Valkyria Chronicles II Review
Malice in Wonderland.
Version tested: PSP
Lanseal Academy is a Disneyland boot camp. A 200-foot spire at the centre of the military school's grounds jabs at the clouds, while far below a moonfaced clock tower leans heavy on ancient Doric columns. The building is seasoned with the intricate stone decoration of so many fairytale castles, an unlikely centerpiece for an institute designed for little more than turning tweens into cold-eyed soldiers.
Around the citadel, where your character, Avan, has enrolled in the hope of discovering the mystery behind his brother's recent death in the grounds, tanks roll to and fro, while a timpani of blanks rattles around the buildings. This surrounding layout is more Sandhurst than magical kingdom, containing as it does Drill Grounds, an R&D centre and a Briefing Room, all arranged and spaced with uniform precision. It's in this contrast of exaggerated fantasy with the orderly arrangement of a military barracks that Lanseal Academy, Valkyria Chronicles II's central hub, communicates a great deal about the game it houses.
Because, on the one hand, this is the sequel to the smartest tactical RPG of the past five years: a Chess-like military sim built on layered order and immovable mathematics. You direct your handpicked squadron of infantry around each battlefield, flanking opponents in complex manouevres that can outclass even some of PC gaming's most celebrated playpens for the armchair general.
1/6 After each mission you return to Avan's dorm to rest, and following a short nap the game announces all of the new content that has unlocked in the academy.
Yet the fantasy elements that overlay this core - the heroic special abilities that trigger with anime fanfare in battle as a character is momentarily inspired, the super-deformed tanks, playground dramas or shrill squeals of female soldiers in victory - are a far cry from the sombre reality of this subject matter. It's as if the Somme was remade as a High School Musical spin-off.
For fans of the first game, the unusual concoction will come as no surprise. The PS3's Valkyria Chronicles was a game that blossomed in a hotbed of borrowed ideas from disparate influences. Somehow the marriage of crayon-effect visuals with stories of villages razed to the ground by heavy tank fire, or the mash-up of melancholic French Horns to mark the passing of a beloved soldier, and furious J-pop drumbeats to mark the arrival of the next, worked wonders. This sequel is no different, holding its ideas in awkward but endearing tension.
In terms of its systems too, Valkyria Chronicles II, like its forebear, is a melting pot of design ideas. Each mission begins as in Advance Wars et al, with a top-down view of a battlefield punctuated by coloured icons representing friendly and enemy infantry and vehicles. Select a unit, and the camera swoops down to an over-the-shoulder view of the field itself. A Command Point gauge slowly depletes as you move your soldier in real time around the environment, moving, attacking or capturing enemy bases. During the 'turn' you can make a single attack upon an enemy, lining up a reticule on your opponent and sitting back as the move plays out, the outcome of which is based on various statistical factors.
1/32 Your tanks can be used to take out enemy sandbags by simply driving over them, something that otherwise requires a grenade or missile to do the job.
When your CP is used up you return to the map view, regardless of whether you left your soldier crouching in safety behind a sandbag or standing in the open, metres from the barrel of an enemy's gun. You have a set number of moves per turn, during which you can choose to manoeuvre another unit or, unusually, continue moving the same one. Once all of your moves are used up, control switches to the opposing side, and thereafter back and forth until the mission objective is won or lost.
This straightforward core is made more complex by a slew of factors and sub-systems. Infantry are divided into five basic classes (with a huge number of further specialisations - this sequel's primary improvement - unlocking as you level them up), each of which has its own strengths, weaknesses and weapon specialisations.
As you can only take a small number of units into each mission, you must choose your team carefully. Scouts, with their generous Command Point gauges, can cover a lot of ground, but by carrying rifles the number of shots that can be made per move is limited. As a result it's wise to support them with Troopers, whose machine-gun fire can decimate enemy numbers. Lancers' with their missile launchers are necessary for taking out enemy tanks, while Engineers will keep them well-stocked with ammunition while providing medical support if necessary. Experience earned from missions can be spent on upgrading each class, while money earned can be used to buy better equipment for both infantry and Class G's heavily customisable tank.
