
Bannerman is a gritty and atmospheric medieval action/adventure with a bleak narrative and focus on historically accurate, challenging skill-based swordfighting!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A great game which ruins itself through its desperacy to be "difficult". Fanastic art, fluid animation, decent plot progression, a simple and nice combat system. "Historically accurate combat and challenging skill-based swordfighting!" Half the enemy encounters in the game are archers, the first boss is an archer, the second boss is a mage, the third boss is a shield camper. What part about the second boss being a sorcerer in a world that has no references to fantasy, or the first boss being an archer who can merge into the floor to teleport onto a rock; is historically accurate combat. What part of fighting a shield camper, archer, or sorcerer involves any kind of swordfighting. The protagonist uses a sword but almost nothing else does. The archers ruin the game. As said, half the fights in the game involve archers just about. They have no telegraph on when they are about to shoot, the arrow flies extremely fast; and the players dodge only lasts half a second. You have to blindly guess when to dodge. You can try to pinpoint the timing between the archers shots, but you have to do that entirely by eye-balling it mentally and the timing changes based on the situation so it's not even consistent. Supposedly there is a crouch button too, which is not explained to the player; that would be great for dodging arrows if at hour two most of the archers didn't shoot from a vertical diagonal which you can't duck under. The developers only way of increasing the games difficulty; instead of designing new, more powerful enemies; is to make you fight regular enemies while you get shot at. So in a reactive combat system, they force you to have to simultaneously keep track of two completely different sources of damage which each attack independently and each can only be responded to in a certain way and one of them doesn't even have a tell for when it's about to shoot you and when it does shoot you you've already been shot because it's that fast. The bosses are just as bad. The first boss is literally an archer. You blindly dodge your way up to him, hit him once, he merges into the floor and reappears ontop of a rock; then infinitely shoots down at you until you arbitrarily back off to the left of the screen far enough until he jumps back off the rock. Then you repeat, until he dies, it makes no sense, it's not remotely fun, it's not even combat. The second boss is a sorcerer who mass-spawns magical soldiers who spam their attacks endlessly while encroaching on your half of the screen; their attacks having more range then yours. The sorcerer can spawn up to four or more of them all in a row bearing down at you; while the sorcerer is shooting at you with his own magic. It's an ever advancing wall of damage with more range then you which you have to deal with in a time limit while getting shot at. When you finally overtake his magic soldiers and get point blank with him, his only remaining attacks are a sudden close range strike and a very slow and telegraphed block; so you basically just whack him while he occasionally instantly hits you; until he dies. The third boss is a shield camper. He hides behind a massive shield jabbing at the player from a massive distance with his huge spear. Players have to struggle to get close enough to him to before he quickly recovers and begins attacking again, rapidly, while alternating sharply between both different attack stances all before the player can barely even land one hit. One hit, and often it results in you trading damage with him. If the player gets hit once they get knocked back and lose all their distance gain on him. This also isn't combat, this is grinding. Repetitious, pattern based chores dressed up like combat. It seems that the game specifically avoids every single thing it promises. It says it has historical combat, you fight sorcerers, teleporting archers who can shoot at impossible angles, and gigantic stone shield camping man with mohawk helmet. It says it's skill based, all the difficult opponents either can only be fought with luck or repetitious trial and error. It says it's about sword fighting, most of the enemies you fight don't use swords and many don't even use melee. Game says it's got atmosphere, yet it has very little background sounds or background music, a huge heads-up display, lots of immersion breaking design choices, the proportions of a lot of the scenery look completely off. The developers idea of atmosphere is having a dust particle effect fall from the ceiling while you hear a crumbling sound, nothing else ever happens and they re-use that same effect multiple times. Players can't heal either, they can regain armour to defend themselves, but their main health has to last through the entire level. If you die before activating a shortcut, redo everything, if you die and there isn't a shortcut; you literally have to replay the entire level and win every fight again all without healing each time. The game also doesn't actively autosave, even when you exit the game, yet it also has no manual save button. So if you decide to quit a level halfway through you risk losing all your progress. Especially with shortcuts, which also don't trigger saves, so after you open a shortcut you must complete the level or have to replay up to that shortcut again the next time you return. There's a host of smaller things with the game that can be found. Some animations require the character to spin one eighty degrees to face the proper direction, which looks horrible. The camera doesn't jump to new locations when the player goes through doors, it pans so you can see the blackness and all the other maps between the two locations which completely breaks immersion. Objects in the foreground can block your view, enemies can phase into walls if you back them up enough, you can't turn off controller vibration and the controller does not work well with menus at all. The game doesn't even tell you that holding down the attack button initiates a second attack, the game doesn't tell you how to crouch. The