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.
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.