Valkyria Chronicles Review
Brushed with greatness.
Version tested: PlayStation 3
If you have even a passing interest in the RPG genre, it can't have escaped your notice that Microsoft has been going crazy nuts loopy trying to woo as many Japanese developers as possible into bringing their skills - and fanbases - to the 360. Some argue this has left the PS3 bereft of the games that helped make its predecessor such an enduring hit in the East.
To this I say pish, tosh and piffle. The traditional JRPG may have spread its buttery pleasures more evenly across multiple formats but there's one sub-genre, beloved by the Japanese, where the PS3 is still dominant - and that's the tactical RPG. September brought Disgaea 3 (in America, at least) and now SEGA has upped the ante with Valkyria Chronicles, a lovingly rendered turn-based strategy role-playing game that oozes style and nimbly somersaults over the more common pitfalls of the genre.
Our setting is 1935, and a world similar to our own yet obviously different. Gallia is a peaceful and neutral country, the Switzerland equivalent, trapped in between the Atlantic Federation and the East Europan Imperial Alliance. These two superpowers are warring over ragnite, a miracle mineral that can be used for everything from medicine to powering vehicles. Gallia happens to be sitting on top of a major ragnite deposit, and the fiendish Imperials waste no time in crossing its borders with ruthless domination in mind.
Our hero is Welkin, and he's a cut above the usual Japanese RPG leads. For one thing, he's not some long lost amnesiac warrior following a cosmic destiny. He's an ordinary 22-year-old, returning to his home in a time of crisis. He's not a fighter - he loves nature and wants to be a teacher - but he has no qualms about taking up arms to defend his country. And he doesn't do this as part of some ragtag gang of rebels - he's drafted into the militia, along with every other youngster capable of holding a rifle.

The battlefield map is easy to follow and makes forward planning an absolute breeze.
What follows is a surprisingly low-key introduction to a fairly realistic world. It's a war story, rather than an epic personal quest, and the game is at its strongest - narratively speaking - as it follows Welkin and his squad through the sorts of battles you'd expect to see in Saving Private Ryan rather than Final Fantasy. The tone is perhaps a little too whimsical at times, but the characters are likeable and well-rounded. That the game inevitably introduces an ancient race with special powers - the Valkyria of the title - therefore comes as something of a disappointment.
It's the combat where Valkyria Chronicles really distinguishes itself, however. It's a turn-based strategy game, but fighting is also played out as a real-time third-person action game. It sounds confusing, but the system used to pull off this juggling act is wonderfully simply and intuitive that what sounds daunting in theory becomes second nature almost immediately.

The third-person view, and comic book style, makes combat encounters much more enjoyable than the usual isometric grids.
From relatively small beginnings, the game soon finds you in charge of a large squad, which you can chop and change as you see fit, and there are five character classes to draw from. Scouts have longer range, but weak armour and weaponry. Shocktroopers can deliver - and take - more punishment, but their machine-guns are useless over long distance. Lancers are your heavy-weapons troops, armed with bazooka lances capable of damaging tanks. Snipers are fairly self-explanatory, while Engineers can disarm mines, fix defences and restock ammo.
Battles start with an overhead map view. From here you position and deploy your troops, drawn from a constantly topped up pool of new recruits. Select a soldier and the view swoops down to ground level, giving you full control of the character in question. You're free to move them around in real-time, though each step uses up some of their finite Action Points.
You can fire once per turn, an allowance you can use at any time while you have control. So you could use all your action points to advance the character as far as they can go, and then open fire on an enemy. Or you could move, fire, then move again to find cover. Should you stray into the sights of an enemy while moving, they'll fire at you, but this stops the moment you go into aiming mode. You can then take your time to line up your shot, and let fly with a volley of shots. Your target then gets a chance to respond in kind, so finding cover before attacking is always wise. Just by allowing you to try for headshots and other trappings of action games, it's far more visceral than the usual stat-based grid systems usually associated with the genre. If you want a handy soundbite comparison, imagine Full Spectrum Warrior going to a JRPG cosplay convention.
The fresh ideas don't end there though. Whereas most strategy games only allow you to move each unit once per turn, Valkyria is much more flexible. At the start of your turn you're allotted a number of Command Points. Each time you select a character, you use up one of these points, but how you spend them is up to you. You can select the same character twice in a row, either to push their advance further, or to pull them back out of harm's way if they run out of Action Points in the open. If you don't want to spend all your Command Points, any left over are carried into the next turn, allowing you to stockpile your options.
