Morality Games
Arcane
- Joined
- Sep 7, 2013
- Messages
- 6,212
And tone down those cutscenes parts. Or better, stop cutting it so I don't have to select another image on a book to have another cutscene. I don't know if they fixed that in 2 and 3, but in 1, that is killing me.Hope they tone down the dweeb-magic elements.
It wasn't dumbed down so much as following hardware limitation of garbage handheld. Maps had to be dramatically smaller compared to the first game and were more repetitive. Maybe you're confusing the two sequels for the spinoff that wasn't a turn based rpg?is this back to being a strat-RPg game? from what I remember reading vk2 and 3 were some dumbed down stuff.
It was pretty broken though. You could regenerate health and ammo infinitely, fallen squad members could be revived and brought back in the same battle at no cost or penalty, you could repeatedly spend CP on one guy to turn them into a one-man army (the enemy A.I. never did the same for some reason) and tons of other easily exploitable mechanics. Fun for the novelty of one playthrough, but with it being a linear series of missions lacking in challenge I could never imagine the appeal of replaying it. A sequel that uses the same core mechanics won't have that novelty factor.Gameplay looks identical to the first game.
Good. If it ain't broke don't fix it.
It was pretty broken though. You could regenerate health and ammo infinitely, fallen squad members could be revived and brought back in the same battle at no cost or penalty, you could repeatedly spend CP on one guy to turn them into a one-man army (the enemy A.I. never did the same for some reason) and tons of other easily exploitable mechanics. Fun for the novelty of one playthrough, but with it being a linear series of missions lacking in challenge I could never imagine the appeal of replaying it. A sequel that uses the same core mechanics won't have that novelty factor.Gameplay looks identical to the first game.
Good. If it ain't broke don't fix it.
And tone down those cutscenes parts. Or better, stop cutting it so I don't have to select another image on a book to have another cutscene. I don't know if they fixed that in 2 and 3, but in 1, that is killing me.Hope they tone down the dweeb-magic elements.
There are no difficulty settings. There are some skirmish missions you can play on easy or normal, but you can only play them on hard mode when you've beaten the game first. I despise it when games arbitrarily lock away difficulty settings and game modes until you've finished the game first, but here it's even worse (and pointless) as it only applies to the skirmish missions.I don't agree. What difficulty did you play on?
Movement will eventually drop to a crawl, but before it does, you can repeatedly use CP on the same character and still move plenty, but most importantly, you can always shoot again. Meaning that if there are multiple enemies around, you can easily take them out with a single character. It's a broken system that effectively gives the player free turns on demand.You could try to spend all your CP on one character but your movement would be heavily restricted, and Valkyria Chronicles was very much a game about movement.
There literally is no consequence for a unit dropping. If you move over their body you can deploy them the next turn at no cost of penalty. I didn't even realize units could die permanently until I read about it online, but the window for reviving characters is so generous that I can't image how it could happen unless you were trying to get them killed on purpose.Not sure about fallen squad members, if a squad member died I would normally replay the mission from scratch because of how fucked up everything would be as a result.
Health regenerates a bit every turn and you have an endless supply of Ragnaid. Ergo, health is effectively infinite.Regenerate health - can't remember this either. I don't think any of my characters had health regen, I do remember having to use the medical units to provide medkits to my main assault-focused units though.
Plenty of turn-based games have ammo. Having no ammo management would be fine if the game had any other kind of resource management, like health. It doesn't.Ammo - what are you expecting, Doom? It is turn based.
I dongetit, it will be on Steam? Just like that?
I see the plot and fanservice went full super retard beach scenes included. I mean, it's not like boobqueen in 1st one wasn't, or everything was particularly grimserious, but until the actual valkyria point it was better than average anime.
Barring the odd gimmick mission, I played the entire game like that, so clearly it's viable for even a middling player like myself. Can't remember flanking being an issue and if it was, it's not like a unit being downed has any lasting impact.Moving one soldier into a perfect position and taking many actions in a row is occasionally a useful tactic in Valkyria Chronicles, but most of the time it's not viable because you want to keep your entire squad moving so that you don't get outflanked or run out of time.
The games you mention have inventory and equipment systems. In say Jagged Alliance 2 any items, such as your armor, grenades, medkits, etc. take up both weight and a limited amount of inventory slots, and ammo is merely a piece of the puzzle.In most turn-based games you have effectively unlimited ammunition because you carry such a vast quantity of it. If you ever run out of ammo in, say, Jagged Alliance 2 or Silent Storm you are simply playing it wrong. Whining about VC1 not using ammo is simply pointless and stupid, because ammo management is a non-element in vast majority of games that have ammo.
'Using a smaller unit to fight a much more numerous enemy' describes almost every game in existence.And reactivation as a mechanic makes sense because the game is designed around using a smaller unit to fight a much more numerous enemy.