The Story Behind Supergiant Video games’ Pyre


In our newest difficulty of Recreation Informer, we now have a studio profile dedicated to Supergiant Video games, however we didn’t wish to cease there. We’re additionally taking the celebration on-line, sharing the tales behind every of the indie developer’s improbable titles. After Supergiant’s debut with Bastion after which its follow-up Transistor, we’re lastly shifting on to its most distinct and concerned challenge: Pyre. 

For its third recreation, Supergiant felt prefer it was time to extend the problem and, within the phrases of studio director Amir Rao, “go larger throughout all dimensions.” What resulted is a recreation in contrast to another. Each fascinating and complicated, Pyre gave the studio an opportunity to take its detailed world-building even additional, contain the gamers and their decisions in a significant approach, and most significantly, experiment with a brand new fashion of gameplay. “It is a recreation that pushed us creatively in some ways, like greater than any recreation we have ever made, together with Hades,” says artistic director Greg Kasavin. “As a result of with Hades, we did come again to sure varieties of concepts that had been extra comfy for us.”   

Pyre was all about not dreaming massive and studying new abilities, even when it meant having to simply accept some exhausting classes alongside the best way. And the workforce created it in three years, the identical time it took to make a a lot smaller recreation  Transistor. 

New Studio, New Perspective

With two hits below its belt, Supergiant had the urge (and assets) to strive one thing extra bold. After having so many challenges on Transistor, the group was in a significantly better place when beginning work on Pyre. Their newfound success allowed them to improve to a fancier studio, shifting to a nicer a part of San Francisco proper subsequent to a espresso store and chocolate manufacturing facility. 

In line with principal voice actor Logan Cunningham, the work/life steadiness was beginning to “click on into place,” as extra workforce members had been having households. New wellness insurance policies, like obligatory trip, had been guaranteeing members took care of themselves. “The entire course of on Pyre was simply way more nice than something we have executed earlier than,” Cunningham remembers.  

The workforce additionally felt it had proved that Bastion wasn’t only a flash within the pan, and it was able to experiment in methods it hadn’t earlier than. For Pyre, the group determined to go larger, with a party-based RPG and a procedural narrative. Nevertheless, it additionally acquired a bit experimental and eccentric with NBA Jam-inspired gameplay. “We went wild, and I believe we additionally went wilder than we thought we had been gonna go,” says artwork director Jen Zee. “I believe what I keep in mind because the motivating issue behind Pyre was we had been sick of doing worlds the place there was just one individual.” 

One vital side of Pyre’s growth is how the studio selected which concepts to pursue. Supergiant believes in a collaborative course of, the place members focus on their pursuits and decide the weather that the majority excite them. As a solution to keep away from Transistor’s lengthy and fraught pre-production difficulty, Supergiant Video games acquired straight right down to enterprise on Pyre. “We simply informed all people to go chase their passions after which we’ll work out how you can put it collectively,” Kasavin says. 

Kasavin tackles the synthesis of these concepts, combining everybody’s contributions and deciding what ties all of them collectively for a recreation idea. “I might go as far as to say that’s my main position,” Kasavin says. “That’s most likely one of the crucial vital issues I do, as a result of we’re not a studio the place one individual says, ‘Right here’s the sport we’re making.’ So with Pyre as a concrete instance, Amir and Gavin had been prototyping this aggressive sport. Jen was creating these wild characters – tree individuals and worm individuals – and I’m giving my very own concepts about what the world and what the play expertise will be.”

The Energy Of Saying Goodbye

Whereas the Supergiant workforce may be shy to make use of the phrase “sports activities” to explain Pyre’s style, it was on the studio’s thoughts. Technical director Andrew Wang remembers fantasy soccer changing into widespread at Supergiant, and the sports activities followers had been questioning how you can incorporate the enjoyable of following a workforce. Then issues took an attention-grabbing flip. “Amir was speaking about retirement, particularly in a sports activities context when a star athlete has to make that calculation,” Kasavin remembers. “Do you exit on high? Do you play one other season? And what’s going via your head while you try this? That led to those broader conversations in regards to the expertise of claiming goodbye to a detailed buddy.”

That final half is what made gamers join with the sport in a particular approach. Certain, competing in Rites to win towards different groups brings the adrenaline rush of competitors, however you basically had been combating to provide a personality you’ve befriended their freedom from exile, or as Kasavin likes to place, “giving them a return to glory to the place they got here from.” Each Ceremony got here with the chance to provide a personality a greater life, however the goodbye all the time hit exhausting, as they had been out of your occasion for the remainder of the sport. 

