![]() How many enemies are in the nearby village? What's the terrain? How far is it? How much do we stand to lose if we go there?ĭoes the human upstart want go to the town on the coast, or not? If he does, is this a good or bad thing? What are the ramifications of sending him back home? Too often they feel like blind choices based on luck, rather than leveraging something I've learned or done. It's lovely to craft a fantasy world, but without more ways to be involved in it, immersion never happens.Īs the group travels from place to place, situations pop up and ask the player to choose from a variety of options, but they're all text boxes with no accompanying animations or graphics aside from a small portrait pic. More and more people were introduced but I had a hard time remembering who was who, and when the writers started burbling about places and things happening offscreen, it felt like a constant stream of disjointed Nordic lore. There are some giants and men who are all on a journey, but it's not clear who they are, where they're going, why, and worst of all, the case for why I should care about any of it never gets made.Īs the game went on, the lack of connection with the events and characters continued to be a problem. After a brief bit of text, a load of unfamiliar words and character names get tossed around, but a lack of context renders them meaningless. The Banner Saga starts off on the wrong foot. The devs are a little further off than ‘nearly', I think. Although the aesthetics are great and some of the ideas are strong, the overall experience feels both uninvolving and unfinished. I largely agree with that assessment, but Darren was being generous. In his main review of The Banner Saga, Darren Forman says that the developers are juggling a lot of elements that they nearly pull off. LOW An emotion-free popup box telling me that someone died. HIGH The art style is beautifully distinct.
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