Even though Banner Saga 2’s turn-based combat system is fairly straightforward. You and your opponent take turns in moving and attacking with units on a tactical grid. Each unit has its strengths, weaknesses, and set of unique abilities that you need to consider.
For example, archers can attack from far away but they have low armor, so you can’t leave them out in the open. Another example are the Varl, very durable and strong melee units that occupy 4 tiles as opposed to 1. This makes it trickier to position them since more enemies can stand next to them and attack them.
This creates combat that is not too simple but still has enough variety and strategy involved to feel rewarding.
Banner Saga 2 environments, characters, and animations are all hand-drawn. This includes your caravan as it marches over a snowy hill, passing trees and houses in the distance. The various viking-esque soldiers, centaurs and other mythological creatures, swinging axes and thrusting spears on a worn out bridge. Even the very detailed character sprites as they discuss matters with extremely serious expressions. Everything just feels like you’re watching an animated movie, which is something almost never encountered in a game.
Tactical RPGs can be really intimidating, especially if you're just starting out. The tutorials often blaze forward, causing you to miss important mechanics. Luckily, Banner Saga 2 tries to alleviate this by adding a trainer NPC who will give you challenges. These involve performing various combat exercises, helping you to solidify your understanding of the game and even learn something new.
A unit's current number of hit points equals the damage it will deal to an enemy. Because of this, the best strategy is always to hit all enemy units in a sequence, so they inflict as little damage as possible. Any other strategy is too risky and can backfire way too easily, limiting your creativity.
To get a full and satisfying story, you’ll have to play the entire Banner Saga trilogy. Banner Saga 2 on its own feels like you’ve suddenly started reading a book from the middle. There are a lot of characters you know very little about, making it hard to understand their motivations. The on-going events are not explained fully. Even the ending is not a satisfying conclusion but just a setup for the next arc.
Though few in number, the boss battles in Hellblade: Senua's Sacrifice are a testament to how brutal the game's combat can be, with menacing boss designs and distorted arenas that inspire true fear in their intensity. These fights put Senua's skills as a warrior to the test with telegraphed moves that she must react to swiftly, along with tight windows of opportunity for her to wound the enemy. With no UI elements for health bars, neither for Senua nor the enemies she faces, these boss fights are an exercise of patience and mettle, giving an adrenaline-filled sense of satisfaction after a hard-fought victory.
Hellblade: Senua's Sacrifice boasts a beautiful, yet haunted atmosphere that evokes powerful feelings of awe, with towering mountains that stretch on for miles, lakes that glitter in the sunset glow and reflect the intimidating architecture of the Norse halls throughout the environment.
Melina Juergens gives a riveting performance that showcases the full range of Senua's rage, vulnerability and introspection throughout her journey. Each tremble of fear in Senua's voice and her sharp cries of pain in battle further highlight her determination to reach her goal, pressing onward in the face of insurmountable obstacles.
Bolstered by an award-winning performance from Melina Juergens, The story constantly pushes Senua to her limits, both through the innumerable enemies who challenge her and the voices in her head that mock her to give up her impossible journey. She is an incredibly vulnerable character who fights on with her many fears and doubts, showing a different type of protagonist in the gaming landscape.
The many voices in Senua's head, all with their own unique personalities, showcase her struggles with psychosis, with the voices either taunting Senua, picking at her weaknesses, or encouraging her to stand her ground and fight. They can also be useful in battle, with some voices warning Senua to look out behind her as a new enemy spawns and readies to attack her. Constant exposure to these voices is unsettling, because their constant back and forth with praise or insults can take a toll on you after a while. Playing with headphones on is a must in order to feel the full experience of the voices and how well they blend into the gameplay.
Because those with psychosis are adept at pattern recognition, Senua's strength with patterns translates into puzzles to solve throughout the linear world, but they're far too numerous and overstay their welcome quite early on. They often break the pace of exploration, with too many instances of Senua needing to loop around a small area several times in order to align shadows or illusory portals to open up the path to the next area.
Although the enemy and boss designs are top-notch, the moment-to-moment swordplay with Senua isn't as deep as it could have been. Simple presses of light attacks and heavy attacks mixed in with blocks, strafes and rolls are most of what the combat has to offer. Occasionally an enemy will be blacked out and unable to take damage, and Senua can use her Focus ability to rectify this and continue attacking normally. On one hand, it's realistic that Senua's sword fights are to-the-point, but from a gameplay perspective, things can get dull rather quickly.
