Crooked Bee
(no longer) a wide-wandering bee
Tags: Stoic Studio; The Banner Saga
The northern wind is stiff, but I could never tell with this featureless terrain if not for the red banner flapping. The combat variety may not be great, but I press on. I feel the game's heart and hear it sing its Nordic blues. Most of my characters are dead, and I blame the fake C&C for lulling me into a false sense of security. I am playing Stoic Studio's 2014 tactical RPG The Banner Saga.
So would my review go. But thankfully I am not the reviewer. It is rather the esteemed community member Bubbles. So have a few snippets from his take on the game:
Read the full article: RPG Codex Review: The Banner Saga
The northern wind is stiff, but I could never tell with this featureless terrain if not for the red banner flapping. The combat variety may not be great, but I press on. I feel the game's heart and hear it sing its Nordic blues. Most of my characters are dead, and I blame the fake C&C for lulling me into a false sense of security. I am playing Stoic Studio's 2014 tactical RPG The Banner Saga.
So would my review go. But thankfully I am not the reviewer. It is rather the esteemed community member Bubbles. So have a few snippets from his take on the game:
The past year has given us strong evidence to suggest that the RPG industry would be tremendously helped if our Canadian friends were to cease operations immediately and released all their herded up talent into the indie wilderness. Stoic, the studio behind The Banner Saga, follows in the tradition of other ex-BioWare developers who, upon leaving the company, suddenly began to exhibit a talent for making good role playing games (Daniel Fedor's NEO Scavenger being the most prominent other example). In fact, the crowdfunded Banner Saga is more successful at offering a “BioWare experience” than anything that company has put out since Dragon Age: Origins. This game features a compelling story, well-drawn characters operating under a constant threat of perma-death, choices with a wide variety of consequences, and a surprisingly complex and novel combat system that prevents the battles from feeling like repetitive trash combat. It is also very pretty.
[...] After close inspection, I can attest that Stoic's C&C system is quite cunningly implemented. Let us start with what would normally be the worst consequence of them all: you lose a battle against a horde of merciless enemies. Your heroes all fall unconscious on the battle field, and all hope is lost. What happens now? Reload to last save? That would be the bland, safe choice, allowing you to simply redo the battle until you get it right and can reap the rewards of victory. So, no, that is not what happens. Instead, a text window pops up and tells you how you got saved. Usually, some of your nameless supporting troops rushed to your aid and hurtled themselves onto the spears of your enemies, thus paying the ultimate price in the service of a smooth gameplay experience. Rarely, one of your less important companions made a heroic sacrifice, forever removing himself from your party roster in the process. Sometimes you wake up, battered and defeated, without really knowing what happened. Much e-blood has already been spilled over this mechanic; many of the game's harshest critics absolutely abhor the fact that it is (almost) impossible to get a game over screen from a party wipe. Other, more tolerant and progressive minds have come to appreciate the advantages of this implementation.
[...] The Banner Saga has a good battle system. Before the game's release, the system was tested in a multiplayer Free-to-Play game – The Banner Saga: Factions – which was released a full year before the single player game. Being able to study their players in a competitive environment provided Stoic with ample opportunities to discover the weaknesses of their systems design; the result has been a highly polished battle system that feels well thought out and fully coherent. That is not to say that this system is uncontroversial; in fact, it is probably the most hotly debated aspect of the game.
[...] The Banner Saga is an immensely unique, and, by no coincidence, immensely good game that combines great artistic design and robust C&C mechanics with a highly entertaining and deceptively complex battle system. The Banner Saga has only a few outright flaws; the shoddy dialogues and the constant need to click-click-click through them line by line are a blemish on an otherwise engaging narrative. Moreover, the startling lack of enemy variety and the relatively dumb AI keep the battle system from realizing its potential for true tactical greatness. The game's system of choices and consequences also has far less of an impact on the story than Stoic's PR department has been trying to claim; nonetheless, it still offers an engaging and immersive range of decisions that will directly influence your battle performance and can occasionally result in major character deaths.
I suspect that The Banner Saga will always be the subject of great controversy; it has a kind of self-assured swagger, flaunting all of its little weirdnesses and weaknesses without making much of an effort to look like a typical tactical cRPG or a typical casual story game. The game features heaps upon heaps of idiosyncratic gameplay systems, like the strange combination of a broad C&C system with a fully pre-determined linear story, the fact that you will rarely if ever be able to see a "game over" screen, the "sit back and immerse yourself" approach to map travel, and a whole slew of novel and deeply unrealistic combat mechanics. You may choose to accept or reject these mechanics according to your personal preferences; all I can tell you is that all of these elements stand in the service of a fully coherent and extremely tightly designed gameplay experience that I deeply enjoyed playing through.
[...] After close inspection, I can attest that Stoic's C&C system is quite cunningly implemented. Let us start with what would normally be the worst consequence of them all: you lose a battle against a horde of merciless enemies. Your heroes all fall unconscious on the battle field, and all hope is lost. What happens now? Reload to last save? That would be the bland, safe choice, allowing you to simply redo the battle until you get it right and can reap the rewards of victory. So, no, that is not what happens. Instead, a text window pops up and tells you how you got saved. Usually, some of your nameless supporting troops rushed to your aid and hurtled themselves onto the spears of your enemies, thus paying the ultimate price in the service of a smooth gameplay experience. Rarely, one of your less important companions made a heroic sacrifice, forever removing himself from your party roster in the process. Sometimes you wake up, battered and defeated, without really knowing what happened. Much e-blood has already been spilled over this mechanic; many of the game's harshest critics absolutely abhor the fact that it is (almost) impossible to get a game over screen from a party wipe. Other, more tolerant and progressive minds have come to appreciate the advantages of this implementation.
[...] The Banner Saga has a good battle system. Before the game's release, the system was tested in a multiplayer Free-to-Play game – The Banner Saga: Factions – which was released a full year before the single player game. Being able to study their players in a competitive environment provided Stoic with ample opportunities to discover the weaknesses of their systems design; the result has been a highly polished battle system that feels well thought out and fully coherent. That is not to say that this system is uncontroversial; in fact, it is probably the most hotly debated aspect of the game.
[...] The Banner Saga is an immensely unique, and, by no coincidence, immensely good game that combines great artistic design and robust C&C mechanics with a highly entertaining and deceptively complex battle system. The Banner Saga has only a few outright flaws; the shoddy dialogues and the constant need to click-click-click through them line by line are a blemish on an otherwise engaging narrative. Moreover, the startling lack of enemy variety and the relatively dumb AI keep the battle system from realizing its potential for true tactical greatness. The game's system of choices and consequences also has far less of an impact on the story than Stoic's PR department has been trying to claim; nonetheless, it still offers an engaging and immersive range of decisions that will directly influence your battle performance and can occasionally result in major character deaths.
I suspect that The Banner Saga will always be the subject of great controversy; it has a kind of self-assured swagger, flaunting all of its little weirdnesses and weaknesses without making much of an effort to look like a typical tactical cRPG or a typical casual story game. The game features heaps upon heaps of idiosyncratic gameplay systems, like the strange combination of a broad C&C system with a fully pre-determined linear story, the fact that you will rarely if ever be able to see a "game over" screen, the "sit back and immerse yourself" approach to map travel, and a whole slew of novel and deeply unrealistic combat mechanics. You may choose to accept or reject these mechanics according to your personal preferences; all I can tell you is that all of these elements stand in the service of a fully coherent and extremely tightly designed gameplay experience that I deeply enjoyed playing through.
Read the full article: RPG Codex Review: The Banner Saga