Unlike the first Valkyria Chronicles, the majority of the sequel takes place in and around the single location of Lanseal Military Academy. Avan, on enrolling at the start of the game, joins the lowest-achieving students in Class G. It's this collection of miscreants who form your squadron, although you can only take a handful of them into battle at a time. The high-school drama, which appears heavily influenced by the most recent Persona, is enjoyable, but lacks the bite and punch of its more serious predecessor. By focusing on a group of 17-year-old high school students, this sequel forgoes the variety of characters seen in the first game, even as the number of personalities, and amount of exposition given to each has ballooned.
The story is told in the stylised, low budget-style of so many Japanese strategy games, via short narrative vignettes featuring 2D still portraits of the characters involved, overlaid with comic book word balloons to house their dialogue. SEGA injects these sequences with energy by having the frames in which the portraits sit bounce around the screen in a rudimentary approximation of the action or temperament of the person speaking. Should two characters bump into each other in a corridor then their two portraits knock together on-screen before the speech bubbles pop up to comment on the action. It's a simple technique but through some thoughtful execution helps bring the economical approach to storytelling to life.
1/9 Many missions have optional targets, such as the red-helmet wearing 'Ace' soldiers, who, if defeated, may drop schematics for rare weapons.
As the game progresses you become attached to the members of Class G, firstly through the narrative asides that pummel you in-between each mission - of which there are far too many - and then via the war stories you develop with each on the field. Even the hub area of Lanseal itself, little more than an obfuscated menu screen, becomes a character of its own, and the rhythm of school life provides a constant, comforting beat to which progress marches.
Missions are divided into three types: 'Story', which progress the game's narrative, 'Key', which must be cleared in order to access the next Story Mission, and 'Free', optional extras useful for earning extra money or experience. Throughout the game the same clutch of maps is used time and time again, and despite the fact these are broken into different areas, allowing you to split your team up tactically, they eventually become repetitive, the different combinations of area effects or enemy types in each iteration doing little to change the strategy required to beat each.
The move to PSP is clearly for the benefit of the Japanese community, and the Monster Hunter-esque ad-hoc multiplayer modes, both co-operative and combative, will be of limited use to all but the most dedicated Westerner. The switch from console to handheld has also demanded the removal of the graphical effects that made the first game so visually appealing, as well as, of course, restricting the gamer to the central hub of Lanseal itself from the need for a smaller number of locations.
Despite these reservations, Valkyria Chronicles II remains exciting, its hotchpotch design ideas maturing for this sequel despite the focus on a younger cast and more immature surrounding story. A series yet to reach its full potential? Certainly. But when the potential is so great as this, even the evolutionary steps along the way are worth examining.
8 / 10
Valkyria Chronicles II releases 3rd September, exclusively for PSP.
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Comments (43) Latest comment 1 year ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Edit - I'm not actually calling the game crap, I'm saying its crap that I can't play this as I don't have a PSP anymore. As I mentioned, I loved the original
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This.
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But I don't think it's going to be the surprise success that the original was, at least in the West, where PSP software sales are poor. The relative lack of buzz surrounding the game in the forum suggests some apathy towards the platform.
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I do hope they get this onto PSN though.
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Sorry, I loved the 1st game, but this is terrible on the psp. Graphics style doesn't translate well to the small screen. Characters and story which were a strong point of the 1st game are pretty bland.
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Every.
Single.
Time.
Can people please get a clue and stop selling their PSPs when there are decent games on the horizon. Please?
Because I bet we'll have exactly the same parade of comments when Kingdom Hearts, or Parasite Eve, or PSP2 comes out.
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Awww, well I like them anyway.
