Crooked Bee
(no longer) a wide-wandering bee
Tags: Sega; Valkyria Chronicles
Aside from a good number of new RPGs, 2014 saw the release of a few notable PC ports of RPGs that had been formerly only available on consoles. Of these, one of the most surprising and welcome was SEGA's port of the 2008 Japanese Strategy RPG Valkyria Chronicles (available on Steam). In this review, RPG Codex staff member WhiskeyWolf dissects the game to see what it has to offer.
Here's a snippet:
Read the full article: RPG Codex Review: Valkyria Chronicles
Aside from a good number of new RPGs, 2014 saw the release of a few notable PC ports of RPGs that had been formerly only available on consoles. Of these, one of the most surprising and welcome was SEGA's port of the 2008 Japanese Strategy RPG Valkyria Chronicles (available on Steam). In this review, RPG Codex staff member WhiskeyWolf dissects the game to see what it has to offer.
Here's a snippet:
Probably one of the main advantages of Valkyria Chronicles is its unique tactical turn-based system that, while not diverging from the standard formula for games of this type, still manages to alter the perspective of certain elements radically enough to gain a dynamic never before seen in any turn-based game. The difference is profound and, what is more important, it works. Most of the time.
The Battle of Live Tactical Zones (BLiTZ) divides the battle into two modes. The first one is the Command Mode where you are able to oversee the battlefield from above, as if you were looking on a map. All your units are marked on it, as well as the enemy units that are within the line of sight of your forces. Apart from giving you the general feel of the tactical situation, this mode also allows you to issue Orders and allocate Command Points. Command Points are – as the name would imply – points which are issued every turn to you and the enemy. Each point allows one of your units to take action (two points are required if said unit is a tank). Orders are mostly, but not only, stat related boosts, and require various amounts of points to issue. You only have a few at your disposal at the beginning, but you can acquire new ones as the game progresses.
So far, this is pretty much the standard TRPG formula. That is, until you issue a Command Point to one of your units. As soon as you do that, the view shifts to a third person perspective, and the gameplay becomes sort of pseudo-real time where you are able to directly control the chosen unit. This is the Action Mode. Please note that this does not make it a third person shooter, as movement and shooting are done separately. Once in direct control, your unit is entitled to a certain distance it can move and a single action it can perform (there are some environment related events that do not use up the action). All this depends on the class of the unit you are currently using. Suffice to say, most of the ‘actions’ that you will be performing are about making the other guy die for his country. [...]
Now, if you are familiar with some of the classic western TRPGs – like Jagged Alliance or X-COM – you will be familiar with the term ‘Overwatch’ or ‘Reaction Fire’. The developers of Valkyria Chronicles decided to use a similar mechanic… minus the action points. While in Action Mode, if you get too close to an enemy solider that is facing your way, he will fire upon you even though it is not his turn (this does not apply to Lancers and Snipers). And he will keep firing until you get out of range, your unit takes too much damage and gets downed, or you shift into the aiming stance. This reactive fire mechanic, which applies to both enemy and player units depending on whose turn it is, successfully adds some dynamism to the gameplay and makes positioning crucial.
[...] Let's be clear, Valkyria Chronicles is not a perfect game. Its gameplay is noticeably flawed, it has limited replayability and a story chockfull of idiotic clichés. Yet even all those drawbacks combined cannot overshadow what truly is a good game. When it was initially released on the PlayStation 3, everything about it was new: the quasi-European setting circa 1935, the CANVAS graphics engine that resembles a watercolor painting in motion, the fresh take on turn-based gameplay. Well, maybe except SEGA’s marketing – which could explain the poor sales – that still aspires to the golden standard of ‘fuck all, why bother’ even after these six years, if this latest release is anything to go by.
Thankfully, this time SEGA only had to release the game and watch the money roll in. An established loyal fanbase and years of positive word of mouth made sure that on the first day, Valkyria Chronicles topped Steam charts ahead of blockbuster hits like Call of Duty: Advanced Warfare and Assassin's Creed Unity that were also launched back then. Furthermore, the port was way, way better quality-wise than anyone dared to expect at the time, particularly based on previous experience. Now if only SEGA continues this trend, there could be a pretty penny for them to earn, and it would make a lot of people happy, myself included.
The Battle of Live Tactical Zones (BLiTZ) divides the battle into two modes. The first one is the Command Mode where you are able to oversee the battlefield from above, as if you were looking on a map. All your units are marked on it, as well as the enemy units that are within the line of sight of your forces. Apart from giving you the general feel of the tactical situation, this mode also allows you to issue Orders and allocate Command Points. Command Points are – as the name would imply – points which are issued every turn to you and the enemy. Each point allows one of your units to take action (two points are required if said unit is a tank). Orders are mostly, but not only, stat related boosts, and require various amounts of points to issue. You only have a few at your disposal at the beginning, but you can acquire new ones as the game progresses.
So far, this is pretty much the standard TRPG formula. That is, until you issue a Command Point to one of your units. As soon as you do that, the view shifts to a third person perspective, and the gameplay becomes sort of pseudo-real time where you are able to directly control the chosen unit. This is the Action Mode. Please note that this does not make it a third person shooter, as movement and shooting are done separately. Once in direct control, your unit is entitled to a certain distance it can move and a single action it can perform (there are some environment related events that do not use up the action). All this depends on the class of the unit you are currently using. Suffice to say, most of the ‘actions’ that you will be performing are about making the other guy die for his country. [...]
Now, if you are familiar with some of the classic western TRPGs – like Jagged Alliance or X-COM – you will be familiar with the term ‘Overwatch’ or ‘Reaction Fire’. The developers of Valkyria Chronicles decided to use a similar mechanic… minus the action points. While in Action Mode, if you get too close to an enemy solider that is facing your way, he will fire upon you even though it is not his turn (this does not apply to Lancers and Snipers). And he will keep firing until you get out of range, your unit takes too much damage and gets downed, or you shift into the aiming stance. This reactive fire mechanic, which applies to both enemy and player units depending on whose turn it is, successfully adds some dynamism to the gameplay and makes positioning crucial.
[...] Let's be clear, Valkyria Chronicles is not a perfect game. Its gameplay is noticeably flawed, it has limited replayability and a story chockfull of idiotic clichés. Yet even all those drawbacks combined cannot overshadow what truly is a good game. When it was initially released on the PlayStation 3, everything about it was new: the quasi-European setting circa 1935, the CANVAS graphics engine that resembles a watercolor painting in motion, the fresh take on turn-based gameplay. Well, maybe except SEGA’s marketing – which could explain the poor sales – that still aspires to the golden standard of ‘fuck all, why bother’ even after these six years, if this latest release is anything to go by.
Thankfully, this time SEGA only had to release the game and watch the money roll in. An established loyal fanbase and years of positive word of mouth made sure that on the first day, Valkyria Chronicles topped Steam charts ahead of blockbuster hits like Call of Duty: Advanced Warfare and Assassin's Creed Unity that were also launched back then. Furthermore, the port was way, way better quality-wise than anyone dared to expect at the time, particularly based on previous experience. Now if only SEGA continues this trend, there could be a pretty penny for them to earn, and it would make a lot of people happy, myself included.
Read the full article: RPG Codex Review: Valkyria Chronicles