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Players begin the game by journeying to the final battle against the “good guys” where they read a powerful spell that will kill everyone in the valley - including you - if Kyros’ forces don’t complete their assault against the last of the resistance in eight days. People like playing as the bad guy so roaming from location to location, doing some awful stuff with impunity seems like fun - except that’s not really the game Obsidian has made. The elevator pitch for Tyranny is that evil has won and as a servant of the wicked Lord Kyros players will journey through the final frontier of his dominion called “The Tiers” and do his bidding. There are also a couple of larger forks in the road that happen as part of the plot. Instead of making a bunch of choices that affect the ending, Tyranny actually has players make a lot of decisions that affect the starting state of the game. Obsidian boasts that Tyranny has a lot of different ways to play through the game, but your choices in Conquest easily carry the most impact. Did you take away the followers of a strange mage? Chances are she won’t miss the chance to remind you of it when you meet her later.
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If you chose to burn down a village, that village will remember your actions when you visit it again later in the game. This part of the character-building experience, aptly titled “Conquest”, comes up time and again while playing Tyranny.
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In Tyranny, players make a handful of key decisions before the game even starts, charting their place in an evil conquest of free cities. Sure, Pillars let you create a vague background to give yourself some history, but aside from opening up some dialogue options, it was rarely part of the story. In this aspect, Tyranny actually outperforms Pillars. And much like Pillars of Eternity, Obsidian skimps on giving players the ability to customize every fingernail, but in return allows players to forge a backstory for their character. Players begin their experience by creating a character.