Ages ago, in the heady days of April of 2012, I kickstarted a game that I thought had a lot of promise. I gave them a bunch more money again in March of 2017. The Banner Saga lived in my "to play" queue for a decade and change and, well, recently I decided that not only did I have the time, but I had the inclination to play it and its sequels. I probably shouldn't have waited.
I've talkedtyped a lot about the kinds of games I'd lie to see, particularly ones that have good writing, striking art, and elements of humor. The Banner Saga has all three plus excellent music and well-realized mature themes. There's good and bad in it, just like all games I suppose, but it all comes together in a way that not a lot of games do. There are some significant spoilers in her for games released between 2014 and 2018 so if you don't want those, you might look away. I'm also going to break it down as I am normally accustomed to doing and, because words are hard, I'm not going to spend a bunch of them explaining game mechanics thoroughly.
A Brief Overview
Time outside of the tactics game is split between narrative and caravan modes with the former handling a lot of the heavy dialog, especially between more than two characters, and the latter being where you see chibis of your heroes, clansmen, and the giant varl that make up your caravan. Hiking to the next town (no horses, says lore) costs supplies and morale a la The Oregon Trail and you hit some pseudo-randomized events on the way. These adjust morale, supplies, the folks in your caravan, and can set up events for the future and perma-kill characters as well. Can you tell when a character is going to perma die? Often not, but we're not there yet. All three games, should you import your games from the previous, build into a whole with many events harkening back to previous choices often in previous games to determine how it all works out. Often this is big stuff like "does the world end or not" and "does Egil die in a terrible way." Is it always obvious which choices you're making? No, but we're still not there yet.
The Good
The game is strikingly beautiful, in the style of western hand-drawn animation. I wanted to saytype "cell-shaded" but that's a rendering trick to make 3d content look like hand-drawn animation. The characters are distinct and well realized from the different color choices on Alette's or Nid's clothes to the distinct horns on every Varl. There's a small number of animation frames for each during their dialog scenes so it isn't just a flat image with text below it and the camera bounces around between speakers which is a nice touch. The landscapes and battlegrounds are very nicely drawn and help to sell the (presumably) iron-age Viking-era setting replete with godstones, runes, and stonework.
Austin Wintory's soundtrack is also a work of great beauty. The mix of modern and traditional instruments and vocal elements gave it all an authenticity that I greatly appreciated. I never found a situation where the music didn't match or didn't help sell the emotional beats of what was happening in the game. I'll also add that there were points during some hectic battles where the music changed to match my angst. I don't know if that's due to a dynamic music system or not but it was hella rad when it happened and it happened multiple times over my not-quite-40-hour playthrough.
Bad things happen to good people and occasionally, good things happen to bad people. I dislike seeing beloved characters killed off arbitrarily (more on that later) and it's real easy to get attached to these characters. These events come early and often and many of the ones that survive bear the marks of their choices and/or fortune in inescapable ways. One of the PoV characters loses their freakin' arm in one fight and their eye in another. Dude survived in my games, tho. As loss is a major theme in the game in its particular dark and gritty way, I ultimately added this point in the good section though I struggled a lot with where to put it. This is ultimately what kept me from enjoying Darkest Dungeon which I wrote about way back in 2018 in review. The themes of loss and struggle rather remind me of The Black Company which is worth a read if you haven't already.
Characters often say little but tell a big story. Decades of GMing have taught me that words are cheap and that actions are preferable when you can swing it. A surprising number of characters have well-realized arcs, many of them shaped by your decisions in game. One of the stronger examples I can give is the archer Nid, (one of my favorites) an otherwise un-noticed mother of three, only adds to the roster in the first game if you win a particular fight and had opted to have one of your heroes train peasant women as archers two chapters earlier. You also have to talk her out of leaving the group after an off-screen event in the third game by telling this battle-hardened, would-be normal mother that you know she's no coward further reinforcing the dialog and actions she had previously. The game is full of this kind of writing which so often goes overlooked.
Beyond the characters, the overall storytelling is on point. The Banner Saga spins a vast tale of love, loss, betrayal, and a harsh and uncaring world. We get hints about the bonds between Juno and Eyvind basically from the
first time they're on screen and in the last game we get trickles of how
messed up things are and the direct hand they had in it. Depending on the choices you've made,
it all might end in the destruction of the world. Scrutinizing some seemingly throw-away dialog, I might also conclude that by Eyvind breaking the world to save Juno, that he stumbled upon a ticking time-bomb intended to destroy the world, and inadvertently conjured up (pun intended) an opportunity to ultimately save it. He even telegraphs this cryptically in the first installment IIRC. This is an impressive feat over a multi-year set of projects and one that I think probably deserves more attention.
