Oh, and the companions. I’m disappointed there aren’t specific sidequests for each, but they’re some of Obsidian’s best work even as-is. My favorite is Barik, a man caught up in the storm at Stalwart who awoke to find out he’d basically been fused with his armor forever, but all six made a compelling argument for me to take them along on adventures.
There’s a lot of potential in
Tyranny. A
lot. I just don’t think all of it is fulfilled. Great premise, great world, great characters, but it feels like there needed to be twice as much inter-faction politicking in the latter half to keep the story lively. And it doesn’t help that the ending is blatant sequel-bait, dangling a bunch of loose threads right when it feels like you're getting a glimpse of the overarching plot. It felt to me like the story needed maybe
one more standout scene to wrap up properly.
Tyranny is flawed, but I suspect it’s flawed in the manner of
Alpha Protocol, to cite another Obsidian project—a game that garners a cult following despite some clear issues, a game that’s later hailed as an “important” experience.
Because I keep coming back to those initial few hours: A game where you’re the villain, but not in the usual mustache-twirling cartoon way we see so often. There is gray, here. This is a world where evil is the norm, where you’re the villain in an objective sense but not in the context of the world itself.
Those are ideas worth exploring, just as we might ponder the plight of Raskolnikov in
Crime and Punishment. Is
Tyranny on that level? Nah. But games owe evil—if players choose to take that path—a depiction of that caliber. Not just “The Guy Who Wears Black And Kills Puppies.”
Tyranny, in that regard, is a step in the right direction.
7 / 10
http://www.pcworld.com/article/3140...obsidians-rpg-ponders-the-nature-of-evil.html