Valkyria Chronicles is a
turn-based strategy/puzzle game set in a fictional world similar to
late 1930s Europe, where the small country of Gallia finds itself
pulled into a war between two major powers – the Atlantic
Federation and the Imperial Alliance. The story is told through the
pages of a ‘history book’ focused on the operations of Militia
Squad 7. Each chapter has a series of animated story events leading
into a battle operation.
I must admit, I was
initially a little irritated by VC as it felt as if I was spending
more time watching animated scenes than I was actually playing the
bloody game. The early battle operations are very short and very
limited in scale and strategy. Fortunately, as you begin to progress
through these early chapters the game rapidly expands in both depth
and scope, introducing several new elements.
From the story book you can
access your HQ where you can select your squad, assign special
weapons, learn new orders, level up troop classes and invest in
various upgrades. Each squad member is unique in appearance and
‘potentials’ which may have a positive or negative effect during
operations depending upon certain circumstances. One scout may be
‘desert bred’ and perform better in such an environment, for
example, whereas another is more suited to grassy fields. There are
also tabs in the book containing more in depth information about the
characters, weapons and history of the world as well as skirmish and
class specific training maps.
From the HQ you can build
up a squad comprised of five different unit classes – scout,
trooper, lancer, engineer and sniper. This is in addition to two tank
units. Each has various capabilities that make them useful in certain
situations. The scout has the largest movement range, for example,
but is ineffective against tank units, in which case you’ll need a
lancer, although they are slow to move and have limited range.
Each operation plays out
like this: there’s a briefing period where you can assign the units
you’d like to use, selecting their starting position on an overhead
map of the mission area. Each operation is turn based, switching
between you and the enemy. Each turn grants you a number of ‘command
points’. These are used to move your units (1 for infantry, 2 for
tanks) or issue special orders (such as artillery support). Each unit
has a certain movement range varying from large (scouts) to small
(lancers). Every movement you make with the same unit depletes this
range further until it is reset on the next turn.
Units can only attack once
per turn, so it’s in your interest to move, attack and take up a
final position as efficiently as you can as your command points per
turn are limited. Although turn based, some enemy types can still
attack your selected unit if you stray into their line of fire.
Operations have various objectives to complete, but generally, your
primary goal is to capture an enemy camp. Some maps also have
interactive features such as lifts, trains, trenches and towers which
can be integrated into your strategy.
One thing you realise early
on, is that operations are ranked entirely on turns taken. Although
your score will increase through enemy ‘ace’, ‘leader’
(leaders grant the enemy additional command points making them
valuable targets) and tank kills, it’s the turns taken that really
matters. The higher the rank, the more experience and money you will
earn, which is then spent on levelling up your unit classes and
buying upgrades for their weapons and equipment.
When you realise this, the
operations transform into fascinating puzzles to solve, as you seek
out the most fast and efficient route possible to complete your
objectives with the highest rank possible. Often, this involves
clever use of scouts using their high movement range to get behind
enemy lines. Or, in one case, using a clever smokescreen to beat one
of the ‘boss’ enemies in two moves. Not turns – moves.
And there are many missions which allow you to figure out all sorts
of ‘creative’ solutions to beat them in as few moves as possible.
I really liked this aspect
of the game and it’s one which gives it a lot of replay value as
you try various tactics to see which is the fastest. It does become
something of a trial and error system with a lot of reloading, but
it’s quite addictive and fun to play around with. One thing you
must note, however, is for some reason, you can’t replay the main
story missions until NG+ in which all of your unlocked levels and
equipment carries over.
I quite enjoyed the story
and characters of VC, even though I felt it could have pushed the
darker elements far more than it did. I also got quite attached to
certain squad members. They all have unique personalities meaning
they’re not just faceless foot soldiers. And yes, I found the
operations to be quite addictive and enjoyable to play, even though I
must admit a couple of them were a bit dull. Even though I’ve
completed it, I’ll likely go on playing to see what more I can
unlock and if I can attain a top rank on every operation.
That said, I do have my
issues with VC and these mostly revolve around the ranking mechanic.
I get that it’s been designed in this specific way, but at the same
time, I can’t help but feel it’s resulted in a game that feels
more like a puzzle game than one of strategy. My issue is that
because of the way it is designed, VC rather severely limits and
restricts how the player may approach each operation. Because your
ranking determines your experience and money gained, it’s in your
best interest to attain the highest score possible in order to
continue to upgrade and outfit your troops.
But as I’ve described,
the only way to obtain the highest ranking is to complete operations
in as few turns as possible. What does this result in? It results in
units such as your tanks, troopers, lancers, engineers and snipers
being used very rarely due to their limited movement range and their
cost to your command points per turn. In general, your scouts are
your most important unit, aside from a handful of situations that
require a specific skill such as an engineer to clear a mine or a
lancer to target a tank. Command points are precious things that you
simply can’t afford to waste.
Now, you can certainly use
the skirmish mode to grind experience and cash if you want. Ranking
isn’t that
much of a problem. But the game doesn’t simply push you to complete
each operation quickly for ranking purposes. In fact, even if you
didn’t care about ranking and simply wanted to approach each
operation as a strategic operation utilising all of the various
classes, you’ll only find it detrimental to do so. Enemy camps may
continually call in reinforcements, making it important to capture
them as soon as possible. The game is designed to play the operations
in the fastest number of turns, and the longer you take, the harder it
actually becomes and the less reward you receive.
I’m not saying this
approach to design is wrong, rather that the supporting elements
don’t quite fit. This particularly applies to units. With such a
limited movement range you’ll rarely, if ever, want to use the
trooper units in your squad. And although I used snipers quite a lot,
it was only when it wasn’t necessary to move them too far from the
starting zone. The limitations to command points and specific unit
ranges means that the player becomes quite limited in terms of
strategy. Why run a trooper to a position over three moves when I can
cover a longer distance with a single scout move?
I was hoping the larger,
later operations would grow in complexity in terms of unit strategy,
but this never became the case, and attempting to play in a strategic
sense where unit formation, position and composition is balanced and
important, only results in being detrimental to your progress.
Some operations also become
far too trial and error dependent in terms of emerging threats. In
one mission, an enemy tank arrived as part of a story scripted
reinforcement behind
me and destroyed my tank in a single hit, failing the mission. I had
to reload and position my tank out of line of sight in
advance
of the scripted action. It doesn’t really feel strategic, more like
a puzzle which is revealed piece by piece as you progress, and only
once you have the entire picture can you properly approach the
operation.
But despite these issues, I
still really enjoyed playing through VC and I’m sure I’ll
continue to play as I experiment with different methods. It’s just
a shame that the game feels so restrictive towards the player and
limits their strategic options. I can’t help but feel the ranking
system (and therefore the operations) would have been far more
interesting if it took multiple factors into account. That said, VC
is a good game and one I’d happily recommend.
7/10