REVIEW | Valkyria Chronicles 4
Written by Michael Richardson
Published 21 November 2018
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All trademarks are properties of their respective owners.
Opinions expressed in this review are of the reviewer alone.
Game Copyright 2018 Sega Games Co., Ltd.
Available on PS4, X1, NS, PC
Reviewed on NS
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Cold Tensions
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The Valkyria Chronicles series is known for morphing traditionally over-the-shoulder turn based strategy games such as Fire Emblem into a third person shooter experience. The original Valkyria Chronicles is among my favorite turn based strategy games, but one whose world I thought would never be fought in again following the recent dismal sales of the Remastered port, and the spin-off, Valkyria Revolution. Needless to say, I stared awestruck at my laptop when Sega announced Valkyria Chronicles 4, a return to the BLITZ combat system that I adored. While Valkyria Chronicles 4 often struggles to maintain its footing, I left Squad E impressed by the combat improvements and evocative themes of the story.
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Gazing at the Sun
Valkyria Chronicles 4 takes place during the Second Europan War, which series veterans will recognize as the setting from previous installments. In a World War II inspired conflict, The Empire has invaded the Atlantic Federation in order to obtain an increasingly essential and versatile mineral known as ragnite, which the ancient Valkyrur utilized during ancient times to harness supernatural strength. You are put in the command of the Federation’s Squad E, a rising militant group led by Claude Wallace, in order to help facilitate operation Northern Cross by invading the imperial capital to ensure an early Federation victory for the war. However, when winter comes extremely early, the protagonists are put against impossible odds and increasing mental struggles that threaten their cause and the fate of Europa. Overall, I enjoyed the story of Valkyria Chronicles 4. While it borrows heavily from the themes of the original game, the story includes thought-provoking revelations that had me pondering what I would do if tasked with the same situations as Claude.
However, a majority of the characters Squad E will meet along the way are anything but insightful. I disliked Claude and secondary protagonist Riley, because they employ annoying quirks that had me reeling throughout the narrative. Claude always mumbles after an awkward situation, and Riley simply annoyed me with her incessant bantering and squealing voice. The only characters I enjoyed of the group were Kaz and Rai, whose rich backstories and fantastically voiced dialogue motivated me through the thirty hour campaign. Additionally, one of the antagonists is exceedingly funny and had me grinning whenever he appeared. And as a lover of snow based levels in video games, I was pleased to see the snow motif handled incredibly well. The watercolor styling of the canvas engine looks even more gorgeous in Valkyria Chronicles 4 than previous installments, allowing vibrant colors to stand out which makes the icy glaciers and blizzards encountered along the journey take on a singular level of beauty.
However, I found a vast majority of Hitoshi Sakimoto’s soundtrack unmemorable. Only a few tunes comprise most of the journey, and become repetitive after a few hours. Most of the combat tunes are taken from the original game, and while they suit the methodical nature of the gameplay, having newer compositions would have been appreciated. The only new track I enjoyed was the main theme, which encapsulates the scope of the adventure alongside a roaring orchestra. Similar tracks would have benefitted the war setting that the gameplay achieves.
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BLITZing into Order
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The BLITZ combat system makes a vastly improved return from previous installments. The main aspects of combat remain, with players taking full three-hundred-and-sixty degree control of infantry in a third person battlefield. Only a few allies can be taken into battle, and units can only move a certain amount each turn. However, infantry can be used consecutively at the cost of dwindling movement. Everytime an ally is used, you will lose one of a finite amount of command points, or CP. However, the game switches up the formula (aside from being on the Switch, of course) by adding a new grenadier class to the five existing ones. Grenadiers add an interesting level of verticality to maps that I enjoyed experimenting with. Moreover, each class feels unique with different weaponry, defense, and battle potentials that made me want to level them up in order to unlock their full potential. However, the game never encourages experimentation with class types because extra command points are allocated to commanders such as Raz and Riley, which puts players at a disadvantage without them by losing precious turns. Compounded by the fact that frequently used personnel can reach corporal status, allowing players an extra turn that other infantry likely do not possess, I felt that Valkyria Chronicles 4 left little room for squad variance. Since characters take an immense amount of time to each corporal status, I was unable to unlock a majority of the character-specific chapters that feature stories for the fully voiced cast. Valkyria Chronicles 4 employs an inconsistent difficulty curve as well alongside similar battle objectives, which necessitated familiar combat units. Furthermore, a larger unit size alongside larger maps and more varied objectives would have ensured a consistently enjoyable experience that kept me on the edge of my seat.
Despite my issues, I still enjoyed trampling over imperial troops. Including more than one tank is a great addition to the series; improved methods of locomotion such as APC’s and having up to two units follow a commander allow players to coordinate around class weakness, adding much more depth than the original Valkyria Chronicles. Because characters can permanently die on the battlefield, I felt the need to correctly strategize and felt ashamed whenever my squad members were bombarded with gunfire. There were points when I shouted for joy after reviving myself against seemingly impossible odds, and thanked the new additions to the battle system. Also, every firearm feels unique and satisfying upon landing a hit, and maps are aesthetically and geographically varied.
As you progress through the game, you will unlock experience and currency in battle that can be used towards leveling up characters and purchasing upgrades, respectively. Instead of individually leveling up units, the Valkyria Chronicles series has players level up all members of a class at once, which works brilliantly and feels rewarding through constant leveling rewards such as battle potentials and orders. In fact, orders effectively break the game through one-turn infantry augments such as all-defense up, and can turn the tides of battle in your favor when used effectively, which always feels great even if some of the orders are overpowered. However, the research and development facility, which uses currency to buy new weapons, takes far too long to navigate. Because the facility updates after most battles and weapons are not visibly updated, having to scroll through an absurd number of slow interfaces roughly every thirty minutes to cope with the game’s inconsistent difficulty became a chore. Having a clear indicator such as a red star next to an updated catalog, similar to the personal quarters, would have alleviated convenience issues. Furthermore, while infantry limitations led to repetitious battles, improvements to the combat make Valkyria Chronicles 4 the most fun I have had with the series.
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Verdict​
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Squad E’s tale is a gripping, evocative, and emotionally charged narrative that is supplemented by a modernized and addictive turn-based combat that anyone interested should experience. A weak soundtrack, mixed voice cast, and lack of infantry strategizing affect the experience, but I was pleased to return to Europa and immerse myself in the superb themes of its diverse characters. If Valkyria Chronicles 4 is the last game of the series as we know it, then it went out with a literal bang.

