Burn­ing am­bi­tion

Su­per­giant Games strikes out into new ter­ri­tory with party RPG Pyre


Bas­tion and Tran­sis­tor de­vel­oper Su­per­giant Games strikes out into bold new ter­ri­tory

Su­per­giant Games has a knack for cre­at­ing strik­ing-look­ing games, and its third ti­tle, Pyre, is its most hand­some project yet. A party-based RPG, the game puts you in con­trol of a group of un­for­tu­nates try­ing to earn a re­prieve from the pur­ga­tory into which they’ve been cast. You’re given a set amount of time each day to travel about the world map, vis­it­ing rit­ual lo­ca­tions where you can take part in a kind of mys­ti­cal threevs-three take on Speed­ball. The goal is to plunge a ce­les­tial orb into your op­po­si­tion’s pyre in or­der to ex­tin­guish it and thus grad­u­ally earn back the re­spect of your di­vine jail­ers.

“We were very in­ter­ested in mak­ing a game with an ensem­ble cast,” ex­plains writer and de­signer Greg Kasavin. “We love cre­at­ing char­ac­ters and worlds for our games, though our pre­vi­ous ti­tles have had very lim­ited num­bers of char­ac­ters in them. When we thought about a set­ting that would sup­port a larger cast, a lot of ideas started fall­ing into place and we wanted to set up an en­vi­ron­ment where these colour­ful char­ac­ters would have to de­pend on one an­other to ac­com­plish their per­sonal goals.”

That de­sign brief led the San Jose stu­dio away from its ac­tion-RPG staple and into Pyre’s party ter­ri­tory, while the fan­tasy set­ting sent the team down a new road vis­ually. “We wanted to evoke the feel of clas­sic fan­tasy art­work from the ’70s and the ’80s,” Kasavin ex­plains. “Jen Zee, our art di­rec­tor, has had to face the chal­lenge of de­vel­op­ing a unique vis­ual style for each of our games thus far, and with Pyre she’s re­ally been able to stretch her imag­i­na­tion by cre­at­ing a world with a big­ger sense of scale and grandeur than what we’ve been able to ac­com­plish in the past.”

Pyre is set for re­lease on PS4 and PC next year.

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