
Live through an epic role-playing Viking saga where your strategic choices directly affect your personal journey. Make allies as you travel with your caravan across this stunning yet harsh landscape. Carefully choose those who will help fight a new threat that jeopardizes an entire civilization.
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| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 16Kreviews | 89% | — | $11.1M |
| $24.49 | 3.7Kratings | 92% | — | not modelled | |
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The first part is a complete disappointment. I have a lot of experience playing turn-based strategies. In terms of game mechanics, you need to look for a worse game. Pros: Beautiful art. Cons: Game mechanics - they are practically non-existent, AI almost always, especially closer to the middle of the game, has a significant advantage at the average level of difficulty. It has already been written about here - turn-based play is generally complete idiocy in my opinion, especially at the end of the battle. In the end, having a numerical advantage, you can easily lose to a weaker AI, or suffer serious losses. Artifacts actually do not work, resources are wasted. Leveling characters is long and ineffective. Don't even count on leveling the entire team - there will not be enough resources. Boring and long dialogues that cannot be turned off. A template, uninteresting and boring plot with a lot of dialogues. The system is kept peculiar and inconvenient - too much replaying with an inappropriate result. I really regret spending money.
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Languages: English*, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Italian, Japanese, Korean, Czech, Simplified Chinese*languages with full audio support
| $24.99 |
| 1.6Kratings |
| 86% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 840 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i'm buying this just to give every one of banner saga games a bad review. Stoic(if it's a person) is just a egoestic narcissist, who's okey as a narrative designer but terrible as a game designer. Yet he cherish all his stupid ideas so much thinking they are genius. You know what's extra pathetic? People defending the game, who's in general just trying to show-off or be special. 1. The battles are not puzzle(at least not well made ones), and luck is a DECIDING factor Enemy moves first, reinforcement is placed random, you are doing well on the battle but then, the next wave pops a 18 strength ♥♥♥♥♥♥♥♥♥♥ right in your face and it moves FIRST! There're people like the A*** who's a ♥♥♥♥♥♥♥♥♥♥ for Stoic, who's constantly claiming that it is a interesting puzzle (trying desperately to indicate he's able to think around, guess that's who you pretend when you have half a brain), and non-luck based (seriously, who about that reinforcement in face problem? is that not luck?) 2. Conflicting designs that shows how little this Stoic person knows about games The odd turn orders is one of the thing developers are so proud of, yet it conflicts with any realistic/common game logic, so technically you shouldn't kill anything, but leave it at very little HP just to degrade enemy turn ourcome. BUT, when all the stupid fans are high on this, this ♥♥♥♥ is nothing but a counter-intuitive negative feedback loop(rubber bending in lamer's term). Additionally, it's a rubber-bending mechanic targeted only at the player(since you'd not have people die consistantly as part of tactic). It's basically just a mario-kart rubber-bending, but when you change the form of it, some stupid people would take the bait, and think it's so clever(so to prove them, as lovers of this mechanic, is also clever). The wounded doesn't regenerate through calender time, but only when you rest. What is that? X-Com injury system, only more punishing (because in that game you can natrually get back your team-mates without cost). Again, it's decorated in a different way, and certain low-iq fans will take the bait again. So you see? This dude is basically just grabbing all the most-hated mechanics from other games and thinking they are good, and gathering a little cult that's desperately draining self-esteem from it. Don't be one of them my friend. 3. Good narrative direction, BUT non-reasonable dialogue options Remember how bad fallout 4's dialogue options was? This is even worse. Without a guide, you never know if certain things(it could be as bad as losing your protaganist) is because of your choices, or a narrative choice. It's just so bad that people need to post guides that directly indicate outcomes from game-database. Because there's no one to logically understand the options and consequences. Again, this is somewhat a mix. The narration does benefit from it, but it's a design that's so conflicted to the point you'd be reading a guide line by line just to make sure you don't accidently LOSE a character forever. Sign....i bet he's getting some narrative decision that worked in other games and feeling smart again, but NO, it doesn't work here. Over-all, like i said, i'm just collecting all 3 games to give a warning to any decent folks out there. And now i'm off to the second game. Have a good time, and stay away from this game(watch people play probably is the best).