spear wielders can spam up to four attacks in a row, the giants constantly approach the player and never back up so they can literally back the player into a corner to the point where they can't move anymore. The giants also can knock players over then immediately hit them afterwards and a huge button prompt shows up over everything you can interact with which also breaks immersion. All the smaller problems with the game, it's mutual, and the game itself is very well done. But the blatantly unfair design of the game and it's dedication to contradicting every single concept that it says it's about is just horrendous. Not worth this price, at all. Maybe the game is ten hours long, I wouldn't know because I stopped playing at two hours when the game started pervasively using archers in every single fight while stacking up fights over and over all without any shortcuts; so if you die you have to complete all of it all over again to get back to where you were. All of it, every single fight, without healing. Each time you die. This isn't fun or fair, I have zero reason to play a game that gives the player nothing but frustration and anger because it's meant to be a "difficult" and "skill" based game which is just glorified poor game design worshipped by insecure l33t brats online who can't tell the difference between fair and unfair challenge. Your game isn't remotely skill based and it isn't remotely challenging, it's trial and error. Bashing your skull against the wall until you figure out which brick to ram your cranium into so it will trigger the secret door. Just go play a game that has the door open to begin with and doesn't require mandatory chores and frustration to get it open.
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Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bannerman is a bizarre little game that ultimately annoyed me. I'm going to address the elephant in the room first. Bannerman is a game about "skill-based combat inspired by historical swordsmanship" with very little actual swordsmanship in it. There is a lot of walking to the right; even more back-tracking to find switches, some re-walking to the right after death and a hell of a lot of getting shot by archers. Relatively there's not a lot of sword fighting. Let's break the above down a bit; I'll get to the archers later. Bannerman is a game about flipping switches until the correct sequence is found to open a gate; allowing the titular bannerman to proceed (to the right). It's not always clear what a switch does so there is quite a lot of running around trying to work out what changed after a switch is pulled. The bannerman runs slowly; and keys don't register as pressed after events. This makes running around a lot more tedious than it should be. The bannerman also turns slowly and can only enter doors when facing to the right. He is - quite litterally - not an ambi-turner and will swing through a full 270 degrees to enter a door when facing left. Couple slow door-enter animations with similar corridors and tunnels and then couple all of that with with back-tracking and re-doing stages and Bannerman becomes quite tedious. Watch the gameplay video though, notice it doesn't show any of the jarring animations or tedium. I was promised swordfighting! Where is the swordfighting? The combat, again the gameplay video doesn't honestly portray the combat. It's mostly blocking and walking backwards until you're only facing off against a single enemy; then attacking. There is high stance, low stance, heavy attack and light attack. I only used heavy attack on the easy early enemies because later on it will leave you open to getting stabbed. Match your stance to the enemies when blocking and do the opposite when attacking. After everything that's been said: well, it's just not particularly challenging. It's not Fighting Warrior 1985 levels of bad but 30-something years later I expected more. The story and setting, supposedly Bannerman's other selling points are... well....the story is bad. It reads like it's been written by someone with no background in medieval history whatsoever. The bannerman, a standard bearer in reallity, loses his banner to his shame and the game is his epic quest to find it again. Now, a bannerman is a vasal, it's not someone who holds a banner so already the title of the game is incorrect. Secondly the standard bearer - who should have been protected by the rest of the squad - engages in single combat with an armoured knight and is beaten. Hardly surprising. However his defeat brings him great shame and his Lord tells him he is useless. And thus begins the Bannerman's epic quest to retieve his Lord's lost standard. Seriously, who wrote this? And that's before we start looking at the game's medieval setting. The Greek statues, the Easter Island heads the 1800s architecture. The endless tunnels with levers. It all just somehow fails to give an authentic feel to things. I'm almost tempted to say this is an asset flip. It feels like it but I don't think it is. The art style is consitent but the setting is why I called the game bizzare, it really is a strange mismatch of eras. Back to the swordfighting, the core mechanic. You'll fight badies with polearms; they don't appear to recoil when blocked and can attack again immiediately. You'll fight archers who'll release arrows that can only be dodged with the run button. Archer's who fire arrows that travel to their target instantaneously. And don't try and factor travel time into dodging arrows; just pretend everything is fire point blank. Archers who seem to have a slight variance in their draw times making dodging as much fun as playing Russian roulette. And you'll be figting archers whilst facing off against other enemies. There's nothing like trying to synchronise and dodge two different and separate sources of damage at the same time. It would be unfairly difficult... if it wasn't easy to just back out of the archers range and then kill the melee fighter. And then take a few arrows to the facing the archer alone anyway. Did I mention the first boss is an archer who can teleport? It's that authentic medieval setting again. Straight to the back of the head. Don't buy Bannerman. It's a confused mess of a game.