Characters downed in battle will lie on the battlefield. If you can reach them within three turns, a medic will come and transport them to safety, allowing you to recall them from a friendly base later. If you don't reach them in time, or if an enemy soldier reaches them first, then they're dead. Forever. Lost. Gone.

Using a scout to rush a tank? Probably not the best military strategy ever devised.
This isn't quite the setback you'd expect, since all characters in the same class level up at the same time as you spend your EXP points, and receive the same weaponry, as you spend your loot on upgraded arms. The only reason to try and keep a specific soldier alive - apart from Welkin, whose survival is essential - is because, well, you like them. This is entirely possible as they're all fairly distinct, with unique faces and voices, and their own personalities which manifest on the battlefield as "potentials".
A male soldier who likes the ladies will receive a status boost when near to female squad-mates, for example. A soldier with hay fever will suffer a status drop if deployed in a rural location. Country-born soldiers are less effective when fighting in urban situations. There are even gay characters, racist characters...it's a real tangle of different social elements, and thankfully the game doesn't punish you too harshly if you don't pay attention to every last foible of every character. For those who like to go that little bit deeper, it's definitely a clever and charming way of squeezing a little extra efficiency out of your squad.

Optional sight lines will show you which enemies are within range of your character. Or you can just follow the bullets...
Sadly, as innovative as the combat is, it's not without its annoyances. The AI is far from stellar, both for the enemy and your own units when they're taking advantage of opportunity shots or returning fire. The enemy, for example, will often waste Command Points on repetitive manoeuvres. In the fifth chapter there's a special enemy tank which rolls forwards each turn, then rolls back again, using up four precious Command Points each time. A sniper in the sixth chapter does the same, popping out of cover, running around and then diving back into cover for no apparent reason. It often feels like you're facing an opponent stuck following a fixed script rather than dynamically reacting to your actions. With absolutely no multiplayer options, experienced strategists will be less than satisfied.
Your soldiers will open fire if they spot a bad guy during the enemy turn, but not actually check that their line of sight is clear. Having an enemy break through your lines because your line of defence was too busy shooting a wall as they ran past is frustratingly common. And then there's the strangely inconsistent damage model, with splash damage from explosions proving particularly flaky. Sometimes this works in your favour - magically shielding one of your soldiers from harm - but it's incredibly annoying to waste both Action and Command Points on a grenade attack that seems to have no effect.
The game often seems too rigidly tied to its rock-paper-scissors attack formula, since a tank shell needs to hit a soldier dead centre to cause any damage purely because it's meant for other tanks, yet a mortar shell landing in the exact same place can kill several soldiers at once. Grenades can bring down a wall, or explode impotently, depending on a difference of just a few pixels. Rushing an enemy with a machine-gun will see your character cut down with cruel efficiency, yet the same tactic works all too well against Lancers or Snipers. Armed with long range weapons, they simply don't react at all to close range incursions and stand there impassively, mindlessly taking round after round in the face until they drop dead. Again, this can be hugely beneficial or massively annoying depending on whether you're the one doing the shooting.
The cover system needs work as well, allowing you to crouch behind piles of sandbags or in trenches, but not offering the same protection when standing next to what would seem to be equally effective sources of protection. Why can't you duck behind a stone bench, for example? Or that pile of crates? Or that low wall? Or all the other environmental details littering the otherwise well designed levels? You simply can't, and must instead leave your character standing and exposed, or use up another Command Point to move them somewhere safer. When only the scout class has any real movement range, this inexplicably fussy distinction between useful cover and non-interactive scenery can prove very irritating.

The beautiful graphics really help to sell the story, and make the game stand out from its hyperactive manga-styled peers.
This shortlist of fairly fundamental flaws is sadly just enough to prevent the game from reaching the upper echelons of greatness. It's absolutely stunning, visually speaking, with a lovely sketchy watercolour Miyazaki style that looks breathtaking in HD. The music, by Final Fantasy Tactics composer Hitoshi Sakimoto, is of a similarly high standard, alternating between martial urgency and plaintive themes with confident grace. The story is witty and well told, while the characters are memorable and blessed with surprisingly good voice acting. There's so much to praise that it feels churlish to dwell on the negatives, yet there they are - and they're so inextricably linked to the core of the gameplay that they can't help but tarnish an otherwise wonderful game.
Make no mistake, Valkyria Chronicles is a really, really, really good tactical RPG, and fans of the genre should pick it up without delay, but beneath the inviting exterior and thoughtfully designed battle system lies a game with a few too many clunky inconsistencies which directly impact the strategic heart of the experience.
