
For every one person I pleased, I pissed off another ten. It was frustrating because I couldn't be everything for everybody. So we'd trade verbal barbs, and oftentimes alliances, supplies, troops, and lives hung in the balance.Īnd it was frustrating. It was actually kind of bizarre: I liked a lot of my caravan's more visible members (many of whom I could converse with when we stopped to camp), but we got along about as well as Oregon Trail and my grades in elementary school computer class. Every few overworld steps brought some new decision, event, or disaster – of which battle was only one. It was basically ultra-high-stakes Oregon Trail. They'd tuck their ink blob children in at night with tales of their genocidal extermination of all magnificent viking beards – how it began with mine. The Dredge would hold celebrations to commemorate my cowardice, parades to spit on my banner. The Dredge – once scattered and disorganized, now unified for some mysterious purpose, inky lips smacking hungrily for conquest – would follow through with their war effort in earnest, and nobody would be even the slightest bit prepared. I'd have so much blood on my hands that I'd basically be drowning in the stuff.

Already tenuous Varl-human relations would be ruined. Characters I came to respect (if not necessarily befriend) would leave or die. And if I didn't keep it all together? If the whole thing went sky high, if I didn't placate the spoiled human prince, if I didn't show my Varl legions that I was just as firm yet wise as their old leader, if I didn't keep our supplies topped off, if I didn't get rid of the spoiled supplies some grateful merchant accidentally gave us when we saved his life, if I didn't, if I didn't, if I didn't.

I went from telling tiny squads which squares to move to while fighting drunks (that was a fun tutorial) to managing a powder keg caravan of thousands. But I can't think of a game I've played in recent memory where each and every choice I made felt so heavy. Not as a consequence of normal, no-frills battle, anyway. The Banner Saga's story mode does not feature permadeath. Eventually, inevitably, that ice will shatter – whether you're the most helpless of villagers or the mightiest of kings. Each and every step clomps against emaciated ice. And 2) Because it drove home a very important point: The Banner Saga's howling snowscape is not a nice place. He wasn't happy about it, but a colossal caravan of Varl, humans, and peasants of all shapes and sizes wasn't going to lead itself. This moment was significant for multiple reasons: 1) Because that forced Hakon – aka, me – to start calling the shots. He made a mistake, and that was all it took. They were monstrous, sure, but not unkillable. Now, Vognir had sent plenty of Dredge to scrap heap in his day. He'd rushed off to stop humanity's hotheaded prince, Ludin, from getting in over his head with a band of Dredge, Banner Saga's lumbering oblivion. It was a plot-mandated death, but there were no theatrics, no cackling cliché villains or maniacally orchestrated plans to Take Over The Entiiiiiiiire Varl World (Varld). Shortly into my treacherous trek in Hakon's shoes, Vognir died.
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Hakon knew how to break people, not inspire them. But he was merely second-in-command, the studded, bone-shattering mail gauntlet to the Varl head, heart, and brain that was Vognir. Hakon was an icy mountain of a Varl – and a high-ranking one at that. In that sense, the main character (of a very large, frequently alternating cast) I played and I had a lot in common. Here they are, freshly scooped from my brain and dribbled onto a page for your enrichment. I recently got to spend a few hours with chapter one of the Kickstarter darling's single-player campaign, and it prompted many thoughts. It's a world in conflict, sure, but pensive Viking biffery is only one piece of a much larger, more varied puzzle. The Banner Saga is, at heart, a story and a place.
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Multiplayer smart-o-battler The Banner Saga Factions might be out and (mostly) free for all, but even the former BioWare-ites at Stoic will readily admit that it was always a sideshow.