The Bad
No game is perfect and I certainly had my gripes about The Banner Saga.
The game has no player-controlled save system. The game automagically handles saving which sounds good on paperin a blog post but I don't think it worked out in the game all that well. Every time I went to a previous load I had to wonder how far back it was going to take me and if I had to do that last gruelling fight over again. Over time I figured out how it worked more or less, but there were still surprises. The autosave system was made a lot worse in the last installment which, for whatever reason, as super unstable. I started the game five times and it crashed or hit me with an infinite load screen three times. Not a good average.
I also had quibbles with some of the interface design, though notably I play on a super duper wide monitor which puts active elements far out of my normal FoV. Also of note, I have questionable eyesight and very old, very scratched glasses which are becoming worse and worse. In the tactical game, I often misread who was moving. This sometimes caused me to make moves that didn't make a lot of sense. This wasn't helped by the "commit move" interaction being easy (for me) to accidentally hit. I also ran into many instances where the threat was hidden because the ever-important armor/strength values are only available on-hover and your guys generally show on the bottom left, far outside my attention. More than once I ended up making an attack that didn't do what I expected and it's not like I was heavily drinking (nb: I mostly quit this year). As a last note, even after 40ish hours of game, I still don't know how varl move along their path. In the first couple games it was annoying if I couldn't path around other characters unexpectedly but in the last game where there were on-map terrain hazards, this was super annoying. I don't think any of these are game-breaking but overall it brought down my enjoyment of the game.
The game has two major currencies that aren't people, particularly renown and supplies. Supplies are consumed moving place to place and sometimes bartered at decision points. Renown is used to buy level ups for your characters, magic items at shops, and supplies, sometimes for very bad exchange rates. If you don't have enough supplies, bad things happen and the game has multiple events that super rob you of the supplies you have so there's always a crunch on them. Renown being used for so many things and mostly being rewarded for difficult decisions and winning fights is super tight. You generally can't level all your characters up and it makes it hit even harder when you've spent a bunch of renown ranking someone up and then they run off or die terribly. Much like an earlier note, I struggled on which area to stick this in because I'm pretty sure that the scarcity of resources is intentional. The game is gritty and this is one of the ways it's sold, but it still stinks knowing that your named characters could be so much better except that you have to keep spending your renown on supplies so your people don't starve. I get it but don't like it.
The last note I'm going to make in this section is the hardest. When you make decisions outside of combat, the consequences are often terrible and often seem arbitrary. Egil dies in one of the first scenes in the first game depending on your decision which would deprive you of some excellent writing and an excellent character for the rest of the series. I get that this helps replayability but having looked through a lot of the different paths of those decision points, you can lose out on a lot of how the game eventually plays. Didn't save the Dredge baby in the first game? Your PoV character (Rook or Alette) probably dies in the third after watching the other main PoV character die in the first. Didn't take Eyvind down the right set of logical paths at the end of the game? Get ready for some of the darkest endings for the series. I don't like this and I get that it's entirely intentional. It's easy to get locked into "lol, nothing matters" when you see decisions go way off the rails too often and this is not what you want in a narrative heavy game. This is my biggest gripe with the game and it led me to scrubbing through walkthroughs and saves regularly which didn't make me like the game more.
Final Thoughts
The ending of the first game is abrupt and sorrowful and maybe it's because I've been processing a deep personal loss this year, but it hit me particularly hard. You've spent a lot of time with these people by then, deciding on their trials and tribulations and it's hard not to care about them. At the end of the first game, one of your last decisions will tragically kill one or the other of the main PoV characters with a gut-wrenching funeral scene at the end. The middle installment doesn't pull the heartstrings quite so hard, but the last one ramps it up with a vengeance. I got the "good" ending which I fear is not the canonical ending since the next-less-good ending has more writing and a voice-over scene with two of the now-deceased PoV characters. The other four endings were bleak--very bleak--and while I'm glad I watched them all, it was a real downer and I don't honestly know if I'd feel as strongly about the series as I do had I gotten one of those other endings. As John of The Writer's Block writes quite often: the ending is all that matters. I think this is especially true of works as emotionally charged as The Banner Saga, especially when you factor in that most players won't finish a game and an even smaller number will complete it again.
The
game is dark and gritty and portrays a world where hope is fleeting and
far away where it exists at all. What carries these people through to whichever ending you might get to, is their love for each other and their determination to survive. I've asked the question here before:
can games be art? If art makes you feel something, then The Banner Saga is
most definitely art. Despite its shortcomings, I loved the series and encourage everyone to play it. This is the kind of game that I want to see more of from the industry. It stands as a testament to what the medium can be.