Игра топ. Прошла её на "идеальную игру". Не жалею времени. На низкой сложности игра превращается в визуальную новеллу. Так что сюжет может пройти каждый желающий, даже не любящий тактические стратегии. Многим не зашли бои. А мне бои тут нравятся. Они необычные, что и делает их более интересными. Из минусов пожалуй ресурс "слава". Он один на всё: и на покупку бирюлек, и на покупку жратвы и на прокачку персонажей. На лёгком славой, конечно, можно обмазываться, да и прокачка там сильно не нужна - всё ваншотается. Но вот на нормальной и высокой сложности славы критически не хватает. И ещё - НЕЛЬЗЯ ПРОПУСТИТЬ ОБУЧЕНИЕ! Проходила игру пять раз. Один раз на нормале со своими решениями без спойлеров, потом с решениями по гайду, потом на самом сложном, а потом доделывала ачивки. И каждый раз мне надо пройти бесячее обучение. За что?!
I thought I'd like this game because I like RPGs and games like XCOM2, but the combat mechanics are confusing and counter-intuitive, and got in the way of me enjoying the very promising story and art. It's very challenging, and for me not in a way that is fun.
The game mechanics are great. The lore of the game is cool, but the storytelling is terrible and hurt the fun aspects of the game. It's also very unclear how you're supposed to interpret certain parts of the story. There are parts where I'm following the dialogue and just don't get what's happening. I also found that the leveling up mechanic worked very poorly, because the level up resource, Renown, is the same thing you use to buy items and rations. This creates a situation where your team strength is hampered because you have to buy rations to keep the party fed and morale high. The game is also very unclear about how stats work. For example, I looked around in game but couldn't find anywhere to explain how dodge percentage is calculated. This results in having no idea how strong or weak certain items are. Very frustrating experience, wouldn't recommend anyone play this game but it has potential if they can sort out these issues.
Excellent storytelling and atmosphere, okay gameplay but limited replayability.
The Banner Saga 1 – A Flawed Tale of Exile and Ambition Score: 6.5–7.0 / 10 1. Language and Translation: Global Reach, Local Weakness The Banner Saga’s English narrative, while ambitious in scope, is weighed down by both its linguistic choices and its uneven translation efforts. The early Chinese machine translation—though it helped popularize the game—was plagued by inaccuracies. In the Simplified Chinese version, entire meanings are often reversed, or rendered as nonsensical, immersion-breaking text. On the English side, the use of Norse-style names in Latin script feels half-committed. If authenticity were a goal, keeping original Scandinavian forms (e.g., Swedish) would offer more cultural texture and perhaps greater clarity for those familiar with Norse culture. The writing itself is inconsistently stylized—sometimes overly archaic in minor scenes, while using modern terms where immersive vocabulary would suffice. A clearer balance between narrative atmosphere and readability would improve engagement. 2. World-Building and Caravan System: Illusion of Scale The core theme of exile is indeed powerful. But the game system fails to support it meaningfully: The caravan mechanics—tracking clansmen, fighters, and Varl—seem designed to suggest grand scale and social survival. But functionally, they are hollow: More Varl or fighters don’t offer combat advantages. Clansmen, despite needing supplies, don’t improve morale even when well-fed. The population feels like a burden, not an asset—counterintuitive in a survival scenario. The system offers almost no player agency: Events rarely allow reduction or strategic shaping of your caravan size. Opportunities to convert clansmen to fighters are so rare (e.g., Oddleif’s single event) that the mechanic feels undeveloped. This undermines the emotional tension of leading refugees through a collapsing world. The caravan is symbolic, but not systemic. 