8 / 10
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Comments (94) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Love the look and atmosphere coming off this title - reminds me of the old PS2 game Ring of Red, which was flawed as well, but highly enjoyable.
No, give me quirky, imperfect games with a certain je-ne-sais-quoi, instead of long-running, overmilked IP's or genres that bring you more of the same, again and again.
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I would hope this picks up some support and we see more games from these guys.
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I wasn't aware that your characters could permanently die. Does that mean that if you screw up and lose someone it can result in seeing different plot scenes and missing out on or gaining different characters, a la Fire Emblem?
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Tried that game out again the other week on my BC PS3 and now it works. Nice indeed. Pre-ordered Valkyria from the US so it will arrive mid November, giving me some room for RoR and LBP which I'm expecting any day now (though the postal system could play a cruel trick again and take 3 months to deliver it). Though, basically I have no room with Digital Devil Saga 2 not finished and plenty PS2 games not even started (let alone the PS3 ones).
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I've dumped a load of games off my schedule to make room for this, reckon it deserves it more than all the others coming out (bar LBP I suppose, but that can slow burn for ages!). Hopefully I'll get through Bioshock before this arrives next week.
Anyway all praise Dan and his 6am posting, I've been waiting all week to hear about this!
On and potential for DLC on this too:
http://ww w.eurogamer.net/tv_video.php?pl...
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oh and LOL at your posting history! Bleating away in PS3 threads as much as you can. Some people might even think you're RELEVANT. Your "please mark Bioshock down for already being out for a year" plea was a work of genius.
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If this is enjoyable as Ring of Red, then I'll be very happy.
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Unbelievable. There's this, Bioshock PS3 and something else I can't remember - all in 2 weeks.
Same with Donlan and Far Cry 2 and Fable 2. How?
(not challenging, btw, just asking)
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"Your "please mark Bioshock down for already being out for a year" plea was a work of genius. "
I never wrote that.
I just think its funny that the best PS3 game is a over a year old 360 port. If it got 10/10 back then its fine by me that it gets 10/10 now. I personally never thouth it deserved more than 8/10 anyway.
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Not sure if this is really a flaw rather than a design decision. They could have removed all the cover-like elements but than the levels would be terribly empty. Or they could have everything work as full cover but then there's so much cover in a level that it essentially becomes meaningless or very annoying as a gameplay mechanic. The fact that it's risky to travel from point to point and that sometimes you need multiple turns to reach the next bit of cover is an essential part of the game balancing. Let's not forget that despite its gorgeous 3D engine, this still is a turn-based strategy game.
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8 is still a good score, please CHECK EG scoring policy as 8 out of 10 may mean 5/10 to some people but not here!
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8/10 is very good no doubth.
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Operation Darkness is the worst 360 game to date.
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I predict that I will buy this in around Feb 2010 for ten pounds along with most other games released this year. Too many other games to finish. Way too many other games...
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Stealth 'I'm gay' post?
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Reviews don't always get uploaded in the order they're written, and they'll sometimes bunch together so it looks like they were all done around the same time. Kind of like how an actor can have three films released in cinemas in the space of a few months, even though they were made months apart.
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@muscleblade: You are an idiot. Please go away.
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Not sure I agree with that. Cover doesn't make you invincible, it just makes your character more likely to evade shots and removes the insta-death possibility of head shots. You can still be flanked while in cover, or lose a lot of health, or be hit by grenades, so its not like having more cover would lessen the strategy. It just feels very strange and arbitrary to only allow a character to duck behind a few selected objects. I don't see how letting them crouch at will would seriously upset the balance of the game.
In fact, I'd go back to the Full Spectrum Warrior comparison. That's a turn based strategy game where the freedom to choose your cover actually deepens your strategic options. No reason why the same shouldn't be true here.
It's the one element that I'd say really fails to take advantage of the real-time control/turn-based strategy crossover.
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I love the way the battles can be huge long tense affairs though. I remember hammering away on a Jeanne D'Arc battle for a good 40 mins and getting concerned as the turn counter was counting right down. Like it when you get scenarios to test your skill too, especially after being disappointed that I effectively X button mashed through Crisis Core.
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+1
Though it gets annoying if the only reason battles take ages is the slowness of the game engine/host system. E.g. I'll probably never finish FF Tactics Advance because even regular skirmishes in which I overpower the opposition take about 30 minutes to play out. I've reached the final boss but am a bit too underpowered so need some extra levels. But the thought of fighting boring skirmishes for 5 to 10 hours to get there makes me lose interest.
