Tyranny is a party-based role-playing game presented in a classic isometric view, created largely with the technology used for development of Pillars of Eternity, set in an entirely new universe.
The story begins as Kyros the Overlord prepares to conquer the last part of the known world that yet remains free of his rule. The player assumes the role of a Fatebinder, one of many representatives of Kyros' law who serve both as a judges and executioners. His initial role is to settle a dispute between the leaders of two of the Overlord's armies who share the honor of conquering The Tiers.
One of the unique features in Tyranny is the Conquest which is an extension of character creation process. The Conquest is a series of events that take place over 3 years prior to the beginning of the story. Every such an event allows player to make a decision which will affect the world player will find himself into during actual gameplay. Conquest decisions affect a great number of things, including player's relations with faction and most notable characters, which NPCs are alive and which are dead, and even what a major region in the game is called. Player can never visit all the regions within a single Conquest, and it is impossible to take part in every event in a visited region.
Gameplay is presented with nearly classical isometric view, even though the camera is placed significantly lower than in titles such as Baldur's Gate or Pillars of Eternity. The game may be played almost entirely with a mouse, however keyboard shortcuts are available as well. The story is quest-driven as player always has an active goal to pursue. Tyranny offers a total of four main branches of the story, however these branches deeply intertwine with each other, and the player may even make different decisions in the course of the same path. As player roams The Tiers he may recruit up to six preset party members, each of them offering their own personality, story and ability trees. From these six characters, the player may have up to three travelling with him in a party.
Progression in Tyranny is similar to that of The Elder Scrolls game series, which means that player enhances his skills as he used them (e.g. landing successful strikes and dealing damage with one handed sword increases the one handed weapons skill and picking locks builds up subterfuge skill). Increasing a skill grants skill experience. Once character gains enough skill experience (or regular experience gained from quests and exploration as well), he gains a new level. Each level grants an attribute point (attributes are base character statistics, which contribute to overall effectiveness, such as bonus to damage, bonus to duration of effects or ability cooldown) and a talent point. talents form a total of six talents trees, and each tree offers a different specialization, such as melee combat, ranged combat or defence. Tyranny is not class-based so the player is not restricted anyhow and may develop his character freely.
Credits (Windows version)
275 People (256 developers, 19 thanks) · View all
|Environment Art Lead
|Level Design Lead
|Narrative Design Lead
|Systems Design Lead
|Character Technical Director
|Additional Character Art
|[ full credits ]
Average score: 82% (based on 10 ratings)
Average score: 4.1 out of 5 (based on 7 ratings with 1 reviews)
I found myself engaged with the story, characters, and world of the game. It was difficult choosing which companions to bring with me, as they have unique personalities, abilities, and interactions. Having consulted a friend about the game, I am looking forward to revisiting the game in the future with a very different story path than the one I explored.
The game has a unique magic system, which is somewhat fun to explore, though might have been a bit much for me at the time of playing through the game.
My largest gripe with the game is how finnicky combat felt, where I ended up "hoping for the best" while the game auto-played the encounters for me, with some minor input from me.
I found the pacing of when you are introduced to companions a bit confusing. There was especially one companion that I did not utilize at all, as I met them too late into the game, and they introduced a whole new gameplay element that I didn't take time to absorb, as I knew the end was near.
The Bottom Line
The major selling point for the game is definitely the world, the player character's interactions with the world, the companions, and the moral quandaries available through the game's story. In my case, I didn't vibe well with the combat, but the game is otherwise worth it.
Windows · by Edo Aug (163) · 2023
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Contributors to this Entry
Game added by Konrad Kołacki.
Additional contributors: Plok.
Game added December 1, 2016. Last modified December 13, 2023.