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.
用户评测: 特别好评 (3,842 篇评测)
发行日期: 2014年1月14日

想要将这款游戏添加到您的愿望单或标记为不感兴趣,请先登录

购买 The Banner Saga

节庆特卖!1月2日 截止

-50%
$19.99
$9.99

购买 The Banner Saga - Deluxe

Deluxe Edition includes The Banner Saga and The Banner Saga - Soundtrack

节庆特卖!1月2日 截止

-50%
$24.99
$12.49

购买 The Banner Saga 4-Pack

节庆特卖!1月2日 截止

-50%
$74.99
$37.49

购买 The Banner Saga - Soundtrack

 

鉴赏家的推荐

"A wonderfully realised Viking adventure with in-depth tactical combat. Roto-scope style animation leads to a beautiful world. Ends a bit abruptly though"
点击这里阅读完整评测。

最近更新 查看所有(9)

10月15日

Reddit AMA

Howdy Folks!

We're hosting a Reddit AMA all day today - and we;d love for you to stop by and ask your questions. We'll do our best to answer all of them that we can.

http://www.reddit.com/r/IAmA/comments/2jbcdk/we_are_stoic_indie_game_developers_creating_the/

Thanks all!

1 条评论 了解更多

10月2日

The Banner Saga oniOS and Linux Update

Howdy Folks!

Today we're officially avaiable on iOS via the app store if you any of you folks have been waiting on that.

We also have an update for you folks wanting the Linux port:

Just to give you an update we are still working on the linux port and it’s progressing. We are dealing with a few crashes and remaining issues, then we need to add in sound plus address some general performance issues – but the takeaway is that it’s still being worked on and that we’re getting there. We don’t have a date yet as we want to ensure everything is wrapped up and working before any sort release.

16 条评论 了解更多

评测

“Game of Thrones Meets Vikings Meets Disney. The Banner Saga is blindingly lovely and arguably just as intriguing to play. Built atop a world that all but demands the attention of travel documentaries, it's epic in the literal sense of the word.”
100% – US Gamer

“With a refreshingly unique aesthetic, well-written story, and challenging gameplay, The Banner Saga is an excellent adventure well worth your time.”
90% – Games Radar

“The Banner Saga deserves commendation for the strength of its art and music experience alone, which shatters conventions.”
86% – IGN

数字豪华版

The Deluxe Edition – Combines The Banner Saga with the official soundtrack which includes 29 tracks by Grammy nominated, and two time BAFTA Award winning, composer Austin Wintory, performed by the Dallas Winds orchestra plus a powerhouse trio of acclaimed YouTube sensations: vocalists Peter Hollens and Malukah and violinist Taylor Davis.

关于这款游戏

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. Every decision you make in travel, conversation and combat has a meaningful effect on the outcome as your story unfolds. Not everyone will survive, but they will be remembered.

Key Features

  • Player choice that drives your own narrative – every decision you make in travel, conversation and combat has a meaningful effect on the outcome as your story unfolds.
  • Over 25 playable characters from 2 different races, human and varl, the horned giants – embark on your epic journey with a variety of characters from 7 different classes, each with unique abilities and upgrade options to fit your play style.
  • Strategic combat with consequences - victory or defeat and even the permanent loss of a character depends on which characters you choose to take into battle and what decisions you make afterwards.
  • The journey is as important as battle – your role in building and managing your caravan as you travel the vast frozen landscape is critical to not only your own survival but the survival of an entire civilization.
  • An epic Viking saga brought to life in 2D glory – beautifully hand drawn combat sequences and animations, accompanied by an evocative score from Grammy-nominated composer Austin Wintory, will immerse you into a fantasy realm inspired by Norse mythology.
  • Multiplayer Combat Enhanced – sharpen your combat skills in the free multiplayer game “Factions”. Compete against other players with many of the character classes you see in The Banner Saga.

The Banner Saga is the first part of a planned trilogy. If you complete this game, your unique progress and storyline will carry over to the next part of the story.

系统需求

Windows
Mac OS X
    Minimum:
    • OS: Windows XP SP3
    • Memory: 2 GB RAM
    • Hard Drive: 3 GB available space
    Recommended:
    • OS: Windows 7 SP1
    • Memory: 4 GB RAM
    • Hard Drive: 6 GB available space
    Minimum:
    • OS: MAC OSX 10.7.5
    • Memory: 2 GB RAM
    • Hard Drive: 3 GB available space
    Recommended:
    • OS: MAC OSX 10.7.5
    • Memory: 4 GB RAM
    • Hard Drive: 6 GB available space
有价值的用户评测
11 人中有 11 人(100%)觉得这篇评测有价值
2.7 小时(记录在案的)
发布于:9月9日
首先,推广一下The Banner Saga来自谷歌翻译的霸气中文译名:\大旗英雄传奇/比旗帜传说更有气质也更有气势。

然后,这是款值得一玩的稀有的精致的战棋+文字游戏...不要在意我的游戏时间,我玩3DM正版已经快通关了...

