This include the Horseborn,
tribal Viking centaurs and Varl; horned oxen giants. Too call them giants is
unfair, they’re more like grizzly bears. When you see them you just want a hug and their companionship; at the same time you know the risk of invoking their anger would not
end well for you. They are old enemies of Man but unlike humans they are not born,
rather created by their god Hadrborg. And considering the gods are dead, they are the last
of their race. This sets the scene for Banner Saga. What do the people left
behind in a godless frozen wasteland do in their final days?
What kind of Man are you? What does humanity mean? What decisions will you make
and how far will you forsake your principles to survive? It's a fantasy setting, but also a true post-apocalyptic setting that can only be described as breath of fresh Scandinavian air - and for that I love it.
The music, oh my, the music. The brass, the trumpets, the
archaic instruments and voices of Valkyries that swell up in your head and warm
your soul like a Skald’s lute to your ears. As I sit here and write this,
listening to the soundtrack by composer Austin Wintory; I realise just how much the composition brings it all together and breathes life into these characters, lore, and art.
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I still listen to the first games soundtrack so many years later... |
There's something I love about Banner Saga that
makes it feel wholly its own. It doesn’t subscribe to previous fantasy tropes.
Germanic mythology was developed from Norse mythology. From these two mythologies, Christianity, Beowulf and Arthurian Legend; Tolkein created The Hobbit and The Lord
of the Rings Saga. From that point all of fantasy as we know it has drawn large
inspiration from his works - chief among them is the origin of the modern RPG - Dungeons & Dragons. Stoic Studio
mostly forgo all this and trace their steps right back to the source, drawing from
the well for their epic fantasy. There are no dwarves, elves, or giants. No Asgard
or Valhalla. Only the broken shell of a world that remains when you start the
game as Rook.
Part 1
Rook lives at the edge of the village Skogr (forest)
and discovers the shadows of old foes are afoot. A race of mechanical beings known as Dredge,
humanity’s enemy from the second great war appear and attack, driving everyone
south. Iver a Varl and close friend of Rook, and Oddlief, a strong capable
warrior and leader, the widow of the previous governor, decide to take the
remaining villagers and flee. They hoist the Skogr banner on a caravan and
depart for Forstvellr. Along the way many refugees will join you and as they do they stitch their banner onto yours and your banner saga grows. I absolutely love the consistent imagery of your
growing banner in the wind. A neat visual but also a constant reminder of how many you're responsible for.
Rook wants something we can all relate to, to protect his
family no matter what. How you do this guides your decisions. Do you protect
Alette, your daughter, no matter what? Like a Varl’s shield keeping all enemies
at bay. Or do you teach Alette to be self-sufficient, showing her how to use her
moral compass, and what it means to be a leader. A decision that is not only
better for her but all people, unity at all costs, even if it often leads to
immediate mortal peril. The story is rife with great characters, and the
choices and decisions have great consequences as great betrayals are afoot in the
name of survival, deciding who lives and dies. Nothing captures this better
than the example of Onef. After helping you get into Frostvellr and defeat his
brother Ekkill – who has supposedly killed the previous governor – you depart
the city gaining what you need. Not far out Ekkill begs you to let him join
you. I accept, despite doubts of trust from other members of the caravan including his brother. We’re
all trying to survive and if we intend to do so we must come together. This is
the message I want my daughter to receive. Not long after this Onef betrays
you, starting a mutiny and stealing your food in the wastes and murdering a
young boy from Skogr, Egil who was courageous enough to stand in his way.
Shocked, you have little time to recover in this wasteland, low on food and
contemplating your pressing extinction, you move on. You wonder what you did
wrong, as this betrayal seemingly came from nowhere. The signs were there. Were
you too naïve to see them or is that simply the risk you take choosing to
believe in the good of humanity? There are many decisions like this that guide
your saga. Do you help the Varl King Jorundr defend their last fortress Einartoft
against the impending Dredge, to stand with Mans enemies of the first great
war, as we once did in the second great war against the common foe of Dredge? Or do you seek Eyvind's advice and sabotage the bridge, a sacred monument to Varl, to slow the Dredge down? I
chose to destroy the bridge. Holding back Bellower and Varl alike, while the
mender Eyvind destroyed the bridge. It was going to fall regardless, and we had
to slow the Dredge. Iver, standing against the immortal Sundr Bellower,
champion of the Dredge, is revealed to be the legendary hero of the second war,
Yngvar. But is mortally wounded in his efforts to vanquish his old enemy. The
stubborn King Jorundr (named after the Swedish King) sees the error of his ways.