3. Combat Design: Monotony in Strategy Tactical gameplay is visually striking, but strategically shallow: Encounters consist almost entirely of repetitive battles against Dredge, who lack unit variety or tactical challenge. Combat strategy reduces to the same loop: break armor, then reduce strength. There’s minimal variation in enemy AI or battlefield condition. Moreover, battles don’t impact the story—whether you fight well or poorly, the narrative proceeds linearly, stripping victories of meaning. This design makes the game feel like a glorified visual novel with light tactical interruptions, rather than a tactical RPG with narrative consequence. 4. Narrative Structure: Contrived Heroism and Weak Payoffs While the opening premise—an ordinary family thrust into a mythic disaster—is compelling, the final chapters unravel the story's credibility: The climax, where Rook or Alette must shoot the arrow, feels forced: Juno, the orchestrator of the plan, arrives from the capital with powerful allies, yet doesn’t bring a skilled archer for this one crucial task? Why must a humble hunter from the village of Skogr carry this burden—especially when their only goal had been survival, not heroism? After the sacrifice of Rook or Alette, there is no visible response from the many powerful NPCs involved in the journey (e.g., Juno, Hakon, Ludin). Only Iver acknowledges the loss. Juno’s silence feels disrespectful, or worse, deceptively manipulative—as if she knowingly used Rook/Alette with no emotional consequence. This evokes the negative side of Deus Ex Machina—not to resolve conflict, but to artificially impose dramatic weight through player sacrifice without narrative support. 5. Characterization and Dialogue: Minimal and Underdelivered Despite its Fire Emblem-like structure, the game fails to build relationships among its cast: There are almost no interactions between characters, including Rook and Alette, which is a wasted opportunity in a character-driven narrative. The format of a scripted, mostly static conversation system would not have required significant resources to deepen—yet the developers chose minimalism to a fault. In the end, the characters feel more like narrative pieces than emotionally resonant individuals. Conclusion: A Saga in Form, But Not in Depth The Banner Saga 1 delivers visual artistry, a unique aesthetic, and the atmosphere of Nordic despair, but falls short of fulfilling its own ambition. Its gameplay is undercooked, its story climax contrived, and its systems often symbolic but not substantive. Despite its strengths in presentation and tone, the experience is ultimately frustrating, especially for players seeking strategic engagement or emotional payoff. Stoic Studio's vision is admirable—but like its namesake philosophy, this title may leave players emotionally restrained, and narratively unsatisfied. If you want to try a Norse featured game, you can give it a try. Otherwise, I won't suggest you do so.
是我不知道原来我需要的龙腾世纪4 /开玩笑 [h3]垃圾汉化[/h3] 好好学学英语玩吧,民间汉化我找了圈没找到能用的,官中跟屎一样,比屎还烂,相当炸裂的中文水平/语言组织能力+完全没认真在翻译 连基本的敌人名字都不好好翻译,dredge是怎么翻译成黑裔的我请问??????龙腾世纪串台了?人家是darkspawn,你这原文都不一样就这么懒直接用了????特别是这里整个设定都完全不一样 翻译的稀烂程度是:小学英语水平对着字典拿英文玩都比理解这个垃圾中文容易 而且反正可以随时切语言,战斗装备什么的懒得看也可以切回来 制作组从哪里找来的官中翻译,真是精准踩大屎 [h2]悲怆唯美的北欧史诗[/h2] 10/10非常完美,太喜欢这种early 2000s Disney画风了,浓郁史诗感的音乐美得没话说 选项后果什么的也没有梦幻成分,很多地方一个不注意就会死人[spoiler]把ludin气得头上冒烟真的好可爱🤣,可惜下一秒就会死[/spoiler] 但是战斗受伤不会死(害,一周目我还以为倒地就是死了,我都不知道为啥我会这么觉得 战棋熟练了蛮爽的,刚开始一周目乱加点真的干嘛都如履薄冰༎ຶ‿༎ຶ,但是后期老是好几个不砍护甲直接一刀99血的长矛巨人真的玩得我胃疼。法师也是弱的要死,闪电链不能打空格一点卵用都没有,还得靠运气好敌人弱智站斜线才痛 [b]重点:[/b] 加点顺序:破甲>出力>力量>护甲>意志 某些特殊技能的另外看 很多成就是结尾一次性跳的,要放完感谢名单 感谢名单长得要死可以拿鼠标手动拖或者滚轮快进,我服了,我不小心碰到鼠标才发现,不然真的要猴年马月
