
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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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| 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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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 838 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Sıra tabanlı çiçek gibi oyun hikayede iyi miss
The game is very reliant on a strong story for it to be worth playing, but fortunately the story is smashing! I almost found myself wishing I could skip combat and go straight to the next narrative event, but the gameplay is also far too intriguing to overlook.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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 841 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Наслышан об этой великолепной серии игр, Долго откладывал прохождение, о чем пройдя, пожалел что не взялся за нее раньше, это шедевр. Игра погружает с первых минут в атмосферный, сюжетный рассказ. Каждый выбор будет отражаться на прохождении Вами сюжетной линии. Музыкальный фон, моё почтение.
Interest game, little exposition and it is easy to lose named characters while the battle management is good. The main flaw, how f@**!!! long it takes for some of the cut scenes and movement in battles. I would be tempted to replay but I feel like I've sat here for several hours just waiting for the cut scenes to play of a static screen and a long train of men marching...
Дико скучная игра в пустую потраченные деньги. Лучше посмотрите пересказ сюжета он будет намного интереснее всей игры.
[h1]A Piece of Art[/h1] This game is a little piece of art that doesn't get old. It's like playing a graphic novel with a stunning art style that remains visually impeccable after all these years, interesting Norse-inspired setting, beautifully written characters and an amazing soundtrack. I played it over a decade ago and the story remains etched in my memory. That is why I am recently revisiting it. Well worth the buy and underrated.
If you like Supergiant's games, you'll definitely like this. I got this game sometime after playing the demo for The Pale Beyond, but only played it long after playing Pyre, which I greatly enjoyed. Onto the meat of the review. [b]LEGEND: love (╋), like (+), neutral (~), dislike (-), abhor (—)[/b] [b]╋ MUSIC[/b]; Downbeat acoustic soundtrack with vocals. My favorite track is "There Is No Bad Weather". [b]╋ VISUALS[/b]; 2D Graphics look amazing. The use of colors, parallax, linear motions, and reuse of similar sprites, is as beautiful as it is impressive. [b]╋ STORY[/b]; Themes of trade-off, limited agency, thanatology, perspective, normalcy bias, loss aversion. [b]╋ UI/UX[/b]; Spacebar, Enter, and Numpad Enter, all forward text. Many indie text-based games focused on story-decisions neglect to do this, which is hugely important for comfort and usability. [b]╋ UI/UX[/b]; I appreciate the quality and consistency of texts descriptive of character abilities and such. They are frontloaded with "how" followed by "what", very succinct. [b]╋ COMBAT[/b]; One thing Banner Saga has, which I love, is low numeric values. Into the Breach also has this. [b]+ STORY/VISUALS[/b]; On the map, you can read descriptions about places and roads. It doesn't get much use, and it's not necessary, but it's really awesome that the option is there. It makes the world feel more alive. [b]+ ECONOMY[/b]; Resting spends Supplies which you find, are gifted, or buy with Renown. "Renown" is the exchange currency you get by defeating enemies in combat. This was never an issue, and in fact, I found it a fun, interesting, smooth and "unproblematic" piece of design. [b]∽ COMBAT[/b]; I saw a reviewer claim the "last boss is broken after 10 years" and proceed not to qualify how. I had zero issues with the last boss, and everything proceeded smoothly. I saw another claim it was "obnoxiously difficult", this was false, at least for my playthrough. It seems that the game's design might have balancing/consistency issues. [b]∽ COMBAT[/b]; Your health is also your damage. I've sometimes wondered what it might be to have a system like that, but I always concluded it's a bad idea to deal less damage the less health you have. It's an extremizing mechanic. It's way harder, I dare say impossible, to pull of a "clutch" win when you're at low health. It works just fine here, it's not a problem. [b]∽ TIME[/b]; I was ready to play for 100hs, but my playthrough was around 15-16 hours. [b]∽ STORY[/b]; I had expected that characters could die in combat, but this is false. They can only die in story decisions, or else, when a combat encouter is explicitly relevant for a high-stakes situation. When a character loses in combat, they become injured, and need to rest for a few days. [b]- UI/UX[/b]; The game autosaves (quick slot) after every decision, and after every place (ordinary slot). I take two problems here: (1) this does nothing against save scumming, and (2) you have zero control over when to save. So, the player loses control over saving, and it does not even prevent savescumming. The saving system is actively detrimental. [b]- STORY[/b]; The introduction into the world of Banner Saga is a little confusing. Characters are introduced without their names, and without you even seeing them for a while, since it's only narration. It's unclear if the narrator is someone, or not really anyone. After you begin playing as Ubin, this mostly subsides, but it could have been better. [b]- STORY[/b]; I was expecting more swaps of perspective throughout. Instead, you play a little as Ubin, then a little as Hakon, and most of the game is centered on Rook. This would've been a neutral point, but the game literally opens by telling you that perspective-taking will be a huge deal; you are setup to be disappointed. [b]- UI/UX[/b]; The map takes too long to load. I would have used it more if it wasn't for this. [b]- UI/UX[/b]; GUI is inconvenient when it comes to accessing/leaving Combat Training, as well