Pegasus Crew, by Dildemma
Here’s a typology of CRPGs, take it or leave it: some are epic sagas where the main character is deeply tied into the business of the plot. There will be innumerable side quests, of course, and (romanceable, natch) companions with their own tortured backstories to explore, but there is a spine running through all this rigmarole: you’ve got a special destiny or a curse or you’re seeking vengeance, and once that gets figured out the game is over. We can call this the Baldur’s Gate 3 model. Then, there are CRPGs that if they include a main plot, do so more out of obligation than passion; sure, you’ve got an overall goal, but the protagonist is more of a cipher, probably propelled into the action just because they were in the wrong place at the wrong time. It’s more of a picaresque approach, with individual episodes standing on their own and often wildly varying in tone and theme, and when you get tired of trying new things out, only then is it time to run through the perfunctory main quest just so you can say you beat the thing. Call this the Skyrim paradigm.
Pegasus Crew isn’t an RPG, properly speaking. It tracks the approval of the two members of your spaceship’s crew, but other than that there’s no math, and it looks just like a traditional choice-based adventure. But I couldn’t help make these comparisons, both because the basic setup strongly reminded me of Mass Effect (you’re a rogue space-marine jogging around an alien base accompanied by the aforementioned pair of unprofessionally-horny companions) and because it feels like the game is trying to split the difference between the two above-mentioned approaches.
Okay, a bit of elaboration so you can see what I mean. The game’s intro provides a few glimpses of traumatic backstory for your character: you were a supersoldier created by an authoritarian regime, committing terrible crimes before coming to your senses and rebelling. After winning your freedom, you took command of a small ship and gathered an even smaller crew, taking on odd jobs across the stars. Now, however, you’ve come to a notorious pleasure-planet, but for business, not shore leave: it turns out that the mysterious Preserver who run things here has access to your lost memories, so you’re going to visit it and see if you can make a deal.
That all sounds pretty tightly plotted – that’d be the BG3 DNA – but in practice, I experienced it as more open-ended. The reason for your visit isn’t revealed for the first fifteen minutes, which is largely taken up by an extended bout of bickering or bantering with your crew, and the protagonist’s life history is very bottom-lined; you get a few high-level sentences summing up what was so awful about it, but there’s little specificity and less emotion behind it. The structure of your visit to the planet also feels more Skyrim-y: you can’t just make a beeline to the Preserver, instead there are a series of arbitrary hoops to jump through which require you to range all over the installation experiencing self-contained vignettes before you’re finally allowed to just go to the place you wanted to be heading from the get-go.
You have a fair bit to do in each of these episodes, as there’s a generally high density of choices. Some are mostly just reflective, putting a particular spin on your version of the captain, though their personality doesn’t seem to vary that much, but while there’s not that much explicit branching in the middle part of the game, your decisions of what exactly to say or do can have a significant impact on how your companions feel about you. There are also a pair of flashbacks delving into your first encounters with your crew, and revealing a few layers of their own tortured pasts.
It’s an entertaining enough structure, though in practice I found I was only moderately engaged through this middle segment of the game, with the characterizations and the prose being a bit too weak to make this hangout-game portion really sing. One of your crew is a dark-haired, edgy, brooding loner, while the other is an enthusiastically twee empath named Chicken. They’re the tropiest tropes who ever troped a trope, and while you do learn a bit more about them as the game proceeds – and there is at least one scene where I thought their respective jokes really landed (the sequence after the “well-ness examination”) – they never really blossom into feeling like interesting, independent characters. This isn’t helped by the writing. It often feels like it’s belaboring and restating details, dialogue spells out themes and internal though processes in a way that feels forced, and the descriptions of the alien world have a consistent stylistic tic of listing three concrete details that are never elaborated upon while incorporating at least one phrase that doesn’t really make sense. Exempli gratia:
The Entertainment District rises before us like a city built from a child’s violent dream. Every street competes for attention. Floating arenas hang between towers, alien performers dance across holographic stages and visitors chase impossible prizes.
Still, for all that by the 2/3 mark, I was in a bit of a groove with the game, my initial coldness towards the characters starting to wear off and the random phenomena we kept bumping into occasionally managing to be actually charming. Unfortunately, the ending sequence makes a hard pivot back to the BG3 model. Your character’s backstory is thrust back into the forefront of the plot, but again, without much in the way of emotionally-engaging specifics. As a result, the series of moral dilemmas that are meant to provide a climax to the game landed with all the heft of a wet tissue. “What will you sacrifice to learn the truth about yourself?” isn’t a very interesting question when the last time the truth about myself was mentioned was an hour ago, in a perfunctory introduction that seemed to tell me all the important stuff there was to know. What’s worse, those potential sacrifices often involve doing terrible things to the crewmembers whose approval you’ve spent the whole rest of the game winning over, which made me even more unwilling to entertain the trolley problem that caps off the plot. Sure, it’s pretty clear that the intended ending is the one where you decide the present is more important than the past, but the stakes needed to have been way higher to make this a satisfying resolution (all the more so because if you take one of the dumb choices, the revelation of what exactly you’ve given up so much to learn is hilariously banal).
Again, some of this these flaws are just a matter of craft, since better writing and more vivid characters would have helped bridge over a lot of these gaps. But I think a big part of the problem is that Pegasus Crew is trying to straddle two very gameplay and narrative models, without committing to either: if the main character’s pre-rebellion memories were going to be so important, they needed to be much more deeply integrated into the rest of the game. The companion-centric flashbacks would have needed to shift to focus on the main character’s uncertainty about who they used to be, for example. Or, contrariwise, the intensity of the final confrontation could have been dialed down and shifted from internal to external conflict, so as to not suck oxygen away from the episodic relationship-building that makes up the meat of the game, and which is frankly better done than the angsty main-character stuff. Either of those choices could have worked, but this attempt to split the difference wasn’t, I think, the right call.