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Each character also has an aura around them that will 'banish' or briefly knock out the enemy if it touches them. Rukey can briefly sprint at a much greater top speed, but deals less damage. Larger characters like Jodariel move slowly but do more damage to the pyre. Most times, choosing a destination on the map just results in a minor buff or debuff to one of your party for the next round, an effect I found all but meaningless.
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There's disappointingly little connective tissue between the two modes. Each team's goal is to douse the opponent's pyre, which starts with a hundred hit points and takes damage as a character flings or runs the ball-orb-into its flames. Instead of interspersing narrative sequences with puzzles, Pyre instead switches over to the Rites, a 3-on-3 competition that's basically wizard basketball.
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Pyre is more visual novel than RPG, though you do assemble a party of characters as you progress. Within a few hours I'd seen all of the Downside, but felt like I'd interacted with none of it. Unlike The Oregon Trail or a more traditional RPG, there is no survival mechanic, there are no quests or sidequests, no minigames, no cities to explore and really no exploration, period.
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