The Banner Saga Walkthrough and Review(Description)Part 3-KJS
I have mixed opinions about The Banner Saga, but I'm still very happy to have played it. Most of the time, when I find games to be surprisingly brief, it's generally to their benefit. However, this is one title where I felt like it ended before it could really shine. I'm appreciative that it didn't drag itself out, but at the same time it's always a bit jarring when the end credits sneak up on you.
The Banner saga is some weird mesh of grid based strategy rpg (Fire Emblem, Tactics Ogre, FFT/A) and...the Oregon trail. And Vikings (or something resembling Vikings). However, only the first part of that hybrid combination does the game feel polished, gameplay wise. The game's most notable feature when it comes to the primary battle engagements is the Armor/Strength duality, as well as Willpower and Exertion mechanics. In order to deal a lot of damage to most enemies, especially Dredge, you first have to spend time working down their armor instead of trying to outright lower their health to zero. This is only a small wrinkle to the normal rpg standby, but it is implemented well enough to have two interesting results. One, it creates some very real consequential moments where you've got a unit able to do decent armor or strength damage and you can't be certain whether you should really strip the armor down further or if you should take a chunk out of the enemy health so that they might be finished off sooner. Secondly, it creates much needed class specialization where certain units are much more adept at stripping armor while others are better set finishing weakened foes. The game then allows you to use some basic accessory-equipment to either further specialize (giving an armor-break boosting equipment to someone already well equiped to break armor) or to make certain units more versatile. One thing that I suppose I wasn't used to is that the class-roles are specified and listed on the heroes pages, but they still don't seem as iron-clad or strict as those in games such as the Japanese srpgs I listed earlier (where the class given to a unit is much more defining). I couldn't tell you which units were which class off of the top of my head, only what each given unit was good at performing in battle. I suppose it feels a bit more organic this way.
I feel like the willpower-exertion mechanics are the most important (and unique) mechanics of the battles. Exertion allows you to add damage points to your strength hits, break down armor faster, and move further than normal. Morale allows you to add willpower to units as you need it, and replenishes as you defeat enemies. Since exertion determines how much willpower you can add to any action, it was the first thing I upgraded on any unit promotion.
The battle animations and sound work is expecially great, and I generally love the look of this game. The battle environments are a bit bland but that's not a real dealbreaker. One thing that I never did gel with was the out-of-battle dialogues, usually set as continously reversing camera shots of the front facing portraits of the various characters. The continuously changing perspective and lack of multiple emotive artworks for each character really made clicking through these dialogues to be a chore at times, and it was sometimes more difficult than it needed to be to determine who was entering and leaving the scene, and even who is all present at any given time.
The in-between battle treks with the caravan were not super enjoyable. I was given a unit count of clansmen, fighters, and varl but I didn't really know what this represented and only tried to keep the numbers high because that's what you're expected to do, right? A handful of times the game would tell me that the enemy force was so large and my force was compartively large but I couldn't really tell what numbers the game was crunching underneath. While other moments of open-ended choice and consecquence within these sections was enjoyable (do you help the random caravan you come accross, do you punish the drunk, do you demand goods from the traders if your supplies are low, etc), the various off-screen battle tactician moments (do you charge in, do you pull back, you have x forces against their y forces) seemed to be more random and less consequential. In the last two chapters of the game, I had made a dumb mistake and lost most of my unit count but it didn't seem to matter at all.
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