Destroys the bridge, sends Hakon on as the new king and makes a final stand as you press on.
Juno
a mender, and master to apprentice Evyind can read the threads of a tapestry
that form the world. Reading the language of the gods, they can shape reality
calling down great destructive power on their foes or mend their friends. Juno
has ventured into a dream world, faces the quaking world serpent, succeeds, and
realises a great darkness is coming from the north. It’s at this point I
realise the Dredge are likely running themselves too. Forcing everyone else
south. Initially they were pushed North by the Valka (of which Juno is one),
menders, and the greatest and most feared warriors of humanity. Perhaps they
were always running from the darkness, and this was the initial cause of
conflict? As the caravan presses on, people are distraught everywhere to be
seen, Juno is nowhere to be seen, supplies are low, morale is lower. They
happen upon Dredge families, realising they’re not entirely warlike. Iver then
relates the story to Raze, the spouse of Bellower known for razing Varl
fortifications. She is slain by Yngvar (Iver) during the second great war. All
this adds another shade of grey, to a well craft story that was already a
thousand shades of grey. There’s no clear right or wrong decision. No apparent
enemy. So what do you do? How do you separate friend in foe in these desperate times? How do you stab out in the darkness at an enemy you
can’t see and fight back?
On the path you meet Bolverk Bloodaxe and his Ravens
defending Boersgard. The enemies are at the gate and inside riots frequently
occur. King Hakon reunites, accompanied by Juno and the final stand begins.
Juno creates a Silver Arrow for Bellower. Allette asking to lead once again, is
trusted with the arrow by Rook. Bellower is defeated, but Allette is slain. The
game ends with a sombre Viking funeral as she sails into the afterlife.
Part 2
Picking up where we left off, Rook leads the character down
the Orsma river by Boersgard. As the ragtag leader there are many hardships to overcome. Chief among them is putting Rugga in his place, the might I say self-interested and arrogant governor from Boersgard. Finding a chasm and crossing it via the menders great
power (literally building a bridge with floating rocks), you reach Ormsdalr. Upon
reaching the city the group splits. Bolverk and his Ravens, Krumr, old and
wise, the second-oldest living Varl. Hogun, a warrior through and through, and
Bersi another gruff and tough Varl. Juno asks Bolverk to deliver a wagon,
he reluctantly accepts as per his previous contract and heads north.
Rook and the Skogr caravan move west towards Arberrang, the
most southern and defendable human city. Along the way Iver consoles his
friend, the importance of his leadership to these people, continues to deny
Rugga’s arrogant advice (he really doesn’t like following a mere peasant
villager), defends the caravans against more xenophobic Celtic inspired clansman, and
encounters horseborn fleeing from the Dalalond plains, murdering them too. At Ettinbekkr village
I intervened, saved and befriended some horseborn. The survivors sewed their banner
into the caravans. Next you journey through the old wood. It has a strange
mystique with its purple, blue and red trees. I decide against smelling the
flowers and press on. Out of nowhere the serpent attacks, destroying much of your caravan and swallowing
Juno. Eyvind, who is more unstable and powerful than any Valka known blasts Juno out of the serpent. The green blood drips into the bay and
poisons the world’s oceans. Juno and Eyvind recognise that the serpent was
after them in particular and they're putting the caravan at risk. So they leave to stop the mess they
started, and against Rook’s attempts to persuade him to stay, Iver join them. But his is the path of redemption and he cannot be swayed. A few touching goodbyes later, Rook
and co. sail across the now green-bay pressing ever onward. Rugga as expected,
betrays you, not trusting your decisions for letting Juno and Eyvind travel
with you and getting people killed. He attempts to kill you and fails. As you travel some of the
clansmen sew their flag and so do another clan of horseborn later on. As you
reach Aberrang it is a familiar site. The gates are locked and King Meinholf
is blocking out thousands of desperate refugees now lead by
Rugga. The largest city of humanity built in a fertile region, has provided
much security and prosperity. However with this comes corruption, and
dissenting clans put down their axes and vie for control through ink and courts. King Meinolf is the de facto sovereign ruler of all the humans. He is responsible
for keeping order, using his right hand man Petrus captain of the city guard, to keep it through force. Envoys are sent to keep the peace, which is why
Prince Ludin was originally sent to the Varl. None of that helped at the gates.
