![]() ![]() Nothing happens that didn't have some kind of context, or that gives the player an option to react to a situation."īattles aren't the only places where your heroes can fall. Our first goal was to make sure nothing is unfair. "It really boils down to making the game that we wanted to play, instead of trying to guess what everyone wants. "When we started working on the game, the hand-holding, easy gameplay trend of today was a main reason we wanted to take the advantage of going independent," Thomas told Polygon in a recent interview. According to Stoic designer and co-founder Alex Thomas, that difficulty is a powerful resource for developers to tap into, so long as it has meaning. Death is a result of a player's lack of judgment and foresight, and not a means of artificially boosting difficulty. It's punishing, but like the best gaming punishments, it follows its own rules. It's a deceptively simple system one you might smugly consider a breeze, until your first misstep. Heroes that fall in battle will require a few days rest before they can fight at full strength - and those who fall too many times will die permanently. Getting wrapped up in the arithmetic of your enemies' attributes will sometimes draw your attention away from those of your own, leaving a vulnerable archer or magic user undefended. It takes the judicious targeting of both - along with each hero's limited set of special abilities - to win the day. When attacking, you're given the choice to target either of these stats do you try to weaken the enemy and bring them closer to death by hitting their Strength, or set up attacks from your teammates by lowering their Armor? If you leave either stat unchecked, you'll be in hot water, facing off against an army of heavy hitters or impenetrable walls. The latter protects them from big hits - if your Armor rating is higher than an attacking enemy's Strength, their blow will do a pathetic amount of damage. As it depletes when the hero takes hits, their own ability to deal damage is diminished. The first not only determines how hard a hero can hit their opponent it serves as their health, too. It's easy to learn, difficult to master and, on occasion, remarkably brutal.Įach hero in your stable has a number of defining attributes affecting their movement, special ability and so on, but most of the proceedings in combat hinge upon just two stats: Strength and Armor. Both its tactical considerations and role-playing game customization elements boil down to just a handful of relatively simple mechanics. The Banner Saga, a streamlined strategy game from new Austin-based development outfit Stoic Games, peels away much of the complications that the genre is known for. 2012-2013 All rights reserved.I was ready for the harsh, unforgiving tone of The Banner Saga's turn-based battles what I wasn't prepped for was the relentless danger of the world in which those battles take place. ![]() The Banner Saga™ and The Banner Saga: Factions™ content is used by permission.
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