Pit People – Beta Impressions

Pit People released recently to the XBOX One and PC through Steam from Behemoth in the beginning of January.

It is still in Beta, but I didn’t want to let that stop me from playing a series I knew would be top-tier. Unfortunately, as betas usually go, they aren’t completely done. At the time of this writing, the console has received update 1, while the PC variant has received Update 2: World Tour. I will be writing for the XBOX One version, so I am unable to give a fair evaluation of the current PC build.

Pit People follows Horatio, a blueberry farmer bent on revenge against the Narrator for the death of his son. As your journey progresses, you meet dozens of people that help you battle your way through the world. I think one of the loading screens told me up to 500 people can be recruited, but I definitely wasn’t able to confirm this. There are a lot of things packed in the game, but one of the best parts has to be the way in which you recruit other members. I’ll be sure to leave that to the player to find out though. The world is large, and usually tends to vary. I’m not sure if the world randomizes every time you leave the kingdom, but I do know that the kingdom can be moved around on its own so you’ll definitely be seeing new lands every once in awhile.  The world is beautiful and it’s full of so many creative things, that’s it’s so hard to not appreciate what they are creating.    

So many things can change so fast in the first hour, that you’re more of the tactician to your party than you are to one single member. Take the art style of Castle Crashers and Battleblock theater, and throw it in the mix with a light turn based strategy game. Your team of six is usually pitted against a variation of different enemies in both type and quantity. I’ve seen a small team of warriors, but I’ve also been in battles against a wall of archers. For those who don’t do very well at strategy games (myself included), you do have the ability to add on an automatic battler. This essentially puts all of your fights on autopilot, so you can just watch or do something else. Unfortunately, this isn’t a good idea for most objective based fights, since your characters will focus primarily on those closest to them rather than the actual enemy or objective needed. It can also be used for multiplayer as well. The only negative is that it cuts your benefits in half for each win, which makes sense since you’re using a computer to play for you anyways.

I would like to say many of the characters can add depth to the world, but the ability to customize them hurts them as much as it benefits them. You can change almost everything about your characters. From the appearance to the weapon of choice, which all have some positive as well as major negative effects. Most notably, the headgear which strangely determines your weaknesses and strengths almost more than anything else, apart from the shield.

On the positive though, this game has been an absolute blast so far and I can’t wait to see the content that will be used in later updates, especially for the story itself. I’ll be sure to comment more later as more content is funneled through and you’ll be sure to see it right here at Cynosure Gaming.

Camron Willey

Just finishing school with a bachelors degree in Game Design, I now spend my time working between Cynosure, and my personal projects. Being a full-time military member, I try to pass the time behind the keyboard or controller. If it involves design or deep narrative, I will be there day one. You can check out my blog and smaller past times on CamronwilleyDesign.com!

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