Valkyria Chronicles 4 announced.

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nomotog_v1legacy

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Jun 21, 2013
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Meiam said:
I don't know where you got the idea that VC1 battle were drawn out, vast majority of them can be cleared under 5 turn (most can be done in 3 or less, with a couple in literally 1 turn, the enemy don't even get to act).

I'd rank VC1 at a 8/10, but 2 at a 4/10 at most, it was a repetitive, grindy affair.
One turn could be a long time. I think it felt worse a lot of the times because of the pauses the game would have whenever you issued a order or made a move. It made the times when you were just moving troops up to the front so boring. If they cut out all the unneeded pauses, then that could speed up the game so much.

I hope they improve the grinding and side content in 4.
 

Marik2

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ChupathingyX said:


SEGA have just announced Valkyria Chronicles 4, set to be released in 2018 for PS4, Switch and Xbox One (The japanese PS4 version will be March 21st, 2018). It will be receiving an official worldwide release.


The Famitsu article [https://www.famitsu.com/news/201711/20146269.html] has some more screenshots and informaton, with more info coming on the 22nd of November.

Looks like they'll be focusing a lot more on the Federation (the player side) and Empire this time.

Hitoshi Sakimoto, composer of the previous games, will be returning as well as previous character designer Honjou Raita.
I am very happy about this. I was actually on /v/ when they announced it, and we were all surprised about it. Hopefully they will port 2 and 3 to the consoles as well.
 

Chimpzy_v1legacy

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Jun 21, 2009
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inu-kun said:
I didn't know about the broken shock trooper gun.
The Ruhm was in VC1 too as an unlockable for beating one of the DLCs. It was almost as OP (tempered only by the larger map sizes of VC1), but you could only get one, so you'd likely equip it on Rosie, since she's the Shocktrooper you'd take along pretty much every time (cuz bonus CP).

In VC2, you could grind out multiple Ruhms if you wanted.

If they need to keep one thing from Revolution is the moral system at least for the enemy side, it can be pretty cool to have the enemy break rank and jam weapons if they are close to losing, or maybe even have entire class dedicated for this job.
All for it, but only if there's also an "accidental friendly fire" mechanic if you overuse them.
 

ChupathingyX

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Okamisama said:
In 2 though? Easily less than midway through, or near the beginning even, you can get an unlimited number of Rhums.
Which mission was this exactly? I don't recall Ruhm being featured in VC2.
 

Okamisama

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ChupathingyX said:
Okamisama said:
In 2 though? Easily less than midway through, or near the beginning even, you can get an unlimited number of Rhums.
Which mission was this exactly? I don't recall Ruhm being featured in VC2.
It's from the Release-day DLC missions that Sega released free as a pre-order bonus. The mission, far as I remember, was in the generic forest map and pretty easy to farm to boot. It was a real shame to have such a reward tied to it, especially when VC1's Rhum felt earned all things considered. There's other strong Ace weapons in the dlc, but the Rhum outclasses most anything. Even in VC1 it's anti-tank power outclasses most anything. Hard to say if anything really outclassed it in the second game because...

Well... the tank outclasses everything in it.

I'm hoping 4 keeps the flexibility and customization, but a 1cp tank needs to be cardboard thin or restricted to light weaponry rather than having access to the cannon. Ace weapon or not, that made things unduly broken regarding it. The Shamrock played close fiddle to being a 1cp tank, but there are easy tweaks to balance it without making it worthless. Them putting back in smoke rounds and the like being a good step towards that.