文字部分如果你有耐心看的话可以说是有一定深度的...毕竟整个世界观和剧情要从这里展现出来,架空世界,众神挂了,太阳歇菜,主角溜哒等,国产3贱那样的情情爱爱狗血起伏在这里压根没有...剧情的代入给我的体验就是主角们行军打仗越打越像冰与火之歌.......
当然,现在风月汉化组的良心汉化正版可用,已经亲测XP,WIN7完美兼容,只需要进游戏选一下简体中文就可以了。

战斗部分可以说是整个战棋界的革命,当前攻击力=当前生命值,攻击力-护甲=受到的伤害。可以升级的人物和物资管理也挺有意思。
画面音乐非常的清新,画风很COOOOOOOL,这段时间相比XCOM我还是更愿意玩大旗英雄传奇。

大旗英雄传奇,好!
这篇评测是否有价值?
24 人中有 18 人(75%)觉得这篇评测有价值
4.0 小时(记录在案的)
发布于:10月4日
这款游戏非常具有创新意识,很多系统上的设计都是前所未有的:比如,把HP和力量合二唯一,体力充沛力量就大,人物濒死再强力的英雄也基本毫无威胁;再比如剧中人物无常的命运,主角光环在身的强力人物一个不小心对话选错了选项,也会像丧尸世界大战的博士那样牛逼哄哄一出来就见光死;画面有看动画的错觉,音乐虽然数量极少但是质量很给力,还有流程中伴随的双主角视角和旅行系统,物资供给和剧情的有机结合(为了维持旅程必须尽一切办法收集补给,涉及到的剧情走向选择又会切实影响到每个人的命运),规模不大但是非常曲折的剧情,还有和剧情相比显得无比宏大的背景世界观设定,都让他显得是那么与众不同。

光靠上面的印象,感觉这简直是个神作嘛。但是前一阵子出了汉化入手尝试了一下,却很悲剧地玩了开头两三个小时就没有什么继续的动力了。怎么说呢,总感觉这游戏在创新意识和实际的可玩性上的“优化”有很大的问题。就是很多创新看起来很美好,但是具体在游戏中并不能带来太大的游戏乐趣。举几个例子:

HP和力量的合一,导致实际战斗中每个敌人都砍到少量血以后放着,结果正常战场都变成了一群残兵,在你一刀我一刀的蹭血,看起来似乎很真实,实际上节奏极为拖沓,爽快感荡然无存。更糟糕的是,这款游戏在战棋类游戏的基本素质上做的很不够。每一种职业的技能模版似乎都是完全一样的,没有个人的特殊技能,更不用说超必杀了。每个人的升级路线都很单一,没有任何多样化的选择。

还有那种“竖旗英雄传”的玩法实际上也只是让我玩家无所适从(不看攻略的情况下),更匪夷所思的是人物的命运走向和你做出的选择在逻辑上没有任何道理可言。举个例子,游戏初期收了一个巨人斧战,好像说他未来会成为什么国王,很牛气的样子,结果路过一个村子发现村民被魔兽袭击问我要不要帮助他们,我同意了,战场上怪物很少,毫不费力地解决了,我的人物几乎没怎么受伤,结果战斗结束后报告说这个人伤重不治已经不幸离世了,我瞬间整个人都思密达了有木有;还有猎人带着女儿路过一个村庄,村上一个盾兵信势坦坦的说要保护女儿云云,结果剧情对话中有怪物突袭,他为了挡枪也迅速挂了,还没加入我的队伍就挂了,我就选了几个很正常的选项有木有,看别人的存档这个小伙一直能生存到最终战还能成为中坚主力有木有。如果是我控制的原因在战场上死了就永远不出现了我毫无怨言,因为各种匪夷所思的原因,好多辛辛苦苦全力培养的主力,不知道什么时候就一句对话说他挂了就再也见不到了,这样的设计有几个人能接受?

战棋游戏发展到现在这个程度,各种设定其实都经过了精粹的磨练,未必是最合理的最新颖的,但一定是最经典的。想要打破这种经典体系,不是有好的想法就行的,还必须踏踏实实地做苦工,认真检讨那些想法是真的能够提高游戏可玩性的,或者说要怎样修改一下能够更加切实地丰富游戏的乐趣。从这个角度讲,我觉得开发组需要做的功课还有很多。

另外我觉得现阶段汉化的糟糕水平也是很大的制约。很多对话怀疑根本就是机翻,说来说去都听不懂他们说的是什么,然后稀里糊涂地做选项,时不时还会导致队中主力的阵亡,有多恼火大家可以想象得到。建议有能力的人还是尽可能玩英文原版,不要对汉化抱有太大指望。
这篇评测是否有价值?
3 人中有 3 人(100%)觉得这篇评测有价值
6.9 小时(记录在案的)
发布于:12月22日
游戏轮流讲述两位主角的故事,一位是巨人的领袖,他带领巨人军团以及前来结盟的人类王子,从海岸出发,将要穿越半个大陆,前往巨人的首都,而另一位主角是一位优秀的战士,他在恶魔袭击到来时带领人们逃离,寻找生存之所,整个游戏故事就是一部人类(及巨人)生存的征程,玩家要在严酷的旅程中带领人们奋力前行,没有回头的可能,要击退恶魔的追杀,要团结尽可能多的力量,要聚拢人心和填饱肚子,要承受得起损失,玩家需要做出一次次苦涩的选择,随时都有可能出现危急情况,一次错误决定就可能损失惨重,身边战友可能忽然就断送了性命,现实是如此的残酷无情,更需要玩家的勇气和坚强,整个游戏故事给我们展示了一段沉重而悲壮的传奇。
那么旗帜是什么?在这个荒凉混乱的年代,自然、恶魔和自己都是让人类九死一生的敌人,生命微不足道,稍有不慎,族群就将将灭亡在冰天雪地中,但在此逆境下,方显文明之宝贵,人们一代代沿着祖先的足迹走下去,唯有记载家族事迹的旗帜手手相传,将人们紧紧团结在旗帜周围。岁月流转,许多旗帜会倒下,但最终会有旗帜继续挺立,不断接上新的部分,越来越长的旗帜记载了祖先们在峥嵘岁月不屈不挠的与万物斗争的故事,文明的火种随着一个个旗帜得以延续和兴旺,旗帜将永远飘立在人们头顶,不断将新的传说绣上,这就是《旗帜传说》的意义。
这篇评测是否有价值?
2 人中有 2 人(100%)觉得这篇评测有价值
29.3 小时(记录在案的)
发布于:9月13日
以前几次看到这个在推荐列表都没买,以为又是那种暗黑类欧美RPG,到打5折的时候才发现是SLG,真是差点错过了好游戏,感觉又回到了以前玩Ruina废都物语的时代,从头到尾都没觉得无聊