[h1][b]The Banner Saga[/b][/h1] [u](Data da Análise: 08/12 (Dezembro) — 11/12 (Dezembro) — 2024)[/u] [quote]Oferecimento [url=https://store.steampowered.com/curator/44935382][b]Brazil Games Review[/b][/url].[/quote] [b]DOR, MUITO SOFRIMENTO, LÁGRIMAS E ÓDIO PROFUNDO,[/b] essas são as melhores descrições para [b]The Banner Saga[/b], um [b]RPG tático[/b] produzido pela [b]Stoic Studio[/b]. [h2][b]Gráficos/Arte[/b][/h2] Simplesmente lindo, a ambientação em tudo foi muito bem pensando e feito com mínimos detalhes, seja a bandeira da caravana balançando mais forte conforme a força do vento, ou a velocidade da caravana diminuindo, ou aumentando conforme a quantidade de pessoas nela. As animações também são muito fluídas, seja em algumas cutscene ou nas animações das batalhas, todas são bem feitas e muito fluídas, elevando o conteúdo visual do jogo. [h2][b]Trilha Sonora[/b][/h2] Sua trilha sonora funciona muito bem em tudo, seja durantes as batalhas ou nas viagens da caravana. Seja nos mínimos sons, como a bomba dos Dredges, ou no som de cansaço dos personagens conforme pedem vida, durante as viagens os sons das pessoas aumentando conforme a quantidade. Simplesmente funciona muito bem e cumpre seu papel perfeitamente. [h2][b]Gameplay[/b][/h2] Sobre suas mecânicas de RPG de turno, são bem simples. As batalhas se resumem a turno alternatos em você e o inimigo, a ordem muda somente quando o modo pilhagem é ativado, quando só resta um inimigo ou um aliado em campo. O jogo acaba misturando muito bem o RPG de turno com o xadrez, já que você deve pensar antes de mover cada peça para X posição, pois uma jogada errada e seu personagem perecerá como um coelho assustado. Os personagens possuem certos elementos, mas os dois importantes são: Armadura e Força Armadura serve como indicador de dano, X personagem necessita ter ou ultrapassar X nível de armadura para conseguir dar dano em sua vida, porém é possível romper a armadura, diminuindo a quantidade necessária de força para causar dano direto. Força serve como sua vida base e medidor de dano que é possível causa, caso você zere a força de um inimigo ele perece (isso vale o mesmo para você). Porém, caso um personagem caia em batalha ele ficará ferido, e será necessário alguns dias de reset para que a força dele volta ao normal e não fique em penalidade. Sobre a administração de moral, suprimentos ela é bem fácil de se manter abundante de acordo se você conseguir fazer as escolhas certas. (O que é bem difícil) [h2][b]Estória[/b][/h2] Acredito que esse seja o tópico mais importante, tentarei ser o mais “breve” possível para não dar muitos spoilers. [b]OS DEUSES PERECERAM[/b], causando assim algumas angústias no mundo, existem três raças principais, sendo elas: Humanos, Varls e Dredges. Os Humanos e Varls foram criados ao mesmo tempo, pelos Deuses, porém o ódio entre as raças era imparável, que inúmeras guerras surgiram por conta desse ódio descomunal que quase levou a extinção das duas raças, se não fosse pelos Dredges uma nova raça que surgiu no mundo. Tão poderosas que conseguiram matar dezenas de Humanos e Varls como se não fossem nada, forçando os Humanos e Varls criarem uma aliança para expulsar esse mal do mundo. Anos após a segunda guerra, algo inesperado acontecem, os Dredges começam a voltar e a dizimando tudo pela frente, causando um dano quase irreparável ao mundo. Ao desenrolar dá drama recebemos mais informações sobre o passado, presente e futuro, alternando o rumo de certas decisões e descobertas. A estória se desenrola atrás de 3 personagens principais, Rook, Alette e Iver. Rook sendo pai viúvo de Alette sua filha, Rook e Alette são caçadores de uma pequena vila ao sul. Iver é um antigo Varl que vive na mesma vila que Rook e Alette, por conta disso Iver acaba criando fortes laços de amizades com ambos, principalmente com Rook já que ele o via como melhor amigo/irmão. A estória construiu muito bem a relação desses três e de como Rook (o protagonista) tem que lidar com certas situações que colocam as pessoas da caravana e seus entes queridos em