible thing happened to those three by default. In Stalwart, for instance, you can either read the Edict and summon the storm immediately or give the population three days to evacuate ahead of time. ![]() Out of six cities you’re allowed to visit three during the Conquest, and your actions in each city can be either merciful or murderous. Once you’ve made your choices in the Conquest you’re kicked into the world your actions created. Here in this world you would navigate between different evil factions, some chaotic, some merely tools of the bureaucracy, some overtly evil, some more insidious.Īnd to some extent that’s what Tyranny delivers. That’s it, really.īut Tyranny promised something more. The bad guys usually got…well, to kill people. The “Good” characters always got long and engaging quests, full of dialogue and skill checks and intrigue. I gave up long ago on playing the “Evil” character in most BioWare-esque games-not because of some moral aversion, but because it was boring.
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