TBS最大的优点在于营造氛围,把所有部分单独拿出来好像都一般,叙事很短,一些配角存在感不强,大部分时间都在看风景……但是串在一起,加上恰到好处的配乐,会变得非常有代入感。越到后面的章节感觉就越强,步步逼近的敌人,越来越少的食物,队伍里不断有人受伤,路上不知道前面会遇到什么的不安也跟着增加。偶尔找到一个能落脚的村子就稍微松一口气,有时半天没有敌人,但是也没有其他路人,还感觉异常的凄凉。不可否认至少是目前为止最成功给人逃难感受的作品。到最后硬汉主角流泪那里真是非常伤感(具体为什么还是不剧透了)。我非常喜欢话少但是气氛做得好的游戏,就拿RPG来说,黑魂文字量不多,但是能自己推敲出不少东西,TBS也是一样。自己去想象也是一种乐趣,虽然对那些不像空轨那样把故事说得明明白白就不能理解的人可能不太适合

当然了,TBS不是逃难类,战斗是核心,对战斗本身我的评价是一般。系统非常的创新,同时也非常counter intuitive,一般的SLG乃至战略类,基本是从减少敌人数量入手,TBS是从减少质量入手,先把一部分人打残但是不能打死,让他们浪费行动,给自己创造打残其他人的机会。在困难难度下要是领悟不到这一点连2章都别想过去。几乎每人一个兵种,但是分化不明显,基本只是属性点和技能的区别。不过千万别小看这一点区别,一点属性点或者特技的差距人物的价值就完全不同。很多时候2点STR的差距就是1回合打残一个还是2回合打残一个的差距,2点ARM的差距就是肉盾能多用一回合还是少用一回合的差距。这里也不好说是优点还是缺点,好的地方是强调了战前部署和分析,不好的地方是有些人完全就没有用了,像上限12ARM的近战就算STR再突出,遇到23STR的敌人也是直接被废。技能也是一样,别看巨人属性都很强,困难难度下好用的也不到一半。个人眼里最强的3个技能,一个是加盾反效果,一个是加伤害减免,一个是闪电链,非常不走运有这技能的3人基本没有强制出击的时候,遇到其他人强制出击选择余地就很少,6人的出击上限避免了碾压,让人不得不想好战术,但又限制了战术的多样性,结果好用的战术也都差不多。还好随机性抵消了一些重复的乏味感,尤其是困难难度,遇到3个23STR的时候被切后排绝对够紧张的

总而言之,这个游戏适合那些脑洞很大的RPG死忠,或者喜欢强调战术的SLG的人。如果你是快餐游戏党,还是不要浪费20刀比较好。最后期待一下续作,据说官方要出三部曲,每部20刀的话,3部也就一个商业作品的价格,还是非常良心的
这篇评测是否有价值?
409 人中有 305 人(75%)觉得这篇评测有价值
32.9 小时(记录在案的)
发布于:11月22日
It really pains me to do this because there are so many reasons to like this game.

The problem is that The Banner Saga simply doesn't deliver what it promises.

At the very beginning we are informed that at our decisions affect the game: THEY DON'T. Despite the fact that they've created this vast and gorgeous world, steeped in lore and history, you can't even choose where to go. You're firmly 'on-the-rails' for the entire game. Occasionally, you get text based encounters where you get to make a decision, but having played Banner Saga a couple of times, I can tell you that most of these change nothing. Sometimes one character or another dies, but it's trivial since they aren't really necessary anyway.

At the very beginning we are treated to a beautiful animated cut-scene complete with voice acted dialogue, so you'd figure those would come up at key points in the game at least, right? THEY DON'T. Not even at the end.

As the story develops, more and more layers are revealed: The gods are dead; the sun has stopped in the sky; there's a prophecy; there's tension and intrigue between characters and races, etc, etc. NONE OF IT GOES ANYWHERE. In a nut shell, the story is: survive until you get to the end boss - who has practically nothing to do with anything.

The artwork is gorgeous, the concept (Viking Oregon Trail + Turn Based Strategy + Some RPG elements) is simple but it works. But instead of using that simplicity to really open up the world, we're instead treated to a vast tableaux of untapped potential.

Maybe they're planning a sequel - and heck, I've put this many hours in already, I might even pick it up - but honestly, if a game leaves you feeling, "What, that's it?" It failed to deliver.
这篇评测是否有价值?
70 人中有 58 人(83%)觉得这篇评测有价值
9.2 小时(记录在案的)
发布于:8月8日
I have mixed opinions about The Banner Saga, but I'm still very happy to have played it. Most of the time, when I find games to be surprisingly brief, it's generally to their benefit. However, this is one title where I felt like it ended before it could really shine. I'm appreciative that it didn't drag itself out, but at the same time it's always a bit jarring when the end credits sneak up on you.

The Banner saga is some weird mesh of grid based strategy rpg (Fire Emblem, Tactics Ogre, FFT/A) and...the Oregon trail. And Vikings (or something resembling Vikings). However, only the first part of that hybrid combination does the game feel polished, gameplay wise. The game's most notable feature when it comes to the primary battle engagements is the Armor/Strength duality, as well as Willpower and Exertion mechanics. In order to deal a lot of damage to most enemies, especially Dredge, you first have to spend time working down their armor instead of trying to outright lower their health to zero. This is only a small wrinkle to the normal rpg standby, but it is implemented well enough to have two interesting results. One, it creates some very real consequential moments where you've got a unit able to do decent armor or strength damage and you can't be certain whether you should really strip the armor down further or if you should take a chunk out of the enemy health so that they might be finished off sooner. Secondly, it creates much needed class specialization where certain units are much more adept at stripping armor while others are better set finishing weakened foes. The game then allows you to use some basic accessory-equipment to either further specialize (giving an armor-break boosting equipment to someone already well equiped to break armor) or to make certain units more versatile. One thing that I suppose I wasn't used to is that the class-roles are specified and listed on the heroes pages, but they still don't seem as iron-clad or strict as those in games such as the Japanese srpgs I listed earlier (where the class given to a unit is much more defining). I couldn't tell you which units were which class off of the top of my head, only what each given unit was good at performing in battle. I suppose it feels a bit more organic this way.