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I m deadset on keeping my PSP and even got Persona 3 n PS1's RE series via US PSN store to occupy me, but for a lot of people out there and in term of visibility in stores everywhere, PSP is either dead or poorly perceived compared to other platform.
Still it's great Sony keeping PSP going even if becoming niche but still a damn good platform.
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"Quite a few of hte peopel saying "wrong platform" will be people who have the origional game on PS3"
Not according to the profiles of those saying "wrong platform" so far on this thread. It's mostly been a few Xbox and PC gamers complaining that sequel to a PS3 game they don't own is released on a system they apparently don't like.
Ignoring the 8/10 review for a quick spamgasm. Sad really.
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In fact, I think I'll have bought more games for my PSP than my DS by the end of the year. Seriously, when they're games like Peace Walker, Persona 3 Portable, GoW: Ghost of Sparta, Kingdom Hearts and Valkyria Chronicles 2 coming out for it, there's absolutely no reason for people to complain about the lack of a decent library.
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I'm totally hot for Phantasy Star Portable 2, but I don't think it'll arrive here for a while yet. I was amused to see the shots of Emilia appearing in this though.
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This alone gives me pause. I'm kind of super-saturated on the whole high-school drama thing after 40-odd hours of Persona 3 Portable (and counting... does this game ever end? Way too long IMO, considering how flagrantly it repeats itself.) But I haven't played VC1 yet, so I should probably find myself a copy of that!
I have mixed feelings about this being a PSP release. On the one hand, it's always nice to have the big-screen, HD graphics and more comfortable controls of the PS3. On the other hand, I'm more likely to put in the hours if I can sneak them in anywhere I like. (Though "anywhere" is a bit of a stretch since the glossy screen on my old PSP "phat" is useless in any kind of sunlight.)
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Personally I think the school aspect sounds very appealing, mainly because I loved Persona 3 / 4 so much; though I don't expect anything with as much depth as the social link system.
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Love the persona-building process, but the daily grind can get a bit tiresome. In the evenings, the options can become very limited, really, esp. once you've explored all the available levels of Tartar-sauce and just deciding whether or not to go to the mall. Lots of pressing X and seeing familiar phrases again and again.
Good game, but I might say a bit over-rated by the faithful. I think it could only have been made better by way of some editing. I wouldn't have minded a 30 hour game instead, that made more of an effort to stay fresh throughout.
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I really like the battle system, and wish that it would be applied to a more "serious" game. The story for me is a bit marshmallow. How about a Jagged Alliance reboot using the same game play as VC?
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Sure, it's fine for PS3 fanboys to want it to be exclusive to PS3. Problem is exclusives don't cover the bills as much as a multiformat release. Sega obviously didn't get the memo, that exclusives are kind of pointless, when you could potentially be making twice or three times as much money.
If Sega want real success, they should let Platinum Games have a stab at a Valkyria third person action game, and port the original and VC3 to 360 too.
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PSP is a fantastic platform chock full of quality games. UMD may be dead but the PSP lives on. Try looking at Media Go.
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Despite having garnered positive press, sales of the game have been mixed. While it sold 77,000 copies in its first week of release in Japan, it only sold 33,000 copies in the United States during November 2008.[32] It was the 93rd best-selling game in Japan in 2008, selling 141,589 copies.[33] Despite weak initial North American sales, Valkyria Chronicles recovered somewhat with sales sharply increasing in April 2009 following a price cut[34][35] and the simultaneous release of an anime based on the game. Approximately a year after the game's initial release, both producer Ryutaro Nonaka[36][37] and gamers surveyed by Famitsu[38] stated interest in a sequel to the game.
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Through word of mouth, buzz generated by the anime, and price cuts, Valkyria Chronicles has gone on to sell decent numbers. If it sold terribly, you wouldn't have had a sequel, nor that anime, nor the manga, nor all the other merchandise.
Just have a look at the barren forum thread. If gamers aren't getting excited over VCII, who the fuck is?