Tyranny

What if evil won? It's a simple question that's rarely explored, but Tyranny answers it extensively. In this world, all is lost. The world has been conquered by the bad guys, and freedom is little more than a fleeting thought. It's not an ideal scenario, and you can only do the best you can. As the Fatebinder, it's your job to staunch a rebellion and end the siege on a rebel fortress, with failure resulting in the magical destruction of the entire region. The game follows the same formula as Pillars of Eternity, though it's not a direct sequel. It's another homage to the old Infinity Edge games that we've covered, with an isometric camera, party-based combat, and text-driven dialogue. However, in some ways, Paradox Interactive's second attempt is also more ambitious. It forgoes the overdone medieval era and opts for a richly realized Iron Age setting. Honed lore and great dialogue make for text that's always interesting to read, occasionally giving way to voiced cutscenes to give the eyes a break. It's incredibly easy to get lost in the world of Tyranny, and the depth of player choice only adds to that. The game really shines in its portrayal of evil as a necessity. It's up to you to decide if you want to push outside of those boundaries for your own gain, or just follow the rules and be a stabilizing force. Each choice opens new possibilities while closing others, organically shaping your alignment and character. And those choices don't just have a minimal surface impact. They aren't just there for the marketing buzzword. You can affect the fate of entire towns, the way factions react to you, and the extent of your powers. Let there be no misconceptions, though. Tyranny is not a choice between good and evil, but what type of monster you want to be. And that makes it incredibly poignant and refreshing.

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