I feel like the willpower-exertion mechanics are the most important (and unique) mechanics of the battles. Exertion allows you to add damage points to your strength hits, break down armor faster, and move further than normal. Morale allows you to add willpower to units as you need it, and replenishes as you defeat enemies. Since exertion determines how much willpower you can add to any action, it was the first thing I upgraded on any unit promotion.

The battle animations and sound work is expecially great, and I generally love the look of this game. The battle environments are a bit bland but that's not a real dealbreaker. One thing that I never did gel with was the out-of-battle dialogues, usually set as continously reversing camera shots of the front facing portraits of the various characters. The continuously changing perspective and lack of multiple emotive artworks for each character really made clicking through these dialogues to be a chore at times, and it was sometimes more difficult than it needed to be to determine who was entering and leaving the scene, and even who is all present at any given time.

The in-between battle treks with the caravan were not super enjoyable. I was given a unit count of clansmen, fighters, and varl but I didn't really know what this represented and only tried to keep the numbers high because that's what you're expected to do, right? A handful of times the game would tell me that the enemy force was so large and my force was compartively large but I couldn't really tell what numbers the game was crunching underneath. While other moments of open-ended choice and consecquence within these sections was enjoyable (do you help the random caravan you come accross, do you punish the drunk, do you demand goods from the traders if your supplies are low, etc), the various off-screen battle tactician moments (do you charge in, do you pull back, you have x forces against their y forces) seemed to be more random and less consequential. In the last two chapters of the game, I had made a dumb mistake and lost most of my unit count but it didn't seem to matter at all.

That said, in general I enjoyed the challenge of the game. I played through on Normal mode, and I even lost two battles (one of which I am sure you are supposed to lose :p ) but the game ended up allowing the journey to progress with those loses, which makes the prospect of a replay to see if I could either avoid or overcome though encounters to be somewhat appealing. The last battle of the game took a few tries, but at the same time, I didn't realize it was the last battle. It didn't really seem appropriately grandiose when considering some of the things introduced before that point that I thought I would be tackling. I'm unsure how much the ending can change depending on your choices, so I might have to do some reading.

I just wish the game was a little longer. Some of the units in the game I felt like only saw 3-4 battles, and with the number of units you get in total (quite a few) and the frequency in which the become available and unavailable, and the low-map limit of who all you can bring into any given battle, I just felt like there were a few things I was unable to ever get to try. While I had some units level up many times, but the end of the game I had some units only often enough to have promoted once. But again, I suppose that allows for some variety in re-plays.

Great art, but I wish there was more to the dialogue sections, retweaked caravan between battle-mechanics, some larger more interesting maps would be neat, and more chances to be able to bring units into battle which a lower frequency of units becoming unavailable. Though not to any extreme extent, having some limitations on those sorts of things is a great way to force yourself to try out different strategies rather than just bringing your strongest units every time.

Lastly, the overarching story and narrative were interesting enough, but sometimes it felt messy and cluttered. You find yourself moving from one outpost to the next, each with exotics names, and never in one place for too long. Yes, there's a fairly nice in game map that helps to try to put things into place mentally, but when the purpose of most encampments is to simply upgrade your units and merch and be on your way, there wasn't a lot of incentive to really keep track of much. A large part of the game boils down to someone declaring that you need to leave place x and head to place y for reason z, and that's really all of the motivation I needed or wanted.
这篇评测是否有价值?
42 人中有 38 人(90%)觉得这篇评测有价值
14.9 小时(记录在案的)
发布于:11月9日
A nice game, really loved it.

+ Great athmosphere.
+ Beautiful.
+ Interesting fights.
+ Every choice has consequences... Often huge, life-and-death consequences.

But:

- You don't really care about most characters.
- There is a big gap in difficulty between all previous fights and the final boss. Needing an archer with a specific set up for that fight only makes that harder.
这篇评测是否有价值?
173 人中有 117 人(68%)觉得这篇评测有价值
20.8 小时(记录在案的)
发布于:11月7日
This game causes mixed feelings. The concept had really great potential but it wasn't fulfilled. Some (+)s and (-)s

(+) Art. It seems to me that graphics and music were on the minds of developers from the very beginning and they focused solely on it. Great, fantastic art. Impeccable style. Totally enjoyed it.
(+) Caravan management and interactive stories. These determine the result of everything: what characters you'll get, which ones will survive and which will die, how much resourses you'll get etc. That's one of the best parts of the game.
(+) Strong authentic atmosphere.
(+) Excellent initial concept.

(-) Weak repetitive battles and gameplay in general. Too few different types of enemies. Few classes of characters. And there are hundreds of battles when you have to fight the same enemies with the same characters. Boring to death. It seems that developers devoted themselves to making graphics so much that they forgot about gameplay till the last night before the release and barely managed to finish it hurriedly. But often gameplay = fun.
(-) Story. It was intended really epic. I mean REALLY big and epic like in Game of Thrones or something. But they didn't have enough resourses, so in the end it finishes abruptly, it is relatively weak, it's not supported by great gameplay, it is disappoining. If they'd taken something of a less scale the game would have been much better I guess.

