I was really invested in the story the whole way through. In this Game of Thrones-style world? Fat chance, and not just because the caravan will split in two once again not long into Banner Saga 2. Now Rook or Alette or whoever you’ve got left is pressing on for the human capital of Arberrang in the hope of finding safety. Without spoilers, in this Viking-inspired land the gods are dead, the sun has stopped in the sky, and both humans and giant Varl flee from the advancing armies of the mythical Dredge.Īfter the climactic battle at the end of The Banner Saga 1 you’re left with a single caravan to manage and one of the worst Dredge warriors dead at your feet.
There’s a Recap video for anyone who hasn’t played it since 2014, but this is very much the second part of a longer story and gameplay-wise as the first part isn’t radically different there’s no sense not starting this journey from the beginning. Here it very much "feels" like you're bringing it on yourself.For starters, if you haven’t played the first Banner Saga I don’t advise starting here. I hate some of this design but I haven't uninstalled it.īTW I don't at all mind better fleshed out choices like taking in Onef. But maybe it's for the best actually, maybe the frustration is a feature. You don't just die and start over from time to time. It's not a roguelike where whole playthrough takes one hour tops. This becomes frustrating in such a long game that goes off one save slot.
Plus you're not getting even proportional info in many cases - sth like next village is 5-10 days away (still even 10 supplies might not be enough as random events can occur but at least you know something). There's also lack of overall consistency, like taking rests as a part of a choice. But drawing the scenes and adding in a lot more dialogue costs money so you get roguelike "pick your poison - and remember its YOUR choice". In many cases you'd actually want an "investigation", do some questioning, look at the problem at hand etc. You get a clue and than have to think which option would be considered best by the writer. I think the biggest problem with these choices lies in. i struggled for every additional day to stay. That just wasn't a very believable approach to this situation if you ask me. but I sure was around there for 20-30 days with numerous people dieing because of constantly low supplies. I didn't wait for my caravan to die out, im curious to know if something special happens then, if evyind maybe changes his mind. It just seemed somewhat lazy to see the situation never change anyhow no matter how long you stayed there. Or they could have made the caravan rebel against us. He otherwise seemed a trusthworthy and honestly caring guy, would he really be ignoring the caravan dieing out or the Dredge linger close if he were real? i dont know what happens when your caravan dies out completely, but the game could have made it a bit easier or maybe more realistic had Eyvind started to change his mind at some point somewhat. eyvind never seems to dwindle in his faith that juno may come, i dont remember his exact lines but i think he only keeps begging you on and on to keep waiting. but maybe it was just a bit poorly executed. There are good and bad choices, and wasting time at sigrholm clearly is a bad one one must try to become aware of sooner than later.