FF Tactics on PSP is better, though in that game as well you can't skip the battle animations (unless I missed something) which lengthens the battles unnecessary.
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But it probably would lengthen the battles quite a bit and make playing on defense less of an option (though some would consider that a good thing probably).
"It just feels very strange and arbitrary to only allow a character to duck behind a few selected objects. I don't see how letting them crouch at will would seriously upset the balance of the game."
Yeah, the not being able to crouch thing is strange. Bothers me more than that not every object works as cover.
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No way I can stand strategy RPG, and this is filled of japanazis.
The moment I saw the demo of Operation Darkness I promised myself i'd never play a game like that again.
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It's especially strange given that cover is absolutely integral to the gameplay. Any troops left undefended at the end of a turn are pretty much dead meat, unless you get really lucky. It's also that the game has a clear distinction between a character being in a safe place and "being in cover". You can stand behind a high wall, and obviously bullets can't hit you. But you're not "in cover". You're just standing behind a wall. You don't get the status benefits of being officially "in cover".
It just doesn't make sense that they can improve their defence stats by crouching behind sandbags, but not a stone wall or pile of crates. Especially since the maps feature lots of items that have clearly been positioned to look like cover. In your first proper mission, one of your two teams comes around a corner to face an embedded enemy force in a town square. There are some stone benches facing them, so you naturally run over to them to set up a position from which you can mount an attack. But you can't. You just stand behind the bench. I must have wasted five Command Points running around every item in that town square looking for something - other than the heavily guarded sandbags - that I could use to cover my troops. There's nothing.
You soon learn to work around the problem, but it doesn't really allow for deep strategy - and it never stops feeling weird.
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Same. Pre-ordered this last night on the strength of the demo. Glad to see it got a good review, although I suspect I'll be enjoying this a lot more than a lot of games that have got 9 and 10 recently...
"I predict that I will buy this in around Feb 2010 for ten pounds along with most other games released this year"
I predict that Sega will underestimate the demand for this niche game and woefully under supply stores. By 2010 it'll be worth twice what you could have paid for it now. Serisouly, maybe not, but I've regretted not buying this type of game before. Stuff like Far Cry 2 and Fable 2 is much more likely to be in the bargain bins next year IMO.
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I'm glad I'm not the only one who was reminded of Ring of Red BTW, probably my favourite PS2 game of all time.
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/needs PS3 first though
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Depends on the play style I guess. If both armies prefer the saftey of cover over trying to outflank but then being exposed you'd waste a lot of turns of slowly chipping away at each other's health.
With cover being relatively sparse, the defender has more benefit, as it should be unless the defender is really stupid and doesn't take advantage of being on the battlefield first of course.
"You can stand behind a high wall, and obviously bullets can't hit you. But you're not "in cover". You're just standing behind a wall. You don't get the status benefits of being officially "in cover"."
What's the difference between the two? Also, don't the other objects have any impact? I mean, I can imagine that bullets would travel through wooden crates and thus they would be less useful as cover. But if the crates make sure the enemy can't see you, it would be rather strange if the enemy didn't at least get a penalty for the chance of actually hitting you. From the demo I remember using a tree for cover and the enemy didn't hit me while I was moving or in the next turn. Maybe just a coincidence.
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With cover being relatively sparse, the defender has more benefit, as it should be unless the defender is really stupid and doesn't take advantage of being on the battlefield first of course.
You're almost always on the attack though. I wouldn't mind if the game had areas with little or no cover. It's just odd that it has lots of areas with things that you should be able to use for cover, but can't.
What's the difference between the two? Also, don't the other objects have any impact? I mean, I can imagine that bullets would travel through wooden crates and thus they would be less useful as cover. But if the crates make sure the enemy can't see you, it would be rather strange if the enemy didn't at least get a penalty for the chance of actually hitting you.
Bullets can't travel through objects. Tanks can crush smaller scenery items, and some can be destroyed with grenades or explosions, but that's about it. When you stand near sandbags, or in a trench, there's a prompt to press X and your character is officially "in cover" and will take reduced damage if hit. Also, they can't be killed by headshots while in cover. There's a host of benefits to being "in cover" compared to just standing behind an object.
It's less of an issue with high walls, but the trouble with things like crates and benches is that they're bulletproof, and you can stand behind them, but obviously the top of your soldier is still completely exposed. One headshot will kill them. It just doesn't make any sense to have these objects in the gameworld, but not allow your character to hide behind them and benefit from their protection. Either have them, and let us use them, or get rid of them entirely. It's a very weird half measure and it feels unnatural - especially with the third-person control. It probably wouldn't be as jarring in a traditional isometric or top-down view.
