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Saturday, October 10, 2009

COLUMN: Battle Klaxon: The People Power of Valkyria Chronicles.

['Battle Klaxon' is a bi-weekly GameSetWatch-exclusive column where traveling games journalist Quintin Smith fights to win a bit of glory for the beautiful, brave but overlooked games that people are missing in their lives. This week: Over-the-shoulder strategy in Sega's PlayStation 3 title Valkyria Chronicles.]

A few weeks back an acquaintance of mine who used to work for Edge dropped out of games journalism. You can read his exit letter here, where he expresses his frustration that what he calls the most interesting game of last year, Valkyria Chronicles, got scant coverage. I've got a load of problems with Valkyria Chronicles, but I can put them to one side. This one's for you, dude!

A small note for any of you who ignored this game because of what's implied by the anime art direction- Valkyria Chronicles' closest relatives are in fact small-scale strategy games like Jagged Alliance and Freedom Force. You know, that mythical genre that lets everyone have fun asking "Why does nobody make games like that these days?"

The only significant different between Valkyria Chronicles and those classics is that instead of trapping you twenty metres above the action in an isometric camera Valkyria Chronicles prefers to drop you into the thick of things. When you're giving orders to a unit the camera sits behind them in a 3rd person perspective, and you steer them around just like you would in a third person shooter with enemies taking shots at you. When you're done the game zooms back out to a hand-drawn paper map, allowing you to select the next unit. After you've moved all your guys it's then time for the AI to move theirs in the same style, meaning it's time for you to take what's coming to you like a man. Or, you know, time for you to go get a cup of tea while humming loud enough that you can't hear the screams of your troops.

If you're thinking that makes Valkyria Chronicles worth playing because it's a really clever hybrid of real-time and turn-based strategy touched by the immersion and excitement that comes from a third person shooter, well, you'd be right. And you'd probably creep me out a bit too since those are the exact words I'd have used. But there's another side to the design of Valkyria Chronicles that I consider far more important than its experimentation with controls, timing and camera angles.

You first encounter it after the tutorial missions, when botanist protagonist Welkin Gunther finally finds himself captaining your rag-tag militia squad. Welkin's called into the office of his superior officer, given a sheaf of personal profiles and told to pick out who's going to be in Squad 7.

Each profile consists of a picture, a portrait, a brief bio and some known facets of their character, and when you look at profiles in more detail you get a short cutscene of that would-be soldier coming in and introducing themselves to you. This was easily my favourite gaming moment of 2008, just because of the immediate impression that Welkin arrived very, very late to the troop roster.

A game hasn't made me laugh so hard in ages. There's Ted Ustinov, who likes making people laugh but is allergic to most metals. There's Wavy, who doesn't have a second name but everyone agrees his is very kind. Nancy Dufour is a renowned clutz. Theold's a racist. This guy's a misogynist. That guy can't stand getting his uniform dirty. This guy has a single trait which just reads "Lonely".

There's one thing all these personalities have in common though. They signed up to defend their home.

Inglorious Nice People

This is where the subtleties of the game start to reveal themselves to you. Whether someone's a chatterbox, flirt or has a temper, all of it affects their performance in combat. To get the most out of your Squad 7 you need to get the most out of each individual, and that means getting to know them.

Aside from this being a really fun system it consciously pushes what's often everyone's favourite aspect of this genre- getting emotionally attached to your soldiers. Not only do the characters in your squad have a ton of colour to start off with, as they cut their teeth in battle they gain more and more traits for you to keep in mind, and as you use specific people over and over their biographies become fleshed out in the game's menu.

You learn where Oscar got his scar, or that Nadine is penning a novel. Even with Valkyria Chronicles's lightweight writing and family-friendly interpretation of war (and, eventually, its borderline callous treatment of concentration camps) you'll find yourself wrapped up in the personalities of your team (three of which, incidentally, are characters from Skies of Arcadia).

The neat twist of this system is that it makes natural at least some of the slow increase in complexity we expect from games. As a squad commander, of course you're going to get to know your men and women better as you lead them from mission to mission. That Valkyria Chronicles demands you take these personalities into account when deciding your next move means the more time you spend with your squad, the more factors you have to take into every decision.

The other achievement here is how overwhelmingly human and engaging this system makes strategy. Say you're controlling famed ladies man Hermes Kissinger (though you've recently found out he's actually bisexual). If Hermes achieves something incredible, some snap shot or mission-winning dodge, you become that much more fascinated by him. Whereas in most RTS games that emotional response would have been applied to luck or yourself and quickly dissipated, in Valkyria Chronicles it's harnessed and applied to the character, sucking you into the game and the action further.

The Big Red One

Now, sometimes when you're playing a small-scale strategy game like this there can be a dark, bloodcurdling core to it. I'm talking about permanent character death, the agonising kiss of which anyone who played X-Com or the original Final Fantasy Tactics will be familiar with. I'm all for this system because it makes combat that much more exciting, but it can potentially hurt your devotion to the game so badly that you might never pick it up again. There's always the option to replay the mission and try and best it without losing anybody, but that smacks of tedium and being a sore loser.