My overall imression is negative which is sadly, because this game could have been truly terrific.
这篇评测是否有价值?
84 人中有 62 人(74%)觉得这篇评测有价值
7.6 小时(记录在案的)
发布于:8月23日
After my Assassin's Creed binge last week, I took a bit of a break to wind down a tad. I started playing Banner Saga a few days ago however - I wasn't sure what to expect from it, the screenshots looked more like a point and click adventure, a genre which I normally don't enjoy as much - thankfully I was wrong.

The Banner Saga is heavy role playing game where you face numerous scenarios throughout the story, each decision you make will impact the outcome and general feel of the game.

The story goes extremely deep into Viking saga and history, which if you are interested in that sort of thing, this will already be a winner for you. The devs have done a very good job at making you feel you are part of the caravan and are right there in the midst of it all.

The game does start out quite slow, but as you get past the first chapter, it picks up pace and you keep wanting more.

The actual game play is a turn-based strategy basis. Again strategy is not normally one of my favorite genres but The Banner Saga does a very good job at introducing all the elements and features of the game at a slow but reasonable pace for you to get used to them. By the end of the game you'll be able to blast through your turns without thinking at all, very simple (which is a good thing in my eyes).

Graphic wise, the 2D art is beautiful. It looks as if every scene has been hand drawn. Length of the game is just right - a full playthrough for me took about seven and a half hours, and this was with picking up quite a few achievements along the way.

I highly recommend The Banner Sage as it will be a welcome addition to your library if you give it a chance.

More reviews at - http://completingthebacklog.blogspot.co.uk/
这篇评测是否有价值?
48 人中有 39 人(81%)觉得这篇评测有价值
23.3 小时(记录在案的)
发布于:11月6日
I certainly enjoyed this game. It has a unique feel even if everything is stolen from Norse mythology. The story was captivating, so much to the point that I yelled in fury when I happened to loose a member of my party. Combat is perhaps less than groundbreaking with originality but it was certainly solid and very rewarding when it came to leveling up characters.

I got a couple of the giants mixed up for a while, but aside from that, most characters have a unique backstory that fleshes out as things progress. It is certainly worth it to read into everybody's capabilities, for the most subtle traits they posses play out very importantly once you realixe their potential. Every battle should be played with the intent of keeping as many of your fighters intact, lest you be forced to send in your benchwarmers in for the next fight.

The artwork was impressive, captivating, and downright epic, however.......... the first cutscenes really got me stoaked for kickass cartoon "Heavy Metal-esq" laden story line. The artwork let my hopes fall gracefully rather than total disapointment.

Despite the fact that I have 1 and a half playthroughs under my belt I do not see an increible amount of playability, although it seems as though a few play throughs could be rewarding due to the amount of different options/results offered throughout the game.

Now, here's where I'm not totally sure how I feel about the game: Choices. Some choices totally blindside you with how determental/beneficail they can be. They game has a habit of throwing scores of petty situtions in your face just so that you'll be unaware of the severity of a certain choice and suffer because you did not treat it with appropiate reverment. I mentioned earlier that I have one and a half playthroughs; this is because I utter screwed myself in the first game so I went back to ammend my "mistakes". If you've ever layed D&D, this game has the feel of a ruthless yet rewarding DM that often sets you up to hang yourself with your own noose once you get things going.

All in all, I loved playing this game, yet I do not see myself playing it in the immediate future.
这篇评测是否有价值?
29 人中有 26 人(90%)觉得这篇评测有价值
15.3 小时(记录在案的)
发布于:12月2日
Most games these days are designed to be won; The Banner Saga is meant to be survived. Anything more would be a mockery of the Viking apocalypse suffered by its characters. The atmosphere of Stoic Studios' first title is very evocative of desolation and despair. With the gods dead and the sun stalled in the sky, humans and giants work together to eke out a shattered existence. The arrival of an ancient enemy throws the tenuous balance into question and sends desperate warrior caravans across the hostile landscape. The displaced and hopeful follow in their wake, scraping together what lives they can. The leaders of these caravans are forced to make difficult decisions, by which their followers live and die. The point of view shifts several times throughout The Banner Saga, demonstrating the dire straits in which both humans and giants find themselves. However, in spite of the multiple views, so much about what's really happening remains unknown. Each caravan meets many people, most of whom have an angle for survival. Figuring out who can be trusted is one of the great challenges of the game, and also one of its greatest pleasures. Despite the pervasive apocalypse, not all is lost. Stoic has done admirably at focusing on the personal stories at the epic's core. The key characters' motivations are well-explained, and their mysteries reveal themselves at an appropriate pace. Everything looks and sounds amazing. Character designs are rich and colorful, and their animation is like something from out of a lost 80s classic. The visuals scale impressively, handling great crumbling monuments and fierce monsters as well as delicate human gestures.Combat has many quirks that may seem counter-intuitive to SRPG players. However, learning the ins and outs of the system can be an enjoyable puzzle. Battle takes place on a flat grid. Up to six plot-relevant allies, drawn from a frequently shifting pool, face off against a potentially frightening number of enemies. Battle proceeds in alternative rounds, with one member of the enemy force getting a turn for every allied turn. Many battles begin with a large-scale conflict, which pits the caravan's rank-and-file soldiers against enemy hordes. The formation options in this system don't feel as strongly tied as they could be to the skirmishes that follow. The sole currency for preparing for battle is renown. When all is lost, only a man's observed actions are important. Renown is used on stat-boosting treasure, character advancement, and purchasing supplies for the caravan. Playing The Banner Saga as a standard game of optimization and the greatest possible success may lead to disappointment. Trusting the crazy-eyed wanderer who smells of stale mead could be the best decision you make all week, or it could lead to a knife in your back.Some choices are mechanically better than others, causing the more damaging answers to become less interesting during multiple replays. Stoic Studios have set themselves up with a difficult act to follow. The Banner Saga is a rare game that forces its player to think and feel, often in delightful opposition. Its subsystems combine to support the narrative of desperate heroism, hard choices, and survival.
这篇评测是否有价值?
25 人中有 23 人(92%)觉得这篇评测有价值
18.7 小时(记录在案的)
发布于:11月9日
I did like this game, it is basically like Oregon Trail but instead of hunting mini-game there is a Tactics Turn Based Strategy mini-game. The characters are interesting, the plot is easy to follow and enjoyable. The music is unique, not my favorite personally but if you like old school chanting, this is definitely up your alley.

