The Banner Saga is a truly unique game. It
is an intricate, old-style RPG set in Viking-inspired fantasy world, invaded by
evil creatures. Startlingly beautiful, with an array of diverse characters it
is easy to get lost in this game for hours, however it is the depth that would
allow you to that is so clearly left wanting.
The first thing you notice in The Banner
Saga is its simplistic but beautiful design. The hand-drawn aesthetic gives
this game such a distinct feel, and forgoes reality for a sense of wonderment.
There is a deep sense of magic in the world, which works to underscore the
magical upheaval at the center of the story. Speaking of underscoring, the
music perfectly complemented the design. There were truly spine-tingling
moments as an impossibly large structure loomed before you and the music
swelled in fashion reminiscent of Lord of the Rings. The interface was simple,
but in keeping with design. Everything sensual within The Banner Saga – sights,
sounds – was a delight, truly unique and utterly memorable.
The story was unremarkable. The Dredge – an
evil, machine-like race – are invading from the north and the world is
crumbling. The story of Dragon Age Origins with slightly different combat. The
Banner Saga sets itself apart from other games with similar themes with some
interesting and engaging mechanics. You play as the leader of a caravan as you
slowly (sometimes painfully so) travel across the world. Your caravan consists
of clansmen (villagers who you protect), fighters, and Varl (giants, with whom
the humans share an uneasy alliance). Leading them becomes a juggling act
between keeping morale high, supplies high, and people alive. With every
passing day your supplies dwindle, as does your morale. You could choose to
rest for a few days in camp to boost morale, but that runs the risk of using
all of your supplies, leading to starvation. Each can be bolstered or
diminished by the various situations that arise. This makes your decisions much
more difficult, and you will find yourself turning abandoning people so that
you do not run out of supplies before you reach town, or spending time
improving morale to the detriment of your stock. The currency is Renown, which
is gained through the defeating of enemies. Renown is used to purchase
supplies, purchase equipment for your heroes, and upgrade your heroes once they
have killed enough bad guys. It becomes another decision; to upgrade your
warrior such that you can cut a swath through your foes, or buy the food to
keep your clansmen alive? The story also hinges on decisions. Having only done
a single play through, it is difficult to know what was railroaded and what was
a result of my decisions, but everything felt
like it was in response to something I’d done. You will likely make a
decision that inadvertently leads to the death of one of your friends, so be
prepared for that. Some decisions were hard, as you would hope, and it truly
made you feel as though you were having serious impact on this world.
The combat system was truly enjoyable, but
suffered from a lack of depth. The system itself was clever and, once I got a
grasp of it, became highly strategic. It is a turn-based grid system, very
similar to Final Fantasy Tactics. You have up to six heroes, each with their
own particular style and weapon. Each character has two major stats; strength
and armour. When attacking, you choose whether to attack the armour, and hence
lower their resistance to further attacks, or attack their strength. The
cleverness in this system comes in tying attack power and health together in
strength, such that you must decide whether it’s worth destroying the armour
first to make for an easy kill later or attack the strength with less
efficiency to avoid your enemy causing more serious damage. Each character is
supplemented by their own unique ability and have a certain number of points to
use to make these special attacks, move further squares or cause extra damage.
Where this intricate combat system is let down is in the depth. Firstly, there
is a severely limited number of enemies. Secondly, the levels are restricted to
5. This never feels too limiting, because you barely have time to get your
preferred characters to that limit, but that part of me that loves creating a
party of world-beaters by the end of a game was severely let down. There simply
wasn’t enough time or space to really hone a party and develop your tactics.
There also weren’t different enough scenarios to force me to use different
tactics. Characters were never forced to be on opposite sides of the grid, or
one was stuck and the others had to rush and save them. There were very few
instances of barriers, buildings or holes to create chokeholds, and there was
absolutely no use of levels. My go to strategy was to place my large, armored
characters at the front and my bowmen behind. Then I’d pick one side of the
battlefield and try to knock out the strongest unit there before fanning out.
Whether this was the best strategy or not (it worked fairly well), it is a
shame I was never forced to have to try anything else.
The Banner Saga’s biggest downside is its
story. The characters were interesting enough, and the narrative drive was
present and strong, but it is impossible to feel like you’ve experienced a saga
in 8 hours. I am not a rusher nor I am not the kind of player who clicks
through every conversation, but it felt like I’d accidentally missed a chunk of
story somewhere. The pacing was off. Characters you spend time with early in
the game do not reappear until very late, and then have no effect. There was
enough time and enough gradual introduction of characters that I got to know
most of them, but it felt limited by the time. There appear to be characters
who are integral to the story and others who join, leave, live or die based on
your decisions. This was very engaging and at times upsetting, but the death of
a character after 50 hours is far different from the death of one after five.
My main criticism is that the story started slowly and then finished very
quickly. The first few chapters jump between two different groups until, in
chapter four, it finally settles on the character who emerges as the main
character. Then a few chapters fly by as you travel, encountering enemies,
finding great things, making difficult decisions and killing enemies. Then it
finally feels like things are getting serious. I expected to set off on at
least one more adventure before I realised I had reached the end. The final
battle is hard, but not in any way memorable nor engaging. It just didn’t feel
like the end. I wanted to keep traveling, keep levelling. Thankfully, the Banner Saga is intended as a trilogy.
I loved this game. I didn’t want it
to end. The replay value is certainly there, and I can’t wait to see who may
live and who may die the next time through. I also know that another play
though won’t take up too much of my time. I could do it in a day if I chose,
quite easily. It is hard not to feel disappointed by the lack of depth, but I
have the feeling that I will remember this experience much more vividly and
fondly that many of the fantasy RPGs of recent time.
0 comments:
Post a Comment