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I seem to remember from the demo that a good 2 hits pretty much nailed an enemy with headshots.
Headshotted? Can you say that?
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That dissapointed me a fair bit, actually - it felt like cheating, but it was clearly a viable play style. I hope the finished game has better AI and offer more of a challenge, as I do plan to get this. I reather like the gameplay and the visuals, hope the strategy bit and the AI is stronger in the finished product, because the demo felt a lot like a work i n progress.
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It's a shame that two of their more recent quality titles (this and Yakuza) are platform specific, while shite like Golden Axe (I think I might cry) gets the multi-platform treatment.
The graphics style on this looks brilliant. Would like to see it IRL though.
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I believe in Valkyria Chronicles. It works hard to sell PS3 to me. Its design may be less polished than Silent Storm's, but this sort of gameplay graced with such glamour appeals to me.
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I've got a demo of this I can show you next time I bring the grill round. It's certainly interesting and really nicely presented.
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You get a flavour though which is what I was looking for.
A tutorial against 3 x baddies, a skirmish against a good wadge of them. All in a similar grassy outskirts location.
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Unfortunately, from what I read of reviews of the Japanese version the Skirmish mode only lets you play the exact same scenarios you came across during the story mode. So it's essential a 'replay level' option, although you can actually just play them through again from within the story mode so it's kinda pointless.
That said, the DLC does look great if it ever makes it over here. New campaign, new story elements, characters and VOs. None of that horse armour shit.
Anyway, good to see someone else who is actually excited about this. Not nearly enough hype about this one...maybe they should have delayed release until a less hectic time of year where it would have got more attention?
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But this is almost everything that's great about JRPGs without the creaky combat system and tedious grinding! Plus you can use the characters from Skies of Arcadia...not serect or anything, just regular characters to use in battle.
From what I've played it's different enough to most tactical RPGs to appeal to an audience outside the fanbase, but sadly I don't think most will give it the time of day as soon as they read the words 'tactical RPG'. Honestly, this is a world away from Disgaea.
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Granted, that's probably one of the biggest draws for JRPG fans though. Personally I think the benefits of a combat system that's actually enjoyable far outweigh the lack of a world map/town/dungeon exploration elements.
I find myself enjoying JRPGs less and less these days, and tactical RPGs more and more. I still have a soft spot for Zelda and the like (which is why Fable appeals somewhat), but right now I'm hooked on AW Dark Conflict on the DS despite the fact I want to personally strangle each end every stupid fucking character in that game.
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Massive hopes in Ushiro and FFXIII Versus and Agito for traditional jRPG action with a bit of style though. Ushiro looks particularly enticing.
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hopefully the next shinyforce will be as slick and on all systems.
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You'll never know for sure unless you play them.
thats the impression i got after reading this review.
Thanks to your extraordinary sensibility, unusually deep insight into reviewr's actual feelings and this rare gift of reading between the lines, I presume.
as a sole conole owner (ps3) i find this saddening.
Looks like a natural born worrier's console of choice.
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*Edit* On another note, I've played the shite out of the demo... So much in fact that I made a speedrun video: http://www .youtube.com/watch?v=K-gXcJKsiDI
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I accidentally erased my FFXII saves at around 20 hours in the game. Liked the battle system, hated the characters, story was rather convoluted, not suitable to playing the game over an extended period. But haven't restarted the game yet and after playing a couple of SMT games, chances are small I ever will.
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I should rot in hell!!!!
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]http://www. thehut.com/hut/9997576.product
[/link]
Bargains all round...no excuse not to get this game now
On a slightly worse note, it's a pity we don't get that amazing Japanese SE that had the book, tank & Alicia figures. I think certain US retailers are offering the book over there, but nothing for EU folk as far as I can tell...
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That's one of extremly few games where i could consider buying CE and one of not so many i buy on day one.
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Its even cheaper to import now....like 65% of the price here in Poland, even with delivery. The only downside is "delivery time"
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Also it even accepted my address, so I am positive they will send it to Poland np
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It's now monday afternoon and I have 40+ hours clocked up on this bad boy...
fucking love it!
it's going straight back to lovefilm in the post when I get home and im off to Gamestop to buy my own copy
its gorgeous and plays like a 3D version of Advance wars cross-bred with each of my favourite anime movies.
highly recommended.