A smart sword combat side scroller, made by someone who knows their stuff. This is not a mindless hack and slash adventure, but one which requires pateince to learn the mechanics based on historical techniques. They dudes who developed this really did their research and it shows. It has a cool retro art style and is a joy to play. Well done Armitage Games!
Awesome side scrolling combat adventure game. Music really pulls you into the mood of the game. Difficulty scale is reasonable and mistakes punished so you learn. Overall good game!
The concept, the setting, the art and the music are truly great. The developer must be hugely talented and genuinely fond of his game. The swordfight is exciting and challenging but feels clunky at times if a keyboard is being used. Much to my disappointment, Bannerman seems to have been aimed largely at gamepad devotees. What made me give this game the thumbs down is a complete absence of a save/load option and those annoying level restarts. Are you serious? You need to exit the game and go about your chores or you lose a fight, and when you launch the game again and press continue, you have to start afresh and get through the whole level again. If you haven't got a job, have got plenty of free time and don't find it dull to play the same level several times in a row, Bannerman might be a good choice for you. However, I consider the absence of save/load, which was done on purpose, unacceptable. Still, it's a unique game, and it's very rare to come across such a game nowadays.
Great and challenging game. I loved the combat and the music is fantastic. I found out about this game through the creators youtube videos of the process that went into making the game. Pros -------- -Combat -The combat was difficult but very rewarding when you start to take out enemies with out taking damage and dodging arrows perfectly. One thing I love about the combat is that it can be very punishing if you try to rush through it or are frustrated from a couple deaths. If you take a breath and relax and focus on what you are doing then some fights become much easier. There are some a few upgrades you can find as you play and you have 2 options when you find them and you can only choose one which lets you sort of create your play style. -Music -The music is very imersive and really sets the mood. I have actually got the version of the game that comes with the soundtrack and love it. -Art/Animation -The pixel art and rotoscope animation were great. I really liked the look and feel the rotoscope animations gave the game(He has a tutorial on how he does his rotoscope animations if you are interested). -Story -Some may feel the story itself is not that exciting but the way the story is presented and how the game transitions at certain points was really great. Con -------- My only con would be the checkpoint/shortcut loactions. There is only 1 per level and that is at the end of the level before the boss. You have to open a gate that once opened stays open even if you die. You then can go through the gate at the start of the level and skip straight to the end. I wish there would have been atleast one more mid way though the level at least for some of the longer levels.
A game that satisfies 2D combat styles that I've looked for, for a long time. Many 2D games have a combat style that is simply just button mashing. Though sometimes this game can drive you to a button mashing madness which only leads you to a swift end. You must employ calculated strings of attacks and blocks, and dodges and retreats. Admittedly, it's not perfect, as there are patterns that the AI follows that you can take advantage of. But overall, I found the game pretty challenging, and I beat several levels with my heart pounding with only a shred of life left. The work and thought I had to put into beating the opponents made for very satisfying victories. The art style for characters is very reminiscent of older classic games (Prince of Persia, Flashback) which I absolutely loved. The backgrounds were generally good, and I felt like the level designs were pretty good too. Not a huge fan of the gore and strange darkness of it, but I suppose you could argue that it wasn't any prettier for kingdoms back in that time. The story was engaging enough to keep me going. I liked the perspective that it placed you in and the questions of who and what you were really fighting for. I really appreciated the fairly linear nature of the game. I have several games that I have started but then abandoned because I'm just overwhelmed by all the little sidequests and adventures and I am left with no desire to do any of them. Encountered a couple of bugs where I rarely my blocking wasn't working, but I only recall that happening twice through gameplay. Well done for the combat system, nice story, and good amount of gameplay. Good job overall.