This is one of the best looking PS4 games to date, and really sets a benchmark. It truly pushes the hardware to its limits and showcases what the system can do.
The Norse-inspired landscape of rolling mountains and grassy valleys is breathtakingly beautiful featuring realistic textures and shadows. Every rock and blade of grass is done in exquisite detail. The sky and water are photo realistic. Sometimes just standing and looking at the mountain peaks in the distance can provide a sense of awe. Even the leather and fur on armor looks and reacts realistically during movement.
From the textures, character models, and everything in between - it's hard to find a better looking game on any system.
There are a lot of small details in God of War that help add to it's immersive atmosphere. For example, when traveling with Atreus and you stop too long to admire the view, he will start complaining about how bored he is. Snowflakes will actually stick to armor when in a snowy environment. Flames on candles blow and move based on the breeze. NPCs rarely ever repeat the same lines. When looking at Kratos, you can see every vein on his muscled arms. All of these small details add up making the game world feel like a living, breathing place.
The deep and commanding voice of Kratos, voiced by Christopher Judge, is extremely fitting and exactly what you would expect from a powerful god killer. Lines are delivered with real conviction and come off full of emotion and real depth.
Combat is just plain enjoyable and fun. Hacking and slashing with the axe feels brutal and impactful. Watching an enemy being cut in two in a bloody splash or staggering backwards emphasizes the power in your swings. Throwing your axe and having it boomerang back to you also never gets old. Blocking with the shield at just the right time provides some strategic elements. Unleashing special moves feels great since they reward careful timing as opposed to just mashing buttons. Atreus, your son, fights alongside you stunning and shooting enemies, and is way more of a boon than a hindrance that has to be micromanaged. God of War also sheds the cumbersome quicktime events from previous games in the series. Now you just press 1 button to unleash bloody and bone crushing finishing moves.
The dynamic between Kratos and his son Atreus is not only for plot purposes, as it also ties incredibly well into the combat and gameplay itself.
Atreus fights alonside Kratos in battle shooting his bow at enemies and occasionally stunning them. However, like a son obeying his father, will only unleash his most powerful attacks when you order him to do so. Weaving his shots and runic ability in with your own attacks creates a great synergy between the two in combat, and helps to emphasize their relationship as a father and son team.
While Kratos may be the protective father and leading the charge, he also learns a few things from the boy during their journey. During exploration, Atreus will often point out side paths you have may have missed. Additionally, Atreus is the only one who can read the many Norse mythology and lore runes scattered around the game world. All of these gameplay elements combined help to constantly reinforce the dynamic between the pair.
God of War is played from start to finish as one continuous camera shot without interruption. Every single frame features Kratos, so it's easy to stay intimately wrapped up in his state of mind and emotions at all times. Through moments of grief, silence, and anger - you are with him for all of it.
Certain game mechanics cleverly use this camera work to their advantage. For example, fast travel around the game world is handled through the seamless camera trick of stepping through a gateway as if it's a door.
Unless you die, there isn't a single loading screen. This continuous shot with an unwavering focus ensures you are fully immersed in the character and story at all times.
Slicing through enemies and throwing your ice-imbued Leviathan Axe around never gets old. It starts off with a basic light and heavy attack, but as the game goes on, you'll be constantly upgrading it with new and improved powers by killing bosses.
One of the most satisfying aspects is throwing it like a boomerang. It sails through the air as it cuts up enemies, and then with a 2nd button tap you can recall it back into your outstretched hand as your controller gently rumbles. If you line it up properly, you can even throw it in your foe's face for a bloody headshot.
This throw effect is not only used for combat, but also for environmental puzzles and smashing obstacles. Even with no enemies in sight, it still remains fun to just toss it around and see what you can smash with it.
While there's still a linear story to follow, there are plenty of optional side areas that you will have to discover on your own. While your son Atreus may point out a few of them, most are found via thorough exploration of your surroundings or taking on side quests. By traveling off the beaten path and straying away from the main storyline, you'll find collectibles, treasure chests, challenging enemies, and various loot, so it's always rewarding to poke around and seek out the secrets.
