The banner saga sigrholm6/23/2023 ![]() Upon entering, Rook finds the city on the brink of chaos. After leaving Sigrholm, Rook leads the caravan to Boersgard, believing its fortified walls provide the best chance at survival against the oncoming dredge horde. After the watchmen slew a bartender for insulting them, they and Freystein fled Boersgard for Strand in order to avoid the authorities.īoersgard is the final destination of Rook's caravan in The Banner Saga. The city is also the founding place of the Mársmidr gang, which was originally formed by Freystein and a group of former watchmen dismissed from their positions for corruption. Though it is the second-largest human settlement (bested only by Arberrang), Boersgard has a bad reputation among humans, having become known for being full of cutthroats and poverty. Somewhat of an economic hub, it has a port that is used for commerce with other cities throughout the kingdom of men. Located along a large lake in the kingdom of Stromlund, Boersgard is a large and well fortified city that appears to be mostly inhabited by humans. It's greatly supported by the potent items harvested in Reynivik and Tistel, and plagued by huge disparities between the extremely rich and the suffering poor. While Ormsdalr grew early into an important hub of trade, its twin city Boersgard became the place to buy things nobody else was willing to hawk. Here it very much "feels" like you're bringing it on yourself.An aging and senile mess of a city that can't remember whether it wants to sell you something or steal everything you've got. I hate some of this design but I haven't uninstalled it.īTW I don't at all mind better fleshed out choices like taking in Onef. But maybe it's for the best actually, maybe the frustration is a feature. You don't just die and start over from time to time. It's not a roguelike where whole playthrough takes one hour tops. This becomes frustrating in such a long game that goes off one save slot. Plus you're not getting even proportional info in many cases - sth like next village is 5-10 days away (still even 10 supplies might not be enough as random events can occur but at least you know something). There's also lack of overall consistency, like taking rests as a part of a choice. But drawing the scenes and adding in a lot more dialogue costs money so you get roguelike "pick your poison - and remember its YOUR choice". In many cases you'd actually want an "investigation", do some questioning, look at the problem at hand etc. You get a clue and than have to think which option would be considered best by the writer. I think the biggest problem with these choices lies in. i struggled for every additional day to stay. That just wasn't a very believable approach to this situation if you ask me. but I sure was around there for 20-30 days with numerous people dieing because of constantly low supplies. I didn't wait for my caravan to die out, im curious to know if something special happens then, if evyind maybe changes his mind. It just seemed somewhat lazy to see the situation never change anyhow no matter how long you stayed there. Or they could have made the caravan rebel against us. He otherwise seemed a trusthworthy and honestly caring guy, would he really be ignoring the caravan dieing out or the Dredge linger close if he were real? i dont know what happens when your caravan dies out completely, but the game could have made it a bit easier or maybe more realistic had Eyvind started to change his mind at some point somewhat. eyvind never seems to dwindle in his faith that juno may come, i dont remember his exact lines but i think he only keeps begging you on and on to keep waiting. but maybe it was just a bit poorly executed. There are good and bad choices, and wasting time at sigrholm clearly is a bad one one must try to become aware of sooner than later.
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