The Banner Saga 2 is an Ancient Story in Modern Form
Stoic’s The Banner Saga reaches far into the past for inspiration. At first, its reverence for Viking mythology seems pretty direct—the game’s aesthetic cribs heavily from the godlike warriors, feuding clans and wilderness journeys of Norse sagas. Beneath its surface, though, is a story meant to do far more than replicate the ancient texts it references. The Banner Saga is a reinterpretation of a bygone literary tradition whose form, twisted into new shapes via interactivity, is tailored to the sensibilities of a modern audience.
The blurry forms that fill ancient sagas and heroic cycles are immediately visible in the game. Human warriors enter into battle alongside horned giants; nature contorts itself to prevent or encourage the passage of weary pilgrims; the sun stops in the sky while a giant serpent emerges from the earth to crack mountains apart. Though The Banner Saga’s gods are dead, their influence remains in the towering devotional statues that dot its pseudo-Scandinavian landscape and, most importantly, the cast’s relationship to their surroundings. When not engaged in conversation, the characters are rendered small, their caravan moving forward across landscapes so vast that their line of wagons, animals and warriors are shrunk to the size of marching ants. The Banner Saga suggests that even the greatest human endeavors pale in comparison to the machinations of gods and the natural world they, in true animistic fashion, belong to and represent. The spirit of the pagan saga emerges intact.
These details are great on a surface level, but it’s the manner in which this premise is adapted as a videogame that shows a true understanding of Norse sagas. Each of The Banner Saga’s battles—when a handful of horned “varl” and human warriors are positioned on a field overlaid with graph paper squares to take turns attacking each other—feels like a minor exploit in the longer story of great heroes. When the player’s favorite archer racks up her twelfth kill, defeating an overwhelming enemy force, the game positions its audience as a budding Snorri Sturluson or Saxo Grammaticus, guiding the emergence of folkloric figures as they accomplish the feats that will make them legend.
Promoting the characters by assigning new skill points makes them stronger and fosters individual attachments to those warriors who have killed the most enemies. That all of these martial statistics are recorded next to those characters’ portraits—and that the upgrade system’s currency is called “renown”—puts a fine point on all of this. In a game that wants to make the impression that its plot is the developing history of an imagined past, familiar role-playing game progression systems make a lot of sense.
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