The same button used to block enemy attacks is also used to activate some special moves called Runics. Sometimes a mixup in the heat of combat can cause a Runic to go off by accident. It's not the end of the world, but it will force you to wait for the cooldown before you can use it again.
Since you can't zoom in and out at will, you are always locked in the fixed view that the camera wants you to be in. This can be rough to adjust to in some combat situations, like enemies sneaking up behind you.
The graphics and animations resemble a painting in motion thanks to their colorful, hand-drawn style. Lines are bold, with lots of contrasting colors. The crisp, vibrant look is easy on the eyes and helps to make your journey through green plains, forest, and snowy fields even more inviting. With gorgeous backdrops and scenery throughout, exploring the world is simply great.
Not only do you fight war gods as a viking warrior, but the entire landscape and story is steeped heavily in Norse lore from start to finish. Rune stones are scattered around the world which give glimpses into tales and stories about mythology. The landscape itself is heavily influenced by Norway including green plains, mountain vistas, and rolling fields of snow. The soundtrack hums along in the background with soothing, woodwind ballads and crashing battle music. All the voice acting is in Norwegian. Taking on the role of a viking warrior as you roam this vast and detailed world is incredibly well done.
Encountering a powerful boss after the relaxing nature of the exploration is a huge shift in tone. Rather than calmly discovering and taking your time, you're thrown headfirst into action-packed battles. This stark contrast between calm exploration exploration and thrilling combat is incredible, as the sheer physical size of the bosses shows how massive the world truly is.
Squaring off against the larger-than-life Jotuns (bosses) is action packed and requires paying attention to the mechanics, but the encounters never really feel unfair. Trying to get a hit in with your axe while dodging massive attacks and environmental attacks can be challenging, but doable once you learn the patterns. Each boss features their own mechanics, and surviving each of these encounters can be rewarding knowing you beat it through skill and persistence.
Much of the gameplay is simply focused on enjoying the scenery and soaking up the lore as you explore. Roaming around and encountering lore items that dot the map and then taking a break to listen to the stories contained within can be quite calming. Walking through snowy fields as the soundtrack plays Viking-inspired music really gets you in the state of mind to see whats around every bend. Casually exploring while enjoying the atmosphere is really what this game is all about.
Much of the gameplay consists of walking around searching the various areas for power ups and runes. With the exception of the boss fights, there is very little combat. This slower pace may be boring to some.
There is only a light attack, heavy attack, dodge, and a couple special abilities (which are learned as you progress). You'll also use the same axe for the entire game.
The last boss is so hard and unforgiving, that it completely ruins the laid-back feel of the rest of the game. This sharp difficulty spike feels very out of place compared to the other bosses.
It's full of jokes, recurring gags, pop-culture references, and even memes mixed within the story. For example, the level selection screen is a parody of the Game of Thrones intro sequence, there's a vampire that always denies being a vampire, and even references to Lovecraft's work with lines like: "R'lyeh Scuba Diving Tours. So good you'll grow gills!" It's very hard not to smile while playing Magicka 2.
Magicka 2's spellcasting mayhem multiplies with each additional player, allowing up to four wizards to go on an adventure together. When you hit your stride, you'll feel unstoppable, blowing up every monster the instant they appear. You might even "accidentally" hit your allies, exploding them in the process, only to resurrect them afterwards.
Magicka 2 is a game all about casting spells to disintegrate various monsters such as goblins, orcs, demons, and many more. To cast a spell, you need to use on of the eight elements: earth, arcane, life, water, fire, lightning, frost, or shield. You can use up to five elements at a time, allowing you to create many different spell combinations.
For example, if you use one frost element, you'll cast an ice blade. If you use five frost elements, you'll cast a giant ice blade. If you use one frost and one fire element, you'll shoot out a wave of steam.
While this might seem difficult at first, you'll quickly get used to it, so you'll be having tons of fun shooting lasers and throwing giant boulders at enemies in no time.
Magicka 2 was made for co-op play, so there are tons of enemies with a lot of health, which can feel pretty overwhelming when you're alone. A lot of times the enemies might kill you before you can kill them, especially in confined areas where there's little room to evade. This is multiplied in boss battles by tenfold. You can die a lot and each time you do, it just feels unfair.