

In the game, "Renown" is your only currency. And as such, I'm left feeling too squeezed. Perhaps this is simply because we're only privy to about the first ten hours of what will eventually be a longer overall game, but I think it's fair to treat this as a game unto itself. As someone who enjoys games that take resource management seriously, I find the system in The Banner Saga almost too stingy for its own good. You don't have many resources to manage in The Banner Saga, but scarcity plays an often brutal role in how those resources shape your progress.Īctually, here is where I'll enter, for the record, my first official gripe. While there is no permadeath in regular combat, your choices in the game's narrative can result in the death of a character.īeyond the choices you make as the story unfolds is the broad scope of resource management. They're just choices, some of which have good outcomes and some of which make you grit your teeth. These aren't choices that confine you to a "Paragon" or "Renegade" persona. It's more a matter of priorities and leadership style.ĭo you physically punish a troublemaker or banish them from the caravan? Or do you give them another chance while ordering forced sobriety? Do you let go of the treasure cart or fight to keep it from careening over a cliff? Do you rest or do you help guard a besieged city wall? The game doesn't really focus on "moral" vs "immoral" choices. It's sort of like life that way, and there's a lot of uncertainty. Some small choices have big consequences, while some big choices don't. How you deal with rowdy drunks, runaway treasure carts, and battle against the Dredge all play a role in how the story progresses. Safety proves quite elusive in this tale.Īs a leader, you'll make various choices as your journey progresses. You take on the role of various leaders in this story, leading your straggling caravans to safety-or at least away from danger. We'll talk about the narrative progression first. The Banner Saga is comprised of three primary mechanics.