Order nowhere to be seen, chaos in and out. Although the King offered us
sanctuary for saving his son, Ludin, I choose to defend the refugees. The Varl
chose themselves and the walls, so Meinholf let them stay. And just like that
friend became foe.
Bolverk finds many desperate humans fleeing before he
reaches a mining town in Bindal. Here another Valka with her apprentice. Zefr
reveals Juno betrayed Bolverk, was executed for mind-control, and the
content of the transported wagon is Bellower. The Ravens defend the inhabitants of Bindal against
Dredge. Once safe Zefr and the Ravens embark to the Manaharr, home of the Valka, taking a
shortcut through the underground highway. Bolverk has had dreams this entire
time, bloody hands, murdering people left, right and centre. He realises his dreams are of Bellower,
which are in turn influencing his psyche. The Ravens fight through dredge and their leader
Eyeless a necromancer Sunder, to reach the other end of the world. Along
the way you find a Stonesinger (Dredge mender) and it joins the caravan,
helping you fight off Dredge that have seemingly been corrupted by the
darkness. Reaching the other side they can see the skies swallowed up by
darkness. Surrounded by Dredge from all sides, Bolverk declares a death march forward with the Ravens. His morality appealing to him, he decides to take the fragile mining villagers with him. They reach a
small fishing village and make a last stand from all sides, slaying Eyeless and
defending the villagers. Bolverk in the fight is consumed by Bellower. Zefr and
Bellower leave to Manaharr. Reaching Manaharr, Eyvind is becoming increasingly
unstable, losing his mind. Bolverk/Bellower confronts them and attacks Juno in
revenge. Iver fights him once again, defeating him this time, but not
before Eyvind completely loses his mind and the tower falls on Bolverk.
Meanwhile back at the tower the serpents begins to seep it’s
blood into Bolverk’s mouth…
Part 3
So we start, 350 fighters, 170 clansman. Ready to assault
the walls with Rugga, the jackal with a punchable face. The assault doesn’t
last long, Rugga cuffs himself to get inside. Canary and her horseborn raided Tolir and gave us their
pillaged supplies. I choose to let them stay. Humans would have done the same.
We need to come together if we’re to stand a chance against the end of the
world. Fasolt, Hakon and the last remaining Varl did not like us. First
the bridge and now the gates of Abberang. That’s too bad, I like the cosy gruff
bearlike kinship found in the Varl curled around the fire at night.
An ambush occurs, clearly Rugga’s plan. I make the obvious
decision and go with Petrus, Captain of the Guard and clearly a more
trustworthy man with what seems like integrity, but could be loyalty. Gundamr
helps in the ambush, and his clan joins ours bolstering it to 505 clansman and
472 fighters. That’s a hell of a lot more mouths to feed, doubling our overall
caravan.
The darkness is always present and a grim reminder of the
darkness on the horizon, quite literally visible from the keeps high vantage
point. But never mind that. Oh.... Oddlief…. Uwu. Oh no, what’s that? Bellowers ofc. After appealing to the King we agree that I'll apprehend Rugga and quell his men for insurrection within the wall in exchange for the safety provided by perching my caravan on the black walls. What follows is many days of struggle in a last stand against the darkness. On the other side Juno, Eyvind and Iver lead the Ravens into the core of the planet.
The final fight for Abberang. The Ravens final push through
the centre of the world, the darkness, home of the bellowers inside the planet.
