Tuesday, September 10, 2013

Entry 117: "Valkyria Chronicles" Pt. 4



Dear Internet,

                Can you guess what I am talking about today?  If you said a Godzilla film, you need to start paying attention.

                It is too soon to go back and talk about gameplay concerning "Valkyria Chronicles?"  I do not think so, especially considering that it is foremost a videogame, and games need gameplay at their core.  Otherwise, they are just interactive stories at best or books at worst.  Not that there is anything wrong with books, but if the interactivity with the medium is at the absolute minimum, then the creator of the work should reexamine how to get across what they are trying to say.  "Valkyria Chronicles" can get a bit lengthy when it shifts into story mode.  Sometimes, there are multiple cinematics that add up to close to ten minutes before the next mission can be attempted.  However, it does this with a purpose.  The story is used to create different types of battles and give a reason for the range of objectives that make each mission unique.

                Let me take one of the mid-game missions.  A certain individual is kidnapped and is placed in an armored car.  I will not use names in case you want to find out for yourself, but it probably will not be that big of shock when it occurs.  I surely was not all that surprised, but I have seen enough set-ups like this to at least wonder if it is going to occur.  Anyway, the person is riding in an armored vehicle with a mounted machine gun.  Because of this, the game prevents you from using explosive weapons on the vehicle in case it could harm the kidnapped person.  This completely changes the common strategy that gets used.  Instead of pitting tank against tank or sending in anti-tank personnel, the player has to send shocktroopers in and issue a status boosting order.  This is made even more complicated by the fact that the mission takes place in a large lot which dictates the tank to be used as a roadblock rather than as an offensive tool.  Nearly all the standards of battle are turned upside down with a single change in format.  Trying to keep a non-combatant alive proves to be much more complex than the average trench warfare. 

                This change in the status quo is not unique to this single mission.  It comes right off the tail end of sneaking mission.  The player gets put behind enemy lines and must make their way out without being spotted.  If they are, then they must vacate the location before the enemy mortar shell is launched.  It allows the game to introduce a new mechanic within a smaller scale.  Before, the only time that mortar shells could be launched was from mobile tanks.  With the introduction of long-range enemies, the game creates a new dynamic that the player has to deal with.  As the game continues, the player even gets the chance to take out one of these far-shooting dangers.  This acts more as an opportunity get back at the same artillery that had pinned you down the night before than a chance to act strategically.  However, a later mission takes the mechanic of spotlights to another level.  Instead of avoiding the spotlights with well timed movements, the player has to move the tank through areas that will undoubtedly trigger an incoming shell.  With this in mind, the answer is to trigger the mortar as soon as possible in the turn and spend the remaining amount of the turn scurrying the tank as far as possible.  The way the game can make the player both avoid an obstacle and plunge head-on to it is a testament to what makes good gameplay.

                I do not want to make it seem like the game is constantly changing the status quo.  Most missions are still primarily based around either capturing the enemy's camp or eradicating the opposing force.  What do change are the mission decorations.  Sometimes you have a special enemy tank that needs to be taken apart piece by piece.  Other times, you have access to mining carts that can transport you halfway across the map.  The core mechanics do not change, just the objectives.  I am reminded of how "Brutal Legend" handled mixing up the formula for its battles.  "Brutal Legend" had its share of status quo changers, but it handled things very differently.  Short of one mission, "Valkyria Chronicles" tells you exactly what kind of obstacles you can expect before each mission begins.  The only one that comes out of a blind-spot was the curve ball that the enemy had an ancient weapon at their disposal.  The purpose of this was to make the player fell as helpless as the characters they are controlling.  "Brutal Legend" constantly was interjecting elements late into matches that required either advance knowledge or excessive preparedness to overcome.  New types of enemies or terrain challenges were introduced sporadically and usually at the endgame of each battle.   Constantly doing this does not make the game have dynamic twists and turns.  It makes the player have to needlessly repeat levels because there was no way they could have seen it coming.  When I fail a mission in "Valkyria Chronicles," I do not feel cheated.  I failed because I stopped looking for landmines.  I failed because I pushed my tank too far ahead and allowed an enemy to get behind me.  I failed because I threw my troops too far ahead without thinking about scouting ahead.  I fail in "Valkyria Chronicles" because I forgot the rules and techniques that the game had already introduced.  The one time that a game chooses to introduce an unbreakable wall is supposed to be the exception, not the rule.

The bane of my time.
                "Valkyria Chronicles" continues to amuse me with its shifting gameplay while remaining true to its strong foundation.


Yours in digital,
BeepBoop

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