All that comes with some caveats though. Firstly the game ran potato quality on my computer, which is a little embarrassing, my computer is getting fairly old but the graphics were also at 64bit levels so I have no idea why the framerate was so bad. Secondly, this game will kick your ♥♥♥ a little bit because the difficulty does ramp up after about 10 hours but also because it feels like a long slog to try and get through. This problem is magnified by the end which is even more depressing. Thirdly, the combat because pretty stagnant pretty quickly without much difference in units and with you using the same strategies over and over. I'm still not sold on the armor/strength system but is was at least unique as far as I know and did make you think a little differently than most other Turn Based Strategy games. I won't lie to you though, I hated the turn order system they used which made me use strategies that would be stupid in any other TBS game.

That got pretty negative pretty quickly so let me re-iterate, this is a good game, but it could have greatly improved from just a bit more polish.
这篇评测是否有价值?
21 人中有 19 人(90%)觉得这篇评测有价值
9.6 小时(记录在案的)
发布于:10月28日
While the combat felt a bit repetitive toward the end of the game, I did greatly enjoy the story and the characters in this game. The Oregon Trail-esque choices that truly could mean instant death for your favorite characters is present, and makes each choice truly feel important. This is like the recent The Walking Dead game, except when you go back to play/read what the other outcome would have been, you realize your choice actually did matter.

I'm not sure I would play through it again, but I absolutely recommend playing this game to completion at least once if you are a fan of RPGs, turn-based combat games, and/or isometric older games like Baldur's Gate or Fallout 1 or 2, mixed with some Oregon Trail.
这篇评测是否有价值?
17 人中有 16 人(94%)觉得这篇评测有价值
12.0 小时(记录在案的)
发布于:10月14日
I've been postponing to play The Banner Saga for a long time. When the game was released on iOS, I suddenly realized I didn't even start my pc game yet. That evening I sat down and played for several hours straight. Now, 18 hours along the way I just finished The Banner Saga on Normal difficulty for the very first time,

I'm not the type of gamer to play a game again in order to get all achievements, but I did check which ones I earned and which ones I did not get. As it turns out, there are many story branches based on the choices one makes. Characters can survive through out to story or die during battle.

I love the background of this game. Vikings are cool. By adding some kind of Super Viking (Varl) the studio has created a big divirsity in the characters one can use during the game. I will not spoil anything, but don't get too attached to your characters... they might die.

The combat is tactical. Take your time is make a move, look at the movement range of your enemies and make sure you double check for example the reach of your archers. It happened to me more than once that my archers was one block short to reach its target... That's just waste of a turn and might result in you losing the battle. During a battle characters can die. But you can't know in advance whether they are just "passed out" or they will be actually removed from the game and story.

Between the turn based battles there are lots of conversations in which you get to make choices. It's not always clear what the results of your choices will be. The most confusing thing in The Banner Saga is that you can be travelling without food and still thieves can steal food or Varls can drink beer because we passed some religious statue.

Overall The Banner Saga is one of the highlights in my recent gaming years. It left me wanting for more. I've got the same feeling I got when I played The Walking Dead by Telltale for the very first time. Game studio Stoic has developed a very nice and enjoyable game with a touching story. No tears, but in the end you can't help but wonder whether the ending is just the ending of the story or the result of your actions.

I've decided I'm not going to find out. This is it. My story is over and now I'm waiting for the second chapter.
这篇评测是否有价值?
19 人中有 17 人(89%)觉得这篇评测有价值
8.8 小时(记录在案的)
发布于:10月4日
One of the best games I've played in a long time. Three reasons stand out:

First, the writing is superb. I recently finished Divinity: Original Sin, and have played all kinds of RPGs from the old Baldur's Gate titles to Morrowind to System Shock 2 and a lot in between. This game manages what few others do: create believable, interesting characters without walls of text. I like reading, but I don't like huge amounts of text that do little to further the story, character development or immersion. Even though I liked D:OS a lot, and the game had some great writing, a lot of the dialogue was just doing nothing to these ends. The density of little clues and nuances in the Banner Saga is astonishing, coupled with some humor and great attention to setting-appropriate terminology.

Second, this might be the first game ever that managed to make me feel pressed. Generally, games I've played fall in two categories when it comes to time-crucial missions: either they don't enforce it at all mechanically, meaning that while the princess is being eaten by the bad guy I still have all the time I need to loot chests, talk to strangers and tend to my weapons. Or they implement some kind of timer - an option I hate with a passion because it feels so out-of-setting and forced. In the Banner Saga the whole setting screams 'hurry up' - and you do, by weighing the alternatives and choosing how much time to allocate to them. At least to me, it never feels artificial, or unfair, or like a difficulty-thing, it's just part of the story.

Third, and fans of A Song of Ice and Fire will likely agree, the fact that beloved characters can die on a whim makes the whole cast and your decisions infinitely more interesting. I'm generally someone aiming for the best possible outcome in RPGs, including loading a save game when something turned out to be a bad decision. In the Banner Saga, for the first time ever perhaps, I did not feel annoyed by bad things happening to me. It's just 'damn... guess the next few hours just got a lot harder'.