situações perigosas e cansativas. Isso é mostrado muito também na expressão de Rook, que vai se desgastando conforme o passar do tempo. Acredito que esse seja o máximo que consigo contar sem dar algum spoiler gigante sobre o jogo, é um pouco difícil fazer isso, já que certas informações mudam completamente o entendimento da estória. [h2][b]Nem tudo são flores[/b][/h2] Apesar de todas as coisas boas ditas aqui, há certos [b]problemas que não podem ser ignorados[/b]. Começando com o mais básico a tradução, alguns pontos são importantes a se ressaltar: A [b]tradução PT-BR[/b] de The Banner Saga [b]não foi feita por brasileiros[/b], então acaba sendo difícil os devs revisão se está realmente tudo correto no nosso idioma. Mas para nossa felicidade, apenas em algumas partes a tradução apresenta erros de concordância e tradução no geral, mesmo sendo coisas pequenas, acabando atrapalhando um pouco a imersão do jogador. Partindo para o segundo problema: [u][b]O SAVE AMALDIÇOADO[/b][/u] Simples o maior defeito do jogo é o save, começando, não há opção de save manual, apenas AutoSave que ocorrem após certas escolhas. Criando assim um grande problema, pois caso você tenha feito uma jogada errada na primeira luta e parti para a segunda, não há como voltar no save para o começo da segunda luta apenas da primeira, o que acaba frustrando o jogador. Esse problema poderia simplesmente não existir caso houvesse a opção de save manual e AutoSave, o que deixaria algumas lutas/escolhas muito mais simples e facies, sem prejudicar a experiência do jogador e a dificuldade que o jogo proporciona. Outro problema há ser dito é o na parte dos créditos, já que os créditos do jogo possui exatamente [b]30 Minutos e 53 segundos[/b]. Tornando assim os créditos ridiculamente longo e demorado, pois os criadores colocaram o nome de todas as pessoas que apoiaram o projeto na fase de desenvolvimento (No caso apoiadores do Kickstarter), é um ato bonito, porém deveria existir uma opção somente para agradecer essas pessoas e uma frase agradecendo a todos nos créditos finais. [b][u][i]Por sorte é possível “pular” os créditos até o final, usando o scroll do mouse (Obrigado ao usuário “rossbk” do Reddit por compartilha essa informação)[/i][/u].[/b] O último problema é o preço dos conjuntos, simplesmente é um preço absurdo já que em todos os conjuntos as soundtrack estão inclusas, o que acaba elevando o preço dos pacotes. Vejo isso como um problema, pois, acaba desencorajando o jogador a comprar a sequência da saga. [h1][b]Conclusão[/b][/h1] The Banner Saga conseguiu ser uma das 3 obras mais emocionantes, marcantes e impactantes que tive o prazer de jogar esse ano. Certamente é uma experiência única e sua compra vale muito a pena, seja em preço cheio ou na promoção (fica por volta de R$ 9,25). [table equalcells=2] [tr] [th][h3]Nome:[/h3][td][b]The Banner Saga[/b][/td][/th] [th][h3]Desenvolvedor:[/h3] [td][b]Stoic[/b][/td][/th] [th][h3]Distribuidora:[/h3] [td][b]Stoic Studio[/b][/td][/th] [/tr] [tr] [th][h3]Tempo de Análise:[/h3] [td][b]22 Horas[/b][/td][/th] [th][h3]Plataforma utilizada:[/h3] [td][b]Pc (Steam)[/b][/td][/th] [th][h3]Conquistas:[/h3] [td][b]28/39[/b][/td][/th] [/tr] [tr] [th][h3]Última Sessão:[/h3] [td][b]11/12/2024[/b][/td][/th] [th][h3]Lançamento:[/h3] [td][b]14 de janeiro 2014[/b][/td][/th] [th][h3]Nota Final:[/h3] [td][b]9[/b][/td][/th] [/tr] [/table] [quote=Foxxy_BR4] Oferecimento [url=https://store.steampowered.com/curator/44935382][b]Brazil Games Review.[/b][/url][/quote] [quote]Se achou esta análise relevante e está interessado em colaborar com o meu grupo de curadores, sinta-se à vontade para [url=https://steamcommunity.com/groups/BrazilGamesReview][b]entrar em nosso grupo e nos seguir na nossa página na Steam.[/b][/url] Ficaríamos gratos.[/quote]
Это... хорошая игра. Которая учит нас никому не доверять.
Active players
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