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Especially considering every character is subject to permadeath. This means the more injured a character is the less effective they are at fighting, which is not only more realistic but creates an interesting tactical dilemma when deciding where to focus your attacks and when to finish someone off. Moving around on an isometric grid is reminiscent of everything from Disgaea to XCOM, although one of the main differences is that each combatant has a separate rating for strength and armour, the former determining not only how much damage they can do but also acting as their health points. This includes assigning characters to gather food and fuel (thereby taking them out of the active roster for combat) and ensuring that their willpower rating, which becomes an important factor in battle, doesn’t drop too low.
THE BANNER SAGA DECISIONS FULL
The best you can ever hope for is a least worst decision, and even then good intentions often end up having the opposite effect and the full impact of your choices is not felt for a long time including, as this sequel makes clear, into the next game.Īs well as more personal decision, taken in the style of a Telltale style adventure, you also have to make practical calls about collecting and distributing resources. Moral decision-making has become commonplace in video games today, in large part thanks to BioWare, but The Banner Saga feels very different to any of its peers. Not to mention the impact of your decisions in the previous game. But much like watching The Empire Strikes Back or The Two Towers without having seen their predecessors a lot of the context and resonance is lost. The basic plot is approachable enough that, unlike a true episodic game, you don’t need to have played the first one to understand what’s going on. The story continues on straight from the last game, even going as far as to label its start as chapter eight.