All in all a very, very good game, including the ending. Fights can get a bit repetitive since you only have one special ability per character, and some of those are frankly useless, but that's a minor gripe since the system is still well executed and challenging while staying fair. Maybe we should combine D:OS's combat system with the story and writing of the Banner Saga to create the perfect RPG.
这篇评测是否有价值?
19 人中有 17 人(89%)觉得这篇评测有价值
10.9 小时(记录在案的)
发布于:11月5日
I found myself connecting with the characters throughout the story. I just finished the first game in the trilogy and I am left wanting the next game now. I must know what happens. A good buy if you enjoy story book style gameplay with lots of feels.
这篇评测是否有价值?
14 人中有 14 人(100%)觉得这篇评测有价值
11.1 小时(记录在案的)
发布于:12月3日
The Banner Saga’s awe inspiring scope is both its biggest strength and weakness.

It paints a picture so lavish and compelling that its almost irritatingly compelling with each new thread it introduces, so rich that you want to spend time learning about every character and piece of lore but haven’t the time to do so. In a medium so oversaturated with derivative fantasy, the distinctiveness of the world Banner Saga creates pulled me in eagerly awaiting even the most trivial of pieces of exposition. It wrapped me up so tightly in its intrigue that even when its problems surfaced they could do little to take me out of the experience, the only real issue then being that said experience unfortunately only has enough time to tell part of its story.

The Banner Saga is quite simply the telling of the end of days. The Sun has stopped moving, the gods are dead, and the return of an enemy thought extent threaten to annihilate those few who still survive. It’s bleak and unrelenting in its showcasing of how dire a place the world has become, as you embark on a caravan fleeing to anywhere not already destroyed, many not living to see the journey’s end.

The tension of the narrative - the abundant despair and sacrifice every step of the way - rejects the overly cautious writing far too often substituted in for more disruptive outcomes, and makes the characters you travel with people you care and worry about. With how constant the possibility of death becomes, I was invested not only in each character’s narrative but also in fighting to keep them alive as best I could. The choices presented before you become agonizing decisions that often decides who lives and dies, leaving me paralyzed as I hoped I’d made the right call. It’s stressful, but crucial to the story Banner Saga wants to tell and the emotion it intends to make you feel, and it succeeds at this almost perfectly.

The lack of voice acting or animated cutscenes for most of the game definitely at times hinders the impact of events, but by the time these begin to arrive I was already so caught up in who my characters were that dialogue alone was enough to humanize them. The bigger “problem” is that Banner Saga’s narrative and world are on a scale far larger than a single game can contain, and as a result many of the story’s plotlines both overt and secondary are left dangling, with a statement that they will be expanded upon with the next two games in a planned trilogy, but for the time being left me frustrated that I was so quickly cut off. Of course I say this only because of how enthralling the narrative is already, but it was a tad disappointing to see so much setup but only partially executed, leaving me with more questions than answers and praying this adventure gets finished.

With how seamlessly the experience flows together, it might be easy to forget that under all the plot and jaw-dropping artwork exists a polished and inspired turn-based strategy game. The Banner Saga works as a game of small, important numbers and mechanical simplification so as to make every fight immediately understandable. There are very few numbers to be concerned about, and every one that is here matters and is imperative to make the absolute most of if you want your party to survive. Fights are designed not as giant encounters or grand boss fights, but small battles that often come down to the last fighter standing. This raw, streamlined approach was refreshing, not only in that it cut down on the number of throwaway encounters but also made me far more conscious of every tool at my disposal.

Party creation and leveling were more meaningful to me as each character played a distinct role in combat, and raising their skills was a rare and extremely important event. The low numbers tied to everything kept things from ever becoming overwhelming, and made positioning of fighters just as if not more important than the blunt force they could inflict. With each battle intimately tied to the narrative, I also became conscious of who it was I was sending into battle, a decision that could potentially result in them never coming back.

The areas where combat breaks slightly are mostly related to a handful of oversights as to what information you’re given. Though you might have been given hints via a preceding narrative bit, you’re never allowed to see who or what you’re fighting before the fight has already begun. This makes selecting the right fighters almost a game of luck or forcing you to develop a standardized strategy and only focus on characters that work within it (which of course is compromised if one of those characters dies or is injured). It prohibits experimentation and seems kind of silly, as surely you could see the battle you were going into before you walked into it. This extends even into letting you see character stats, level up, or change items on the party select screen, which can have a huge effect on your outcome if you haven’t recently looked at and adjusted these earlier.

What’s surprising though, is that The Banner Saga’s flaws for as irritating as they often are feel less like problems and more potential. There’s so much here that’s inspired, engaging, and full of promise that anything that doesn’t work perfectly doesn’t bring the game down but show areas where it could be made even more amazing. This doesn’t make it a flawless game, but it does make it one that’s worth playing despite any mistakes it makes. Developer Stoic’s ambition is intoxicating and left me not unsatisfied by what The Banner Saga isn’t, but excited to see just how much more it becomes.
这篇评测是否有价值?
32 人中有 24 人(75%)觉得这篇评测有价值
14.6 小时(记录在案的)
发布于:9月10日
A story very well done with many incredible elements, and that will make you almost cry. Early in the game you will feel lost, but long of the journey, you will getting the hang of the game and understand the story.
-A mixture of Final Fantasy Tactics and some RPGs and games Point click, make this game one of the best of 2014.
Make decisions in the midst of war, will make you think twice, because a simple decision can make you lose the battle.
-Graphs beautiful ... Clean and simple but detailed.
-Excellent soundtrack, Songs that make you want to stop the battle and listen.
-But the weak point of the game, it would be his lack of command and compatibility with the X360 control.
-Some commands are complicated because the screen is static and you do not to move it to different angles ... it always keeps the same angle, amid battles it ultimately fail bad gameplay.
-Another thing that could be better is the personaliação of perssonagens, it could be more like FFT, which has several items, jobs, and powers / different attacks, which ends up leaving the game more envolvente.
-The lack of animations of the characters, are always with the same anemation, do you get angry, but this is a simple and silly thing for an amazing game.
=Recommend a few people, more for those who like challenges
Note 79/100
(sorry my bad english... I tried!)




