![]() The beauty of this is that moving a character costs a medal, and as long as you have medals, you can move characters multiple times if needed. This is a small thing, but it’s really nice knowing that, as long as I kept leveling the classes, I could take out a rarely used character without worry that the enemies would destroy him or her in a single attack.īut where was I? Oh, turn-based/real-time combat. Instead of raising the levels of individual units, which usually meant that only a handful of oft-used characters would be strong enough for the later levels, entire classes are leveled at a time. And before I forget, I loved how Valkyria Chronicles handled leveling characters. ![]() But, like Fire Emblem, the enemy would return fire, making the approach still a risk even if I could use the character’s remaining energy to retreat. My characters could run wherever they wanted in the battlefield as long as they had enough energy, and shoot at any portion of the enemy solder’s body. Then here cameValkyria Chronicles, melding the turn-based gameplay of Fire Emblem with a more real-time approach. ![]() As simple and easy pressing a button to block an attack for reduced damage would be, I would still feel more involved. Why couldn’t I play some small role in the fighting outside of making sure my unit was holding the right weapon before a battle? Perhaps Intelligent Systems should have taken a page from their own playbook and implemented some of the mechanics from Paper Mario into Fire Emblem. I had already started feeling bothered that my involvement during the fight between two units was limited to watching the actions take place quite a while before Valkyria Chronicles was announced. A small chance of reviving a downed character before they die forever and I’m forced to reload the game.Of course, voices and cutscenes are most likely not what people buy games for, but for the part where the actual strategizing happens. You hear that, Intelligent Systems? Fully-voiced, fully-animated cutscenes. For the handheld Fire Emblem games, I can understand why this style of cutscene is used, but for a console game, the developer’s reasons aren’t quite as clear.Īnd while I hope Intelligent Systems takes note of the wonderfully produced cutscenes shown in Valkyria Chronicles (if often feels like I’m watching scenes from an actual anime redone in 3D), I have the gut feeling that Fire Emblem’s developers are either not looking at what Sega has done with this genre of game or simply won’t decide to take a cue from this wonderful game. Whatever reasons the developers has to not move away from this boring style of character interaction does not excuse it from being pretty outdated. Not only are CG cut scenes rarely used, but any sort of cutscene that isn’t static images of characters placed over a static background are nearly nonexistent. The unfortunate reality with even the latest console Fire Emblem (Radiant Dawn for Wii) is that the production values are clearly low. Characters with personalities/histories and permanents deaths are both things Fire Emblem has, for better or worse, been known for. And when one of my solder is accidentally shot to death after walking in front of a tank, for example, they stay dead (except for characters important to the plot, who merely retreat). ![]() In fact, Valkyria Chronicles devotes an entire section to displaying all the information about not only Squad 7, but all characters who play a significant role in the story. The characters of Squad 7 are not nameless, faceless drones you gladly sacrifice, but unique individuals with their own personalities and histories. ![]() Fire Emblem definitely seems like an obvious influence to Valkyria Chronicles’ team at Sega. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |