Turn-based tactical RPGs set in the age of Vikings? That’s a pitch that ticks a lot of boxes for me, especially when a new gameplay trailer gives us more than the usual cinematic fluff. The reveal of Norse: Oath of Blood at FGS Live is the most promising look yet at a genre blend we don’t get often enough-think Banner Saga or the harsher moments of XCOM with a gritty Norse twist. But is it more than just axe-swinging hype? Here’s my deep-dive take after poring over the new info drop from Tripwire Presents and Arctic Hazard.
The genre mashup here is more deliberate than most. Norse: Oath of Blood isn’t just skinning a tactics engine with horned helmets—it’s layering on settlement management, resource juggling, and fire-and-blood choices that directly impact both your warband and the village you rebuild. That’s the part that’s got me really interested—the fact that your decisions influence not just numerical stats, but your relationships and even your narrative path. It’s reminiscent of what made earlier games like Mount & Blade addictive: your village’s growth is a reflection of your strategy and priorities, not just a number ticking up at the corner of the screen.
Main character Gunnar is the archetypical Norse avenger, and if that sounds rote, at least there’s pedigree behind the story. Giles Kristian (yeah, the critically-acclaimed historical author) is scripting, which bodes well for those tired of “random tough guy with an axe” plots. I want to see if Gunnar’s quest for vengeance brings something new, or sticks to well-worn tropes. As for the battles themselves, the new trailer shows turn-based tactical combat that borrows more from grid-heavy squads than the freeform flow of action RPGs. That could be a good thing, assuming they nail the pacing and avoid the pitfalls of grindy, copy-paste encounters—something games like Gears Tactics have struggled with in the past.
This isn’t some slapped-together droning ambiance. The band Galdorcræft brings legitimate pagan folk instruments to the mix—nyckelharpa, jaw harps, antlers, and all—which contributes to a legit Norse vibe. If you geek out about musical authenticity, this is a good sign. Indie and AA studios sometimes punch way above their weight in audio and environmental storytelling (just look at Hellblade: Senua’s Sacrifice). But let’s face it: a killer mood alone doesn’t save a buggy or unbalanced tactics game. It’s an ingredient—potentially a great one—but not proof that everything will come together.
The past few years have seen a resurgence of tactical games (Disco Elysium drama aside, Expeditions: Viking, Wartales, and of course, Banner Saga), and every new contender faces the challenge of feeling distinct yet approachable. Norse: Oath of Blood stands a chance at finding an audience if it puts enough weight on meaningful player choice—both in combat and the broader campaign. The risk, as always, is ambition outstripping budget or focus—especially with side mechanics like settlement management that sound great on paper but can bog down the core gameplay (looking at you, every RPG that introduced pointless base-building after 2015).
And I can’t help but be a little cynical whenever a press release hypes up “historically grounded” worlds but shows us a hero with armor shinier than anything at the British Museum. But if that’s the entry fee for tight systems and a campaign that feels as personal as it does epic, I’m on board to see how this one lands in 2025.
If you crave squad tactics with a side of Viking drama, and love dabbling in settlement building, Norse: Oath of Blood could scratch that itch—if it delivers on its tactical promise and doesn’t let base management or mood become a crutch for shallow gameplay. The pedigree is there, but as with all ambitious indies, the real test will be in how it feels to play after a dozen battles, not just in slick trailers. Eyes peeled for 2025.
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