Friday, September 6, 2013

Entry 115: "Valkyria Chronicles" Pt. 2




 Dear Internet,

                I guess it is time to talk about the gameplay in "Valkyria Chronicles."  The game is categorized as a Real-Time Tactics game, which is different apparently from the Real-Time Strategy genre.  The difference being that in RTS games you deliver the bullets to the troops, and in RTT you are the troops shooting.  I am still somewhat fuzzy on the details, but I will go with it.  Intermixed with the strategy elements are Third-person Shooter components when you take over a specific soldier.  But I am getting ahead of myself like usual.  Let us begin with just before the mission briefings.

                Before selecting a mission to undergo, the player has to select his squad of twenty.  Not all twenty will be able to fight in each mission, but the non-acting members will behave as the reserve should one member fall in battle.  When selecting soldiers to include in the squad, it is important to note the various characteristics that each soldier has.  Known as "Potentials," these traits will add or decrease the soldier's abilities when fighting in certain conditions.  Some individuals will have their health drained when fighting near heavy flora due to allergies.  Some others will have better attacking capabilities when near another specific character.  Each of these Potentials will determine their capabilities when fighting and should be weighed for each specific mission.  It is foolish to throw in a bunch of troops into a battlefield in the dessert when they will have their accuracy diminished because of the terrain.

                After all twenty spots are filled with some being reserved due to plot, the player can select a mission or a skirmish.  The difference is that skirmishes are repeatable battles that the player can do to gain Experience points and money while missions can only be done once.  When a mission or skirmish is selected, the player assigns positions.  So far, there are only nine available positions per battle with the tank taking one.  If later battles use more, I cannot say.  After the positions are filled, the battle starts.  The player uses Command Points, CP, to act.  CP regenerate at the beginning of each turn, with extra points being given depending on how many troop commanders there are.  Using a soldier cost 1CP and a tank costs 2CP.  The tradeoff here is of course being power.  The player selects a soldier to move and then takes direct control of that person.

                When the player assumes control of a soldier, things get really interesting.  The camera switches from looking at a map to a behind the shoulder view.  The player can move the soldier freely up to a point.  Each troop class has a specific limit to how much they are allowed to move.  Scouts can pretty much move halfway across the map before stopping.  Snipers can barely go a stone's throw before getting too tired.  You can almost directly see a balance between movement and power.  Anytime when the character is moving, they can enter Target Mode.  During such time, the character can fire their weapon, use a grenade, or use a healing item on another character for the most part.  Time freezes so the player can fine tune the shot or throw of the grenade.  Well, the only thing that really freezes is the enemy, considering that if you get in their eyesight, they will start to fire at you.  What happens is a somewhat comical effect where the player is pointing a gun at an enemy soldier with no retaliation from the soon to be dead soldier.  Once the attack is completed and if there is still some movement points available to spend, the player can move the character around.  Those extra movement points can allow for hit and run tactics.  Do not tarry choosing to end the character's turn since the enemy will start to fire once the Target Mode is finished.  It should be noted that if the enemy soldier is alive after the attack, they will be able to counterattack.  It should also be noted that repeated use of a specific soldier will decrease available movement potential until the next turn resets it to the maximum amount.  This is to prevent a single person or tank to travel clear across the map and back on the first turn.  What will instead happen is they will find themselves stuck deep in enemy territory.

Sending a scout to fight a tank is a very bad idea.
                The turn ends when the player uses up the entire available CP or chooses to end the turn prematurely.  Doing so will rollover the unused CP to the next turn.  After this, the enemy will have their turn with the same abilities and limitations that the player has.  All the mechanics are there for the enemy except for maybe the Potential part.  The player and the enemy military go back and forth until either a win condition or a lose condition is met.

                What do I think of the battle system?  I think it is pretty darn good.  It fits that old description: "Easy to learn, difficult to master."  From the scant description I gave, it might seem like the first tactic would be to just move the troops upon the enemy and make straight forward attacks, but that is only a basic method of attack.  Using scouts to look ahead to identify enemy combatants is a basic tactic.  To make a complex tactic, make the scouts then hide in alcoves between buildings to ambush enemies that wander past.  Instead of making a sniper take his position immediately, have him travel with the scouts and use his scope to see if the enemies are taking defensive positions or offensive ones.  On top of that, you have mines, destructible obstacles, sandbag covering, and a few other game mechanics that complicate things as the game continues.  Eventually, the game allowed nearby squad member to join in attacking an enemy.  With this, I started to seriously plan out two man teams to gang up on positions with only a single enemy.

                Once you add the different troop types, you gain a rock-paper-scissors mechanic.  Tanks beat infantry, infantry beat lancers, and lancers beat tanks.   This is somewhat a simplification of how the game works considering that I am leaving off snipers and shocktroopers, but I do not want to merely retype the game's manual.  The battle mechanic is of course weighed against the leveling method the game creates.  After winning a battle, the player can upgrade the abilities of a troop class using experience or upgrade the equipment by spending money on R&D.  Until I get to the point that the game has a variety of weapons for me to upgrade and choose, I cannot speak much about this methodology.  Right now, it is a simple straight line for upgrading troops.  If you spend enough EXP, the troops type goes up a level and receives skill bonuses and extra Potential skills.  The weapons have yet to splint into different types, so I cannot comment about how well the game balances them out.  So far, the game is going in a steady incline of difficulty in regards to these non-combat mechanics.  If the player spends a little time in doing skirmishes, they can gain extra EXP and cash to gain an edge on the enemy.  I do not want to use the word "grind" since the game does not require it so far.  Not like in "Revelations: Persona" where one had to grind to meet the game's challenges instead of using tactics.  
At least the drill instructor is entertaining to make up for the simplistic leveling system.

                "Valkyria Chronicles" is a nice blend of thinking out an overall strategy while adding brief moments of excitement when switching to controlling a single soldier.  You approach the battle from the top-down and from the -bottom-out.  It is fun and challenging at the same time.  I have failed missions already enough to begin thinking about combat strategies and more complex techniques.  It is good for a game to get the player to think.

Yours in digital,
BeepBoop

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