Valkyria Chronicles 4 goes to war in September

Valkyria Chronicles 4

It took six blooming years for Valkyria Chronicles to appear on PC – it was worth the wait – so we should be expecting Valkyria Chronicles 4 to arrive in 2024. But no! It’s launching on PC a lot sooner than that, on September 25, the same day it releases on consoles. Well, that’s a relief. The world probably won’t be here in 2024.

Spinning another coming-of-age yarn, the series’ fourth outing sees eager beaver Claude Wallace and chums fight in the same war that’s been raging across all of the games, presumably while learning a lot about themselves, life, love and what you do when you need to poo and you’re in a tank. The answer, sadly, will not surprise you.

Here’s a quick primer from Sega:

In the year 1935 EC, the continent of Europa is split between the Federation and the Empire. As the Imperial army dominates the Eastern Theater, the Federate forces launch Operation Northern Cross, a last-ditch effort to tip the scales. The commander of Squad E will test his will against the bonds of his allies, the weight of their trust, and the sacrifices they all must make. This is a tale of a bittersweet adolescence: the failures and triumphs of young hearts struggling to find themselves amidst the chaos of the battlefield.

The Blitz battle system, which brilliantly combines a shooter with an RPG and a tactics game, returns, bringing with it a new class, the grenadier, and larger battles, both in terms of the map size and the number of units fighting. Take a gander at last week’s E3 trailer to see it in action.

Don’t worry if you skipped Valkyria Chronicles 2 and 3; they only launched on PSP, with the latter not even making it out of Japan. The story and characters are all new in Valkyria Chronicles 4, so you won’t be missing out too much.

14 Comments

  1. Mara says:

    Is the Grenadier the only new class compared to 1? Or compared to 1-3?

    • Magus42 says:

      From the website, that appears to be the only new class , but I’d expect plot-based surprises.

      Also, there’s a dog wearing a hat.

    • shde2e says:

      That’s the only new class I can see.

      All the others they show in action and on the map are basically identical to the ones from 1.
      In fact, most of it seems pretty much identical, down to the UI and visual effects (if a bit more polished)

    • DoomyDoom says:

      I’ve cut myself off from most VC4 info to keep it fresh when I finally get to play it, so a conjecture that doesn’t really need to be one:
      In 2 they’ve extensively reworked class system compared to 1, and then polished it up in 3, so 2 and 3 have additional classes (Techs/Fencers, Gunners), some classes were separated from how they worked in 1 (i.e. Mortarer is a class in 2, not a weapon option for Lancers like in 1). So there is a lot of possible scenarios, though the real one of course is already known via jp version.

      • shde2e says:

        Oooh, I do hope we get those extra/different classes then.
        I like VC1, but the classes could definitely use a bit of a mixup.

  2. Wormerine says:

    Previous Valkyria Chronicles made an unfortunate choice to tie gameplay mechanics too framerate. Enjoy game in glorious 60FPS or higher and you will find overwatch to be super powerful and your units and enemies will be shooting at twice the speed! Shame, as other than that and judging player performance by speed only, VC was an excellent title.

    • fuzzyfuzzyfungus says:

      The Valkeria overwatch system is kind of odd in any case:

      Enemies shoot at opponents as they advance into their field of fire? Sure, that’s pretty much how ‘overwatch’ works, carry on.

      Units overwatch-firing are not ammunition or AP limited and will continue to fire at a specified real time rate? Except that they’ll stop shooting if you engage fire mode, forcing you to dash like a maniac but allowing you to take as much time aiming as you like? And they’ll continue to fire merrily against a Target with no attacks or AP left until you formally ‘end turn’; but pay their one attack for the turn if they one to take a shot at you during their turn? Umm, what?

      I can understand the logic behind an ‘all are eligible for overwatch shots’ policy, that is one way to help mitigate the I’m-just-going-to-overwatch-turtle-my-way-through-this problem, helps emphasize the value of your tank for screening infantry advances; and it is thematically coherent with the game’s emphasis on CP over pure AP(can’t get unlimited movement during a given turn; but can choose whether to allocate CP mostly evenly for mobility or concentrate it for intense fire in a given area); but why is overwatch fire done in ‘true’ real time when nothing else is? Movement is AP-limited, in-turn attacks are CP limited, reaction fire from a unit that survives being fired on is listed to one volley; but overwatch fire is real time. Why?

      • shde2e says:

        I just mentally file that in the cabinet of suspension of disbelief for video game mechanics.
        Along with the idea that characters take turns in the first place, the regenerating ammunition, the fact that you can redeploy people right after your medic scraped them off the field, and all the other things that don’t really make sense if you think about them.

        Granted, this is actively contradictory on a mechanical level, and way more blatant than most of them, but the only real answer to that is “Because this is a video game”.

        • fuzzyfuzzyfungus says:

          I think that it’s the ‘actively contradictory on a mechanical level’ thing that really does it.

          The fact that any bullet wound short of death is something you can sleep off; or that the game looks like it was taken from a watercolor of a past not quite our own are ‘widely accepted gaming trope’ and ‘strong art direction’, respectively; but ‘tactical turn-based has one vigorously real-time element’ is very jarring.

          I suppose it’s not too unlike the insertion of ‘quick time events’ into cutscenes; which is a matter of some controversy but reasonably common, though more often in more conventional RPGs.

  3. SanguineAngel says:

    Yes yes yes
    yesyesyesyesyesyesyesyesyesyesyesyes!

    I am excited

  4. TotallyUseless says:

    That’s nice of Sega. They’re not afraid of the PC market.

    Often times these Japanese companies would always put at least 1 year gap between its console and PC release, it’s like they’re disgusted or batshit afraid of PC gamers. It’s always good to see Japanese gaming companies who release their games across all platforms at the same time.

    Now if only majority of Japanese publishers and devs are as forward thinking as Sega.

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