Special analysis, reports, and background for gamers, role-playing generals, and single-player players Experts who understand the game being played. Your benefits:
Every soldier fighting in a war is an individual. Regardless of his rank, whatever side he’s fighting for is – he’s got faces and a heart. He also has a soul. But most war games do not consider this fact and do not just demonize enemies, but instead, deliberately make flat figures of their characters to avoid getting into the combat excessively. It’s not like the player has any reservations about hitting the enemy on the head, but it is a matter of choice!
Don’t fall for it, though the narrative largely non-chronological about tank commander Claude Wallace and his Squad E provides plenty of fun and laughter; however, it also makes the dramatic sequences seem even more compelling in stark contrast. It’s not only about trust and friendship within a team but also the effects of trauma, civilian casualties, and moral decisions.
Fictional conflict based on historical events
The story is set within the same timeframe as the first game. The fourth chapter focuses on a separate unit. This means it’s still concerned with the war with the Atlantic Federation (for which Claude fights) and the Eastern European Imperial Alliance in fictional Europe.
While the names of countries, political positions and other aspects of history, are primarily changed, the location remains an homage to World War II. The supernatural elements, such as the blue crystals, are present to a lesser extent, making everything seem more grounded. This directly impacted the game’s components and equipment. All the gear, as well as the role of troops, are inspired by the technology modern technology that was in use around 70 years ago.
Command points also limit the number of times they can be moved. Take cover, aim for it (behind trees or walls), or make it your own. If the target is unnoticed by the adversaries, it isn’t any pressure. This happens only after it is taken up and it is under attack until the end of the turn.
This causes the sensation of “time pressure” that is unique to turn-based strategies. When it’s time for the Empire to turn, you sit back and watch the highly competent but never unjust AI. It can take a while. However,, an option on the main menu allows you to accelerate the procedure.
Everybody is a little different
The abilities of soldiers are split into seven classes. Scouts possess the highest number in terms of points for action. But they’re not as sturdy as shock troops, designed explicitly for frontal assaults. On the other hand, Lancers or Grenadiers are best left at the back. They are also equipped with heavy armor piercer and a launcher, which is why they aren’t very mobile.
Snipers prefer to maintain their profile low. However, they can provide backups with properly-aimed headshots at a distance. The tank is often utilized as a trump card that can, for instance, break up bases when properly placed, but it will not have the capacity to pass through narrow passages to return. When a tank is damaged in severe destruction, engineers are there to help. They also repair the sandbags to provide protection or help defuse landmines.
Class interactions are excellent, and playing around with their skills is fun. Then, specific commands, such as the rescue dog or air strike, are included. There are also transport vehicles, which could move several units with one command center.
There are many ways to be creative with your tacticians. However, be aware that the death penalty is eternal! There are a few exceptions to this rule. Those who die are not in the game for the duration of the course of play. The secondary characters have their own personal particulars so that a loss can be a major burden.
In addition, the so-called potentials add to this. They are unique random, per turn activated characteristics that can have a positive or negative influence on the individual. One example is the nature-loving boy. He shoots more effectively when hiding in tall grass. However, he gets worse when you’re near war equipment that isn’t organic (i.e., tanks).
The environment is also crucially important. Different kinds of bunkers, for instance, need the right strategy to leverage. For instance, a grenadier is an ideal weapon for launching his grenades from the top into fortifications with no roofs. Weather is another aspect, as fog or rain makes it difficult to see.
Equipment, character classes, and tanks can be upgraded or increased throughout the game. This does not just increase the effectiveness of stats like attack, defense , and locomotion and broadens the number of actions that can be performed, including coordinated attacks. However, people who play just the main missions will eventually encounter a stern, however not impossible, difficulty level.
Assistance is offered through the optional side missions and skirmishes that earn you points of experience and allow you to unlock additional capabilities. Additionally, they serve a dramatic function and sometimes share thrilling and occasionally poignant stories from the everyday barracks life or the life of characters that, in turn, strengthen their connection to the core.
The main storyline is quite imaginative. They are typically broken down into phases where unexpected twists and turns occur. For instance, radio signals could be blocked, or suddenly reinforcements from the enemy appear.
Continuous, innovative rethinking of strategies is inevitable halfway through the game to the point as the difficulty significantly increases. It is impossible to fall back on the same old strategies yet have room to try different strategies. This is an important aspect of the game of strategy.
Valkyria Chronicles 4 – View Screenshots