The developers at Sega Wow have come up with a way around this, and it's simple enough that I'm comfortable calling it genius. So, on rare occasions you can lose people in Valkyria Chronicles. It happens if one of your troops gets put down and you fail to get another soldier over to them in time to call for a medic.

The simple fix present here is unique dialogue which has been written and recorded for every single soldier for this eventuality. When you lose somebody you get a small cutscene turning the event from a miserable failure on your part into a full-blown emotional moment that you remember and become touched by, dialogue you'd never have heard otherwise. Through very little effort on the part of the developers an irritation in the game design becomes smoothed into part of the story.

Thinking about it, it's staggering that we've been playing strategy games for so long and so few have tried to simulate the human elements of being a squad commander. Lord knows I'd play a game that in between missions gave you the run of wherever you camped that night, expecting you to gauge and improve the morale of your boys, break up fights, predict and counter mutinies, give speeches and punish desertion, with your invisible performance in these segments affecting how each subsequent mission plays out.

Until that game, though, there's Valkyria Chronicles, and next year there'll be Valkyria Chronicles 2 on PSP. As much as sequels in Japan have a nasty tendency to play it safe, that might end up being interesting too. It's vying for the Persona buck, with protagonists who are all students at a military academy and have to juggle warfare with their studies. Could be interesting! Could be trite. But after the original game I'll be more than happy to suck it and see.

[Quinns is a freelance journalist who has fun working for Eurogamer, contributing to Rock Paper Shotgun and reading Action Button. You can currently find him in the damp Irish city of Galway or at gmail dot com.]

Comments

Some of the things you talk about are in fire emblem
http://www.derekmiller.us/fireemblem/index.html

Its interesting how wargaming turned into rpgs then back into wargaming.

Wish I could play this. But I don't have a ps3. Too bad its not on the PC. Sounds like it might have more of a audience there.

Sounds fascinating, and I'm very excited to see for myself how the game handles character death. You're spot-on about how showstopping death could be in Jagged Alliance. The reason I never finished the 2nd game is that I got too fed up with myself for reloading, ad infinitum, until I cleared a battle without losing even one of my precious mercs.

But a game that gives some actual meaning and catharsis to loss sounds very special. In Jagged Alliance or X-COM, it tended to be merely infuriating.

Question, though. X-COM and Jagged Alliance were very tough. They required good tactical thinking and a thorough understanding of your soldiers' strengths and weaknesses. Is Valkyria Chronicles as satisfying on that front?

Satisfying? I. Ah. Well.

To begin with, yeah. The game's pleasingly tough and demands a comprehensive understanding of what you're doing.

But I mentioned in the article I have 'problems' with Valks. They're all to do with its solidity, and how nasty cracks start appearing in the tactics towards the tail-end of the game. You end up using exploits to get through fights, basically. Though this only happens long after you've got your money's worth.

Thank you for posting this, Quintin.

Valkyria was game of the year for 2008.

It's frustrating that your friend 'taurus' left the journalism scene because of ... what is basically bias over what should and should not be covered.

Sequels over New IPs, right? -.-

Anyway, I'm a huge fan of the game, and any extra press it gets is most welcome.

I watched the intro cinematic at Unskippable, and the writing looked to be soulcrushingly awful; and you're telling me that Valkyria is good because of its plot?

I don't know, Quinns. I really don't know.

That's exactly what we're saying, Bbot.

Valkyria Chronicles' plot was cheesy, but not bad cheesy. There might be some parts that make you roll your eyes, but other parts are quite touching. I would have liked to see more in-game cutscenes, though, and fewer talking heads - as well as more development for squad members in the form of cutscenes.

Although the "people stop firing when you aim" part works pretty well in practice, it seems...wrong. Especially how the enemy turns away when you aim at them. I would like to see you have to run, and shoot, in real time with the reticule, like a TPS, and then end your turn with one button press. Of course, that would only work on PC =P

This game could not be possible on the PC: it's got way too much good taste and style, not to mention soul :P

If only the Japanese companies would release more games on PC. Western games are more usually multiplatform, but the Japanese seem to hate FPS and thus PCs in general. One can dream...

I didn't have any problems with character death, especially when I got the medical evac Order which lets you rescue anyone instantly. I always was able to rescue someone if they collapsed, since they're usually in a squad with other people. If the whole squad died, well, a restart was in order. Though, the best use of dying vignettes has to go to: http://www.youtube.com/watch?v=HV-sFcce39k#t=1m42s

It would be great to be able to run around, Lost Planet style, and gun down more than one Imp at a time, with your gauge affected not only by running, but firing as well. The current system, in which you get fired at, pause combat (while still getting fired at for a few seconds), wait for the enemy to turn away, aim for the head, then end the turn before you get fired at again, could definitely use streamlining, along with the horrible tank-driving, suicidal AI. Otherwise, the game is INCREDIBLE.

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