“Plenty of gamers who loved Pyre, they comment on these moments within the recreation, the liberation rites, the place you may have an opportunity to say goodbye to somebody you care about,” Kasavin says. “I am actually glad that that labored out, as a result of in hindsight, that was a extremely exhausting factor to prototype. You wanted all the encompassing context and the construct up [to these matches], however you additionally wanted to have time with these characters and develop to care about them for the stakes of that second to be significant in any approach. You then want all of the stuff after that second to [create the] expertise of them not being round and produce other characters speak about how they miss that character.”

And that is solely a pattern of the additional thought and care Supergiant needed to put into every thing in Pyre. The sport succeeds due to how all of its elements complement each other, nevertheless it took a whole lot of effort to make every thing come collectively, each technically and creatively. 

Bold Undertakings

Having extra characters who interacted with each other, enjoying in larger areas, and accounting for participant decisions gave the workforce rather a lot to tackle, they usually did all of it whereas staying the identical dimension: 12 individuals. “We dreamed massive for Pyre, and from the technical facet, it ended up being fairly difficult,” Wang says. “Pyre was nearly like doing two video games. On the technical facet, there have been very completely different necessities for having the ability to see this wide-open world versus the extra reactive, action-oriented sports activities stuff. What I optimized in a single model wouldn’t essentially assist the opposite.”

The challenge bred problem, particularly for the narrative having to account for the completely different states a participant’s occasion could possibly be in on account of their decisions. “In my view, it was this massive exploration into procedural narrative,” Kasavin says. “Primarily, there’s a whole lot of non-obligatory procedural scenes which are assorted primarily based on the character. We needed to account for you having any variety of characters in your group at a given time.” 

This meant supporting a playthrough the place the participant misplaced each Ceremony and nonetheless having it make sense for the general story. Kasavin knew this was a giant process, however felt it match with the sport’s themes of accepting failure and shifting on. 

Pyre was additionally the primary time Kasavin wrote dialogue for characters in a recreation, which was refreshing and would later present a useful studying expertise that will turn out to be useful for Supergiant’s subsequent title. “Pyre was the primary time the place two, typically three, and typically even 4 characters could also be speaking to one another and have a scene like that,” Kasavin says. “That was a enjoyable expertise for me. Plenty of that, actually on the narrative facet, Hades picked up proper the place Pyre left off.”

On Pyre, everybody was continually studying new issues because of the ambition of what the workforce needed to perform. Composer and audio director Darren Korb discovered the sound for the sport early with what he calls “its acoustic ‘70s fantasy rock,” which is extra in his wheelhouse. “My aim for [Pyre’s music] was to extrapolate a style of music from the intro to [Led Zeppelin’s] “Stairway to Heaven,” simply the flute and the guitar factor. So, that is what I attempted to do and it was a helpful artistic information.” 

Nevertheless, creating the sound didn’t come with out some challenges, particularly when having or not it’s extra reactive to what the participant is doing. “There’s a very sophisticated dynamic music system in [Pyre],” Korb says. “The entire piece may dynamically swap primarily based on what was occurring within the recreation. It was actually precious from a studying perspective for us. One of many issues we discovered was after a certain quantity of interactivity, there’s diminishing returns if it is too delicate, if it is not noticeable. In any case, the purpose of the interactivity is to note it.” 

The Greatest Problem With Pyre…

Growth director Gavin Simon sums up Pyre in a approach that captures its magnificence and in addition its downside: “With Pyre, we made a recreation that there most likely is not any counterpart for within the recreation trade,” he says.

If something value Pyre a few of its attraction, it was the problem individuals had understanding precisely what the sport was. “I believe it was alienating for a few of our different followers and really exhausting to pitch and describe to individuals,” Zee says. 

Kasavin agrees: “If we now have bother clearly articulating what we’re engaged on, we now have to ask ourselves, ‘Do we would like that?’ I really like Pyre. I believe a number of the finest work I’ve ever executed is in that recreation, however the half the place it was exhausting to explain to individuals? I do not love that half.”.

Pyre launched and obtained stellar opinions, nevertheless it didn’t match the gross sales or standing of Bastion and Transistor. Nevertheless, Pyre did what it wanted to. “What we search for in our video games is, ‘Did it do nicely sufficient for us to have the ability to maintain going? And is it a succesful recreation? Do a few of our gamers adore it probably the most out of all our video games?’ [Pyre] completely hit these checkmarks for us,” Kasavin says. 

Even when Pyre didn’t shine as brightly because the studio’s earlier titles, it was a stepping stone for what would in the end be Supergiant’s largest hit. “I’ve stated it earlier than and I’ll say it once more: I can’t think about that Hades would even exist if not for Pyre,” Kasavin says. “I didn’t ever get it out of my system – the concept of escaping from purgatory.”

Make sure to try our earlier options on Bastion and Transistor, and keep tuned for our closing entry, with Supergiant’s journey via Hades, coming quickly.


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