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Valkyrie Profile: Covenant of the Plume Review

DS Review by Simon Parkin

23 April, 2009

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The Valkyrie Profile series has always hidden its quiet inventiveness behind a muted colour palette and melancholic ambiance. In part that’s due to the subject matter. The eponymous Valkyrie is, after all, the Norse personification of Death - scythe replaced by silver saber, black hooded cloak swapped for the blue, white and gold armour of a Scandinavian goddess.

Developer tri-Ace has always cast the player in her role. The task is to usher mortals into the afterlife while their loved ones crumple in mourning on Earth. But for this, the first DS instalment in the series, the roles are reversed. Players assume the role of Wylfred, a young man whose father perished on the battlefield and was carried off by the Valkyrie. The family then fell into poverty and Wylfred's sister died of starvation.

He has become fuelled by existential rage, a bloodlust that will be satisfied only with the death of Death herself. With murder in his heart Wylfred is taken under the wing of another nefarious supernatural being who grants him control of a deadly feather. This tool that can be used to end the life of any of his comrades, and each execution carries the boy one step closer to his improbable quarry. So begins one of the darkest and most remarkable revenge tales ever told in a videogame.

The systems that underpin this cheerless drama are based on the Tactical RPG model. However, as with the previous entries in the series, the framework is reconstructed in a way that often defies genre. Play takes place on small, grid-based environments, player and AI taking turns to move their soldiers around the chess-like battlefield.

But when two warring units engage in battle a separate combat screen is triggered, as in a conventional JRPG, where the warriors fight till their action points are depleted. The workings of the skirmish system will be familiar to players of the earlier Valkyrie profile games. Each unit involved is mapped to a separate DS face button, and by hitting these in time you can unleash a string of attacks on your foe. If you manage to instigate enough attacks to fill a gauge then an impressive Soul Crush move will finish off any foes still clinging to life.

'Valkyrie Profile: Covenant of the Plume' Screenshot 1

The enemy AI plays conservatively, rarely moving to attack unless your units are nearby.

The number of units involved in a skirmish depends on your team members' proximity to each other when the fight is instigated. If the whole team of four characters is within range of an encounter they will be roped in for the fight, with no limit on the number of times this can happen during a turn.

It’s a unique system whose benefit comes from a redoubled emphasis on character placement. The game encourages players to manoeuvre their troops in thoughtful synchronicity, and set-up team sieges over individual scuffles. The downside is that the constant to-ing and fro-ing between battle screen and map screen drags out the length of battle, while pregnant pauses between attack and counterattack rob the game of pace and urgency.

With such a limited party roster, strategy and variety must be found away from multiple character classes. This is done in two ways. Firstly, the titular plume that Wylfred must use in the story to murder teammates is translated from narrative conceit to game system. Any non-player character that can be convinced to join your band of fighters can, at almost any time, be executed in cold blood.

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Comments: 1-11 of 11 in total

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blueheat
23/04/09 @ 13:06
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Looks good, always liked this series. Will give it a go.
dirigiblebill
23/04/09 @ 13:11
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An interesting but by the sounds of it not entirely advisable reversal of the series' long-running soul-collection mechanic.
chicknstu
23/04/09 @ 13:31
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"It's unafraid to throw near impossible rescue scenarios your way"

Yep, this actually killed the game for me. Mission starts, and you have about 3 turns to stop an AI player from getting itsself killed or the mission is failed. And you have no control over them.
Cadence
23/04/09 @ 13:41
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That sounds utter shit
dominalien
23/04/09 @ 17:33
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Thank God, I love VP, I don't want to buy a DS! ;-)
Snidesworth
23/04/09 @ 18:16
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Been playing this and it really is quite brutal at times. That impossible rescue you mentioned is an absolute bastard; it took me about 12 tries to complete without the NPC getting butchered, often in the very first round of the battle due to getting knocked down, beaten on and yielding little orbs that recharge the enemy's attack count. I've also been avoiding sacrificing any of my allies (something which looks like it'll alter the outcome of the plot) so I've had to concentrate on utterly butchering each enemy for Sin. It's not half bad, and the plot drives it on. With VP2 you knew it would end in tears. With this you know it'll be tears all the way from the off, recruiting miserable bastard after miserable bastard, their lives left devoid of purpose and joy after their story arc concludes. It's good fun.
Veracity
23/04/09 @ 20:27
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depressing forced sacrifice of team-mates

You don't have to use the plume again beyond the tutorial's scripted murder of your only friend that introduces how it works. That's clearly forced, but the rest of the plot wouldn't really work without it unless there were a mass of alternate dialogue for all Wyl's grousing over what a bad man he's become, so I can live with it. Also worth noting is that you'll quite likely rather want to kill at least some of the rabble that attaches itself to you.

Snidesworth wrote:
recruiting miserable bastard after miserable bastard, their lives left devoid of purpose and joy[...]good fun

Glad to know at least someone else enjoys the series' characteristic tone. I can certainly understand the reviewer's issue with lack of comic relief, but I find it a pleasant change to play something unrelentingly dour that doesn't feel the need to brighten things up with a squeaky mascot or by assaulting the fourth wall every twenty minutes.
Oh-Bollox
23/04/09 @ 22:11
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Sounds good, bout time we had a TRPG devoid of cheer.
Charlie_Miso
24/04/09 @ 01:20
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$ saved!
Meho
24/04/09 @ 08:00
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I love the series and think this is actually a refreshing take on the base mechanics. Yes, it's tough, very tough, but.. it's really good.
Tomahawk
24/04/09 @ 10:39
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It's definitely a very unforgiving game.

I suggest to anyone that plays VP:COTP to always save before a battle and always fill the sin quota, if you playthrough the first time and don't fill the sin quota Realmstalkers will appear in the next battle and they are almost boss strength characters.

It's frustrating but I always go back for another go at a particularly difficult battle.
Edited 1 times, most recently on 24/04/09 @ 11:40

Comments: 1-11 of 11 in total

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