The Life and Suffering of Sir Brante Almost everyone plays video games recreationally. Losing is a part of the process, but what keeps us coming back is the promise that we might win. The Life and Suffering of Sir Brante doesn’t really do this. It’s a game you don’t really win as much as you lose less hard, and if you can lose the least, you win. All the praise I have for its great writing and intuitive RPG mechanics that facilitate these losses can’t get around this point. If the prospect of a game where you don’t really win sounds unappealing to you, then you’ll probably not enjoy this game. That being said, what makes The Life and Suffering so great is how it deals with these losses, in that it never feels unfair or unreasonable. You will lose, but it will make you feel like you deserve it. This comes from two major factors: its fantastic writing and world-building, and its RPG mechanics. World Building You take control of the life (and suffering) of Sir Brante, a middle child in the Brante household, during the turbulent social upheaval in the fictional Arknian Empire. The Empire exists in a world where God is a very real force and is defined by its church doctrine that enforces a strict caste system on society, called the “lot,” that demands commoners toil and struggle while the priests and aristocrats rule over them. This system, however, is a human invention, and a new faith is on the rise, one that disavows the “lot” and upholds that the people should be free to choose their standing. The people are roused from their lowly position: wealth disparity, growing unemployment, and a government locked in bureaucracy form a powder keg ready to explode. It’s up to you to decide whether to disarm it peacefully, destroy it violently, or light it yourself. It does a fantastic job of depicting these conflicts in terms of how they spread and how truly destructive they were. Showing their version of the Protestant Reformation, a series of conflicts in the 14th century so devastating that Europe would not see suffering of the same magnitude until World War 1, and of the Reign of Terror brought on by the French Revolution. All exacerbated, in no small part, by the advent of gunpowder weapons, where a commoner with barely any training can take down the gentry in full plate armor with the simple pull of the trigger, and most unassailable walls turned to dust under the mighty cannon. This use of real-world history as inspiration works wonders in building its world. It grounds the world, giving just enough sense of familiarity so that it is fairly easy to understand and conceptualize, while still leaning into the more fantastical elements, such as holy beings and witchcraft. It makes the story feel so much more natural, that the events that transpire not only make sense, but it's hard to imagine it could have gone any other way. Mix this with consistent, excellent writing, and you have yourself one of the best realized worlds I’ve explored in a while. Which was somewhat ironic, as my character, a back-stabbing revolutionary with an unmatched zeal, chose to ignore the study of history on his course to forge his own. It’s up to you how far you dive into the game's world. You can spend your days studying its history in-game, or you can make it on your own. What good is the historical backdrop to a starving man? Yet what good is a man who refuses to learn from the mistakes of the past? Gameplay The core gameplay takes a lot of notes from games like Disco Elysium , where you have specific stats that affect the choices you can make and what story beats open up to you. Your stats are separated into four categories, starting with your most important attributes, your personal stats. From your determination to your ability to scheme, or even your prowess in oration and your skill with the sword, can all be affected and improved. Then there are the in-world stats, such as general unrest or wealth of the province, and the balance of power in the government. You are but a man, and some stats are out of your control, such as unrest, which generally goes up due to the nature of the story. Next are your family statistics, ranging from their health and well-being to their unity or disillusionment. Finally, there are your relations to specific characters that go from lovers to all-out enemies. Every one of these stats is defined by a number that can be raised and lowered depending on your actions. With various decisions locked and unlocked depending on what your score for a given stat is. All of these stats are tied together with your main in-game currency, willpower. You gain willpower from inaction and use willpower to take actions, meaning if you don’t have enough willpower at the time, you may lose out on an important decision. Sometimes it’s best to do nothing and hold out your willpower for when you really need it. This might all seem like a lot to juggle in-game, because it is. It is purposefully designed to be unmanageable and overbearing. You have to make difficult choices and sacrifices for your beliefs. To make choices in the world will be at the behest of your family's health; focusing too much on your own fortune might alienate your friends and make powerful enemies. In this, it weaves an intricate web of actions and reactions for you to unravel. It gives a real weight to your decision, making all the small victories and the tragic defeats all the more impactful. There is one major pitfall to this system, however. This isn’t a self-insert sort of story; it’s an RPG that demands you roleplay your character. Trying to min-max or switch playstyles midgame will ensure you get very little done in your playthrough. That is to say, if you spend the whole game as a manipulative cutthroat, then suddenly try to become a preacher, you're gonna suck at it and get a weird, convoluted ending that doesn’t make sense. You can make changes and important decisions as a cutthroat, but you, more or less, have to remain a cutthroat. Usually, I like to play as the good guy in my RPGs, always choosing to be the hero when possible. In The Life and Suffering, I found myself making choices I never thought I was capable of because it felt right for my character. It succeeds greatly in its RPG mechanics, both physically in gameplay and thematically, but only if you’re willing to play along. It’s rigid in nature, and if you refuse to play along, the whole thing starts to fall apart. Conclusion The weight of every decision and choice is heavy, a burden you have to bear to see the calamity through. My family was slaughtered at the sword, and I stood men and women alike against the walls for treason against the revolution, and had them shot on the spot. I became a butcher, the right hand of the Reign of Terror that brought an empire to its knees. The world burned, and I burned with it. Looking back, I can only wonder how things could have changed if I’d chosen a different path. Could I have been a better man? Could I have upheld the social status or fought against it peacefully? It’s hard to say, all I can do now is live with myself and the man I’d become. It may just be a game, but it's a very impactful one. One that will keep you held in suspense and really test your strength of character. If this at all interests you, then it is well worth a look. Follow our Curator page, [url=https://store.steampowered.com/curator/41449676/]Summit Reviews , to see more high quality reviews regularly.
Expand the review