Kad smo kd Tiranije, Codex očigledno ne može da je ostavi na miru, te je ovih dana na sajtu osvanuo još jedan detaljan rivju, znatno negativniji od prethodnog (koji ni sam nije igru kovao u zvezde).http://www.rpgcodex.net/content.php?id=10501
Evo šta kaže na početku...
Tyranny comes at a time when Obsidian has something to prove. As we know, Obsidian originally established itself through a series of Bioware hand-me-downs and other licensed products. Its strategy was to take existing franchises and engines, and apply the Obsidian touch through its trademark (read: not-shit) writing - for example, Knights of the Old Republic 2, masterminded by co-founder Chris Avellone. The company then intended to take the next step with Onyx, its in-house engine, and a set of ambitious, original IP, AAA titles, to really come into their own. And so they spread their wings, took flight - and nosedived towards bankruptcy. Cancellations and commercial failures put paid to Obsidian's Five-Year Plan and many of its employee payrolls. Today, having rebounded somewhat with the success of a Kickstarted Pillars of Eternity, Obsidian is in the third phase of its life: original IPs, smaller-scale productions, and indeed, a new generation of writers coinciding with the departure of Chris Avellone. Tyranny, along with POE, should give us an indication: is nu-Obsidian still defined by quality writing and subversive themes? Have they finally learned to design good gameplay, instead? What can they do with original settings, especially one which sets out to be so different from the beginning?
... i šta na karaju.
So how does Tyranny answer the questions asked of Obsidian? In some cases, it's the same old: Obsidian's never been strong at crafting enjoyable combat or pacing the gameplay, and Tyranny is no different. The more ambiguous question is what is happening to its traditional strengths - intelligent writing, complex quests and some degree of choice & consequences. On the balance of Tyranny and Pillars of Eternity, it seems clear that Obsidian is moving away from heavy-hitting, intense scenes and characters that defined the Chris Avellone era. There are fewer larger than life characters, and certainly none that could pop out a popular philosophy podcast in their spare time. What we *are* getting instead still seems unclear, and perhaps not quite yet mature. Tyranny starts out with a refreshing setup, and there are plenty of moments where it lives up to its premise, producing distinctive if never jaw-dropping scenes. But the game seems to lose its way in the middle, leaving the player with the sense of unfulfilled potential. There doesn't seem to be enough depth in the lore and worldbuilding, or consistency in the themes and delivery, to keep it all together. Tyranny, in itself, shows Obsidian struggle to recapture its reputation for sophisticated writing. Its next releases - Pillars of Eternity 2, and maybe an AAA-game in the works - have a lot riding on them.
Tyranny will never rank amongst Obsidian's best games, and is worth a significantly discounted purchase at best. When it does get it right, it shows you how marvellous it could have been - and then you walk away from yet another cooldown trash mob fight, shaking your head.