A fallen star. Exhausted injured and battered warriors that can’t rest and must
push on. This reminded me all too well of one of my favourite childhood novels, Star Warriors by Peter Beere. Lord Gaylor has cast darkness and demons upon the world. The last star, providing light and protection to the last city has fallen, ragged warriors from the wastes agree to retrieve it in return for a piece. It's a story of absolute struggle and exhaustion against insurmountable odds, the capacity for human struggle, hardship and success against the darkness. The demon within us all.
My Final Thoughts on the Saga
There’s not much more to go over here. The story in my summary above are
my decisions for the entire saga. I last played the Banner Saga 2 in 2016, and
as you can see this is a very deep, rich and extensive story. It's every bit as great as I described. It took a fair bit of extensive
plot and lore reading to catch up on. But the pivotal points and characters
quickly came back to mind once refreshed. Outside of how novel and rich the lore is and prior discussed points, I think there is a key element that makes the story so great.
…..There is no good or evil. Harsh environments, harsh warlike
people, that love their families. Clear evidence that it draws more from the Norse
lands then Middle-Earth. A clear evil is present in the latter, where there is
not in Banner Saga. This is the case in both Norseman and their gods – who like
Man were not wholly good or evil – but instead often served their own interests
and tribe as best they could. I still hold that Odin is the highest of eviler characters in Norse mythology – but even he who was mostly self-interested, chaotic, and
self-preserving above morality seemed to care about his family. In the Banner Saga, not all heroes wear capes, in fact they usually wear cloaks. Iver & Rook, our two lovable protagonists are a self-exiled murderer and a woodcutter. What kind of heroes are they? The answer is a human
one, no one is perfect. Strength of character is shown most in times of desperation,
and even the greatest of us are capable of even greater evil (and redemption). Scathach
the Trader, had a memorable quote along the lines of: “Your cities are made for
men to walk in circles, but go nowhere.” We pursue the trivial, play social
games, and neglect freedom and higher callings - an apt insight into modern society. Because there are no paragons, the story is so much better in terms of it’s agency, when comparing it to BioWare games for example. Because Stoic games are ex-BioWare developers after all, and oh boy did they jump at the right time. Cough Andromeda Cough Anthem Cough. Characters are flawed, they're relatable, they make mistakes, they're human and as a result they're real - completely immersing you in their story.
The gameplay is just as great as the first two iterations - if it isn't broken.... An interesting
combination of items and character progression in a turn-based tactics game. Items feel appropriately Viking. Decisions costing you food and morale always made the journey that much more tense. The moral choice often costed you food and morale - as you weigh up the age old question of: is bread a worthy goal for someone who has denied their values. A good friend of mine never played the second game, because the first was so tense he needed a break from the weight of decision making and never came back. What does that tell you about the agency and game design? I
always found it interesting that the caravan shared renown that could be used freely to upgrade any character, but characters could only be promoted based on their
raiding headcount. It was both a team effort and individual experience. Banner Saga 3
includes a final promotion that gives a character a title. The highlight for me
is Oli the Death’s Messenger. Every successive hit gives extra damage, combine
this with Axe Storm and the man starts sending everyone to Valhalla, no matter
their size. I’m not sure if it was a coincidence but at some point Iver and the
Ravens are balls deep in the Darkness, nigh the end of both their limits and
the road, and Oli is about to give it all up. Iver jokes that Oli is so good at
throwing Axes he must be a spellweaver, he laughs, I laugh – it would explain a
lot…
Rushed. Harsh. Unbalanced. So many seemingly correct decisions just to
fall apart in the end. A lot of them felt poorly designed and hard to see
coming (curveballs). This is where Banner Saga fails compared to a Mass
Effect that always managed to weave that final battle together so well (prior to the star
child in 3 of course). Because your decisions through the game mean very little. 1000
survivors gives me 15 days? What the fuck? Not even a warning if supplies make
a difference. It would have been nice to have an idea of what would play into the final death march into the core of the planet to stop the darkness, by Iver and the Ravens. I would have spent that extra renown on supplies. But perhaps it’s unfair to compare the Banner Saga, a much more
mature and hard-line approach to consequence and player choice, then the mainstream
Mass Effect that has a lot more smoke and mirrors.