Valkyria Chronicles is a unique game within the genre of turn-based strategy games. It’s a mix of that classic slow paced strategy with the fast action of a third-person shooter. But the most unique feature of the game is its surprisingly well defined supporting cast. Since these characters are not part of the main story, their development must be done outside the narrative of the game. Valkyria Chronicles manages this with a system of menus, descriptive traits, and the slow reveal of each character’s past.
In other turn-based strategy games, players build up their army by recruiting low-level soldiers with no special skills and then train them into something useful. Since these soldiers are not part of the main story they have no personality, no back story, and no individuality. Not so in Valkyria Chronicles.
From the very beginning we’re encouraged to view the supporting cast as real characters and not as cannon fodder needed to fill out our team. When selecting our squad for the first time in the Command Room, we pick from a list of 30 potential candidates. The first thing players will notice is that every character on the list looks different. From their facial features, hair color, hair style, skin color, or age, there’s no mistaking one for another. Each is visually unique and easily identifiable, and certain soldiers are guaranteed to stand out to certain players based solely on appearances.
Next to each picture is a small list of character traits. Some soldiers may be described as a “Hard Worker” or a “Challenge Lover” or “Meadow Bred.” These traits are not just descriptions but have tangible effects on the battlefield. A “Hard Worker” will occasionally get to take an extra action during a turn. A “Challenge Lover” gets a boost in attack power when charging into the fray and being “Meadow Bred” increases one’s defense while in grassy meadows. Since these advantages and disadvantages are worded as actual behaviors and not just statistics, they help solidify the personality of each character. The player quickly learns what soldier has what trait and how to best use those traits to gain an advantage on the front lines. For example, I’ll always send a “Challenge Lover” or “Hard Worker” to mount an attack because those traits make them well suited for direct combat, and I’ll never use someone who’s “Meadow Bred” while in a city. I’m encouraged to use the character in a way that reinforces their personality, and in doing so, those traits written in the Command Room menu become a self-fulfilling depiction of that personality.
Also next to each picture and below the list of traits are three names of people that this character likes. These aren’t random names; they’re other soldiers and potential squad mates. Trying to follow this web of relationships can be daunting if a player tries to map it out, but what’s important is that these characters all know each other. They all live in the same world and have their own set of friends and enemies. When following this web, there’s a sense that we’re stepping into the middle of a world that exists beyond the player, that the story of Valkyria Chronicles is just one story within a larger world. These characters had lives before the official story began and will continue on after the official story ends.
In addition to all the information given to us in the Command Room when selecting squad members, each character has a short biography, but in the beginning of the game, these bios are woefully short and don’t offer any personal information to flesh out the characters beyond what we already know from the Command Room. However, the more we use a character in battle, the longer their bio becomes. Like any relationship, the more time that we spend with someone the more that we learn about them. By requiring the player to use a character in battle before we can learn any of their back story, the game limits the number of potential characters we might come to care about. While this action seems counter-progressive, it’s inevitable that when dealing with a large group of people some of them will remain strangers, and by limiting the number of relationships we can build, those characters we do come to care about are made to stand out from the rest of the squad. These are the people that we have fought alongside over and over again. We grow attached to them just through this repeated use and that attachment is then bolstered by progressive character development. By the time a character’s bio is filled, we’ve fought enough battles with them and learned enough about them that we have developed a real relationship with them. And as we learn more about their history with each battle, they become less stereotypical and more multi-dimensional, becoming teammates who we genuinely mourn for when they die and all of this is accomplished without a single line of dialogue.
// Moving Pixels
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