[h1] Отличная игра [/h1] Приятная пиксельная графика, атмосфера и музыка, но человек который додумался поставить щитовика и лучника в метровой локации — изверг. [b] Строго рекомендую к ознакомлению! [b]
This is actually two games packaged in one. The first is Bannerman: Sword and Steel edition, where you duel various enemies throughout the land on your quest as the Bannerman. This is actually pretty fun, the combat is clever in a simple way. It's not perfect, some of the timing feels a bit weird to pick up so there's a bit more muscle memorization than I'd like, but I definitely recommend it if you liked Nidhogg and don't mind a slower pace. The second is Bannerman: Knight's Errand edition, where you walk throughout the land on your quest as the Bannerman. At times, this feels like a glorified walking simulator, and even though the developer added some skipping mechanisms, you'll still find yourself walking, walking, and walking. I don't recommend this game, it's a bit unpolished with things like all the game actions (entering doors, grabbing items) forcing you to turn right before they start (it's only a few extra frames, but when you're doing things for the 99th time, it adds to the frustration). Some of the levels DO show promise, it has a good atmosphere, it's just cut short by its own repetition. Since you get both games with this bundle, I do recommend it, but as a meta criticism of the bundle as a whole, you're expected to play both games included, so you do feel the flaws of the second game when trying to enjoy the first.
Bannerman is a pretty dark, 2D side-scrolling, souls-lite styled game, set in a medieval world. You play as a Bannerman (shock), AKA a Standard-bearer, venturing through the harsh, bleak world to reclaim the banner you lost in battle. That’s for the main game, anyway. There’s also a “Gauntlet” mode, which is more like an arena battle, facing you against multiple different enemies, one after the other. There’s a Steam leaderboard accompanying this mode to see who can clear the Gauntlet in the fastest time (I’m waaaay down near bottom of the board). One of the main things that attracted me to Bannerman to begin with was the graphical style. Fortunately, I wasn’t disappointed when it came to playing. The graphics were well suited to creating the dark, depressing settings that persisted throughout the game. The music, created with various folk instruments, was also well suited in portraying the gloomy atmosphere as you progress on your quest. The Bannerman story was pretty simple, but at the same time, it didn’t need to be anything complex for this kind or length of game. It’s broken down into days, which you can think of as levels or chapters. You get the chance to speak to a few different characters throughout the game, several of which are optional interactions, but I would recommend talking to them. It’s worth it for the few seconds of reading it takes. There is a small amount of exploration involved, along with very basic puzzles (generally involving levers), but it’s nothing to get too excited about if that’s what you’re looking for in a game. You can also find new perks on your adventures, each time being given an option between two improvements, such as extra arrows for the bow or better durability on the shield. Again, nothing to get too excited about. Bannerman is a pretty slow-paced and somewhat difficult game, relying on well-timed attacks, blocks, and dodges to defeat your enemies. Different enemies will require different tactics to defeat, be it rushing them, changing stances, drawing back a little, etc. While the majority of battles are essentially duels, there are a few that pitch you against a couple of enemies at the same time (generally melee and ranged), creating a greater challenge. At the end of some of the levels you’ll encounter bosses for even more of a challenge. You’ll occasionally find temporary equipment in the form of armour, bow and arrows, and a shield, to assist you in upcoming battles too. Armour is always useful, at least if you’re a bad as I am, but the usefulness of the bow and shield depends highly on the enemies you’re against, and how well you decide your weapons. I’m not a big fan of Souls-like/lite games, mainly because I don’t enjoy doing the same thing over and over again. I’m a terrible gamer though, which makes this inevitable. Fortunately, Bannerman has a form of checkpoint system, despite it being an incredibly annoying one. I understand they’re trying to make the game seem more difficult, but if you die against the boss at the end of the level, you start the entire level again. There is a checkpoint system if you unlock it prior to the boss, but it’s a simple shortcut from the beginning of the level to the end and really serves little purpose other than to have you spend more time in the game for no apparent reason, and when the movements are so slow (particularly going through doorways) it starts to detract from the rest of the game. It goes from challenging to boring. I enjoyed Bannerman for the most part, and the battles, while somewhat challenging, were pretty fun to overcome. The story, graphics, and music all complemented one another really well, and the dark, miserable setting was great (miserable is always great!). There are some big annoyances with slow actions and poorly placed checkpoints, but I still enjoyed playing it! [quote]For more reviews follow [url=https://store.steampowered.com/curator/33506892/]Gawain Games Curator Page[/url] and check out the [url=https://gawain-games.com/]Gawain Games Website[/url]. You can also find my review on [url=https://wetheplayers.com/reviews/gawain-s-bannerman-review]We The Players[/url].[/quote]
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