as (un)equipping the gear of characters, and especially when you wanna do that to someone who is currently apt for a level-up. [b]- UI/UX[/b]; Some of the stats are unexplained. I didn't know what "REST" is, or what "CRIT CHANCE" meant, and now that I've finished the game, still do not know. [b]- STORY[/b]; At least in this first game, I disliked how the approach to and use of divinity. As soon as you begin, you are told "the gods are dead" [sic]. It isn't clear what significance this has in the world, or those who live in it. There are "godstones", monuments to the gods. Throughout, you uncover a little more about the significance, but it's very little indeed. The only person who seems to care is Ubin, who is terrifically old, and even then, doesn't seem to care much. Characters mostly are ambivalent, or plainly oppositional. This theme is underexplored and underutilized. It feels more of a mundane reflection of the time period this was written, and less anything substantial for the world and story. I loved visiting the godstones, they are clearly meant to be of great, great significance, and that should be reflected more generally. The end of the game almost seems to foreshadow that this will become more relevant. I'm hoping this is improved in the future games I have not yet played. [b]- STORY/GAMEPLAY[/b]; Yrsa died in my playthrough. I don't care that this happened, as I was not invested in her, but the way it happened was awfully contrived: [spoiler] she suggests an attack which uses fire on a forest. If you do this, by the end, she vanishes, is presumed dead, and Ludin blames you for her disappearance[/spoiler]. Gunnulf is a character who I had to go out of my way to ensure he lived. If he dies, it's like nobody gives a ♥♥♥♥. Your character is more worried about the "treasure now at the bottom of the valley". Regardless, the decision sequence in which he may die is totally out of nowhere. You're traveling, and what should've been an ordinary decision about the caravan or whatever, is instead HIGHLY IMPORTANT!!!!!!!!! His death is so contrived, there is only one way to save him, you are practically forced to savescum and brute-forcedly exclude decisions. [b]— UI/UX[/b]; In case you accidentally skip something you did not mean to, there is no text log for you to view past messages. [b]— UI/UX[/b]; The character screen GUI is majorly whack. It is designed as if it were a mobile game UI. There is a Hint button you must press to get explanations for things on the screen, but instead of the descriptive tooltips being shown during mouseover, EVERYTHING is shown at once, which is horrifically bad for anyone trying to absorb new information. Not everything is explained either, mostly just the stats. [b]— COMBAT[/b]; By far, my biggest issue is that you can't undo movement actions. When Acting as a character, the first thing you do is Move, during which there are three steps in time: (1) before selecting a tile, (2) after selecting but before confirming, and (3) after confirming. If you're in step 2, or in step 3, you can't return to step 1. in many other strategy games, such as [b]Into the Breach[/b] and the iconic [b]Advance Wars[/b], you can, yes, do this, but not here. In the negative sense of the word, this is [b]archaic[/b]; providing neither enhancement, joy, nor challenge to the game. Additionally, contrast this with the fact this same 1-2-3 step process applies to Attacking, which you do after Movement, EXCEPT here, you can return to step 1 during step 2. You can't do that from step 3, but that is expected for attacks. At one point in my playthrough, I thought about why Banner Saga isn't much spoken about, and concluded that just as in movies, games like this — 2D, animated, story-heavy, all around artistic skill — are affected by the technologist-photorealist slop culture we've been having since the 2000s CGI boom. The games and studios that are, such as Supergiant themselves, are exceptions to this.
Я буду говорить о всех 3 частях Баннер саги. Возможно кому-то покажется, что история не проработанна, где-то наивна , персонажи нераскрыты, кто-то разозлиться из-за корявых ошибок в переводе, кого-то испугают смерти персонажей, НО мне всё понравилось. Это хорошая драматичная история, с хорошей музыкой, визуалом, пошаговыми боями. Но история реально грустная. Особенно мне понравились сложные моральные выборы.
Грозный конунг Джи Джи Арнульф Злобный конунг Джи Джи Арнульф Хитроумный и свирепый Был грозою всех морей На пиру он пил не пиво И не брагу пил из рога Пил жестокий Джи Джи Арнульф Слёзы вдов и матерей Его викинги боялись С ним славяне не дружили Англосаксы убегали, С поля боя наутёк Он ругался и бранился, Вёл себя он непотребно И сражался не по чести Кровожаден и жесток Знал в бою приём секретный Что ему открыл не Один А коварный вредный Локи Рассказал ему о том Он сражался не секирой, Не копьём и не кинжалом, Он в разгар свирепой сечи Во врага кидал говном И враги того боялись Хитроумного приёма, Ну раненья, ну увечья, А вот это - не-не-не! Это ж не по-скандинавски Это жуткое бесчестье Призовут тебя в Валхаллу А йибало всё в говне Если в ходе Рагнарёка Тор погибнет, сгинет Один, Хитрожопый Джи Джи Арнульф Ни за что не подведёт Он возьмёт говна лопату И швырнёт рукой могучей Прямо Фенриру в йибало, Йормундганду прямо в рот
I was extremely close to dropping this game for the severe arbitrary nature of 90% of your choices. Though I like a challenge, I found this game more enjoyable actually set to Easy difficulty. It doesn't lessen any of the tough decisions you need to make, while still allowing you to enjoy the degree of strategy that this game does have (it isn't FFT, but it's there...), while avoid an (IMO) unnecessary extra stress of insult [strike]to[/strike] of injuries. If you stick it thru long enough as I did, the story picks up and becomes enjoyable as it proceeds into the 2nd Saga. Be aware, it's not a long title (9 hours clocked for me on Saga 1).
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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