Uma história muito bem feita com muitos elementos incríveis, e que fara voce quase chorar. No começo do game voce vai se sentir perdido, mas ao decorrer da jornada, voce vai pegando o jeito do jogo e entendendo a historia.
-Uma mistura de Final Fantasy Tatics e alguns RPGS e jogos Point Clicks, fazem desse game, um dos melhores de 2014
-Tomar as decisões em meio a guerra, vai te fazer pensar duas vezes, pois uma simples decisão, pode fazer você perder a batalha.
-Graficos lindos e simples... Limpos mas detalhados.
-Excelente trilha sonora, Musicas que te fazem querer parar a batalha e ficar ouvindo.
-Mas o ponto fraco do jogo, seria sua falta de comandos e compatibilidade com controle do X360.
-Alguns comandos são complicados pois a tela é estatica e você não tem como move-la para diversos angulos... ela se mantem no mesmo angulo sempre, em meio as batalhas isso acaba prejudicando algumas coisas. outra coisa que poderia ser melhor, é a personaliação dos perssonagens, que poderia ser mais parecida com FFT, que tem varios itens, jobs, e poderes/ataques diferenciados, que acaba deixando o game mais envolvente.
-E a falta de animações dos personagens que sempre estão com a mesma animação, fazem voce ficar irritado, mas isso é uma coisa simples e boba, para um game incrivel.
=Recomendo a poucas pessoas, mais para aquelas que gostam de desafios


Nota 79/100
----PS:A linguagem em Portugues é horrivel, deve ser portugues de portugal, mas mesmo assim ajuda muito na historia.----
这篇评测是否有价值?
16 人中有 15 人(94%)觉得这篇评测有价值
9.6 小时(记录在案的)
发布于:11月4日
I can honestly say that I enjoyed this game very much. Few turn based games have ever caught my attention but The Banner Saga managed to do so. The artwork and soundtrack are wonderful and the setting for the game is amazing and original.
这篇评测是否有价值?
14 人中有 13 人(93%)觉得这篇评测有价值
15.4 小时(记录在案的)
发布于:9月22日
The Banner Saga is a charming little tactical RPG with a good story and some interesting decisions. It's set in an idealized Viking-ish world, where humans and varl (read: giants) coexist, more or less, and occasionally unite to fight off the dredge - a race of poorly-motivated Bad Guys. The game excels at its aesthetic - the setting, the characters (though not the writing), and the art and music are all quite good. Those elements serve to create a feel for the game and, while I may be critical of some of the actual gameplay elements, it's important to note that those gameplay elements are ultimately servants of the general aesthetic the game is going for, and in that capacity, they serve it well. The game does a really good job of creating an interesting, well-put-together setting and aesthetic, and of arranging game components (of which there are a few) to support that goal. The game components are:

Combat. It takes place on orthogonal tiles where you control different characters (up to six) and try to beat up your opposition. Characters have strength, which counts as both hit points and damage dealt. When you get hurt, you also do less damage, as your strength goes down. Characters also have armour, which is directly subtracted from any damage taken. Armour can be difficult to remove and is often high enough that you have to spend a little time getting rid of the stuff before you can really lay into your opponent. Characters have a special ability, and they have some extra (limited) 'willpower' points they can add to specific actions to move faster and hit harder. Also, the combat has this weird thing where, as long as there's more than one person per side, each side alternates taking actions. So even if you have three people and the computer has nine (or vice versa), you still get to act as often as your opponent - with the result that if you have fewer people, they will get to act more often overall. Consequently, contrary to most games of its type, I felt the best strategy was to weaken without killing my opponents in order to make them useless, thereby wasting my opponent's turns. It seems better, in some respects, to have a few good characters than a bunch of crappy ones. The game makes when to kill vs. when to wound an interesting tactical decision.

The combat's good enough for what it is. Generally, I enjoyed it. I felt to really excel at it (rather than just win on normal), a player would have to math it out a little to be able to optimize special abilities (some of which are just crazy if used right) and to avoid damage at key moments. That's not me. I like to run intuitively on my tactical RPGs, so while I had no real problems, I also recognize I'm not playing the game on hard any time soon.

Resource management and strategic decision making. You spend a lot of time watching your caravan move across frozen tundra being chased by the dredge, and running out of food. Running out of food is bad, as members of your caravan leave (or die off, I guess) and your moral drops, making tactical combat harder. Tactical combat gains you renown, which you can use to level up your characters to make them better fighters, or to buy food (or to buy artifacts, but that's the worst use of it, I think). Your caravan contains fighters, varl, and clansmen, and occasionally you'll use the fighters and varl to conduct a large-scale combat that is handled off-screen while you handle a typical tactical combat using your heroes. If people starve, you'll run out of fighters and varl, which I guess would be bad? I don't know. Never seen it happen. The whole large-scale 'strategic' game doesn't really seem to do much.

Interactive story events. You are given a situation, you make choices, and then things happen. It's not always clear why the things that happen happen, and sometimes those things are really bad, but not something you could've anticipated. I had to reload a couple times because I'd made a choice that saw me lose a few key heroes, and I didn't know that would happen. Good (/lucky) choices can gain you renown, same as in battle. Choices that gain renown are, I found, much easier to anticipate than other choices, and don't seem as arbitrary. It's better than it sounds - while the choices you make are annoyingly opaque, I think they're supposed to be so. Bad things are supposed to happen, and you're supposed to pick up the pieces. In all cases, that's much of the game - the characters you control are people who are watching things go south awfully quickly. Making choices where you don't know what's going to happen, and often what happens is bad, is pretty consistent with the game as a whole.

Generally, the game was quite good. It won't be for everyone. But I think those who appreciate it will really enjoy it.
这篇评测是否有价值?