Valkyria Chronicles 4 Launch Edition - Nintendo Switch Review
If information technology ain't broke, don't fix it. Information technology's that age-quondam saying, isn't it? Some weird bug has been going effectually certain loftier-profile role-playing game creators' offices the past few years, whereby they feel the merely way a plough-based or strategy game can succeed in the modern historic period is to turn information technology into some one-half-arsed activeness RPG that doesn't even do action RPG correct. Information technology happened with Last Fantasy XV, and in the case of this series, information technology happened with Valkyria Revolution. While the former still paid off for Square Enix in terms of sales, SEGA's gamble was a total misfire, destroying everything that made the Valkyria games so great. Good news, then: information technology'southward straight back to basics with Valkyria Chronicles iv (reviewed on PC here).
The middle 2 games were largely overlooked, mainly because they were resigned to release on PSP, only the third entry also stayed within Japan's borders, meaning almost people'southward sole feel with this serial has been with the commencement Valkyria Chronicles, which has gratefully received ports to current systems in recent times.
SEGA has played it pretty safe with Valkyria Chronicles 4 post-obit the messy Revolution. Rather than incorporating much from the PSP titles, this stays very true to the original game in virtually every way. That'south no bad thing, though. Instead of tinkering with too much and risking a failure, VC4 but needs to accept the solid formula of the first game, add a few $.25 and pieces here and at that place, and wrap a new story and characters around it all. Fifty-fifty the story itself, though, is pretty similar, with a squad of close-knit young soldiers, each with distinct anime-like personalities, fighting dorsum the Regal Empire in an effort to protect their home of Gallia.
VC1 fans might feel a little aggrieved that the narrative doesn't offer also much fresh here, given that the gameplay is more or less a carbon copy, so information technology was the plot that had the run a risk to mix it up a bit. However, being a prequel, in that location was but so much that could exist washed without going way off the mark. The pacing does go up and down, too, with some missions coming rather rapidly subsequently the previous, whereas others can take quite some fourth dimension to pop upward following numerous cut-scenes. The best part of the game is in the battles, and then the long waits can show tiresome when you just want to get stuck into the missions.
Battles, as mentioned, don't change much from earlier, with units selected and placed onto an overhead map, earlier taking turns to guide each 1 through the field in a real-time third-person view. Just most every stage presents new challenges to overcome, throwing different hazards or distractions into the fray, such as reduced vision in fog, attempting to concord out whilst keeping enemy camps claimed, or splitting parties upward midway through missions.
New objectives tin crop up once certain conditions are met, changing the goal and keeping players on their toes. It is all the same possible to resort to cheap tactics, buffing upwardly certain units with defense force and evasion, for example, and having them go on a suicide mission, merely depending on the mission type and changes in objectives, this may not always prove as fruitful every bit information technology did in the past.
The mish-mash of strategy and existent-time gameplay is handled as well every bit before, with different types of units and their strengths and weaknesses working together to provide a variety of options to deal with each situation. Of course, some trial and fault is necessary, as you lot cannot always predict what types of enemy volition be on the map or appear over time, merely there are opportunities to evacuate and deploy units mid-battle to account for developing situations.
The grenadier is a new unit of measurement type for Valkyria Chronicles four, which is e'er fun to use to blow up targets from distant, and the APC is a new vehicle that can carry soldiers further into the battleground safely and efficiently, which makes traversing a lot easier. There is fifty-fifty a new "follow the leader" command, where mini groups can be created mid-boxing, with soldiers post-obit a lead unit, co-operating in attacks automatically for extra convenience. These are modest additions to the gameplay that just enhance the experience that little bit more.
Sadly, achieving A ranks consists, again, of finishing a map in a set number of turns, which, while still meaning some tactical idea process is required depending on the situation and enemies on the field, does tend to result in buffing allies and storming head first into the crossfire towards the goal. That said, VC4 isn't a particularly strenuous strategy RPG, and information technology is possible to replay missions for more EXP, as well as to attempt over again for those pesky A ranks. This means no demand for a New Game+ mode, since getting the best scores can now be done in ane sitting.
7/ten
It is more of the same for Valkyria Chronicles iv - and that's no bad thing. Going dorsum to what SEGA did best with this series post-obit the awful Revolution was really all that was necessary, even if it might experience as well familiar if coming off of playing the first game recently. Comic volume visuals, a story based on World War 2, highly-seasoned anime-similar characters, a mix of overhead and third-person strategic and real-time gameplay - there are and then many crazy ideas melded together, and even so it all comes off and so well. At that place notwithstanding isn't a serial much similar it.
Source: http://www.cubed3.com/review/5166/1/valkyria-chronicles-4-nintendo-switch.html
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