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When you think of Valhalla, what springs to mind? For me it is the
Norse God Odin's hall of great warriors who have fallen in battle.
Several games in the past have included references to Valhalla -
the PC game Rune had you pursuing evil forces and eventually end
up as a favored warrior able to enter Valhalla. More recently, Valkyrie
Profile: Lenneth had you helping Odin prepare for Ragnarock
by guiding great warriors (Einherjar) to Valhalla. However, Valhalla
Knights has little to do with any of that mythology aside from the
name - and perhaps that inconsistency should have served as a warning.
I
will occasionally drift off in thought while playing games and picture
life in the world described by the game. This can be a good thing,
such as imagining life in the island city of Khorinis in Gothic
II, or a bad thing, as I wonder who is sitting in all of the empty
chairs around Arindale in Dungeon Lords. In this case I was thinking
about Sartre. To be specific, I was thinking of his play No Exit.
The basis of the play is that several people are trapped in a room
with no exit, left to deal with nothing but each other. The group
eventually realize that they are in hell - and that hell is the
other people.
So,
what causes me to have these thoughts about Valhalla Knights? IN
short, it's the battle system. When you meet up with an enemy on
the field, you are tossed into a circular battle ring. You cannot
escape the ring unless you defeat the enemies. There are typical
tactics you would use in a case like this - if you are a melee fighter
then you'd get into the thick of things with the enemy and count
on your mages and clerics to aid you with support and ranged firepower.
Your 'back line' helpers should also strive to stay out of harm's
way as much as possible - but this is difficult when there is no
'line' because the battlefield is a circle. The tie-in to the original
thought? At some point in the game you will ask yourself, "what
the heck am I doing here and how do I get out?!" That is the easy
part - press the 'Home' button, select 'Yes', remove the disk and
insert something else... then forget you every played this one.
Let
me take a step back and talk a little about the game though, because
on paper it is a thing of wonder - a party-based dungeon crawler
with near total freedom to craft your own adventurers, enemies you
can see and choose to fight or avoid, and so on. The game is a dungeon
crawler with plenty of quests and side quests to keep you busy,
with a multi-tier class system with plenty of skills to allow very
flexible character customization. You can see where this could be
great - attach a reasonable scenario (we're not even talking a great
story) and a robust battle system and you have the makings of an
addictive game that could cost you dozens of hours of your life.
Unfortunately,
the implementation of nearly everything that doesn't look good in
a screenshot is mediocre. That sounds harsh, but unfortunately it
is true. Graphically the game looks really nice - the environments
are striking, detailed and begging for exploration, enemies and
characters possess a mix of cartoonish features and realistic details,
and the menus and text are all crisp and clear. Even better are
the effects in battle - they are perhaps not as impressive as some
turn-based PSP games, but this is all happening in real-time as
you run around evading enemies, making it more impressive. It is
better looking than most games on the system, particularly better
looking than other action RPGs such as the Untold
Legends and Dungeon
Siege games. It is bright where it should be bright and dark
where it should be dark, and it has details where they best serve
the visual focus of the player. But one thing is missing - style.
This game could be called Generic Dungeon Game 101 and it wouldn't
matter - there is nothing that you will see during the course of
the game that will strike you as impressive, which really marks
the game as an individual achievement. The sound isn't so bad, but
again it lacks personality and anything to make it stand out.
The
presentation would easily be forgivable if the game had a story
and characters to wrap yourself up in. Unfortunately, the old truism
of action RPGs having hackneyed plots is an understatement here.
After a brief cut scene and semi-interactive battle that is supposed
to set the scene for the game, things begin in earnest. You wake
up in an inn and - brace yourself - you have lost your memory. You
have a - prepare yourself - non-corporeal voice inside of your head,
telling you things and giving you hints. There is an evil force
sweeping over the land, headed up by 'the Dark Lord'. I'm not making
this stuff up! Anyway, you need to get out of the area you start
in so that you can regain your memory and pursue your true destiny.
But
even a story as clichéd as that wouldn't be an issue if the gameplay
was there to support the experience; after all, dungeon crawls are
not known for their deep and engaging stories - they are all about
'tell me why I'm about to kill everything in sight, then get out
of my way and let me at it!' Unfortunately, the gameplay is weak
and fraught with frustration throughout.
The
quest structure is a good place to begin. You are given mandatory
quests to complete to advance the plot, and you can also accept
missions from the local guild to gain experience gold and items.
Here we start immediately with two problems - the quests are monolithically
of the mundane fetch/find/kill type and you really have to complete
them all in order to gather up enough gold to gain new party members
and experience to advance your character to a point where you will
survive. One positive thing about the missions is that completing
them gives a significant boost in experience compared to battles,
something counter to current action RPGs (but very welcome). The
downside is that quests are parceled out in a way that has you constantly
trudging back and forth. You can't take on a bunch of quests at
once, accomplish them all and then get your rewards - you actually
have to finish one and return to get the next, at which point another
'magically locked door' becomes accessible. There are occasional
teleports that help you cut the drudgery of the trudgery a bit,
but you will still find yourself walking for several minutes (and
entering battles) just to get back to where you died the last time.
This is particularly true with boss fights.
Another
big problem is that for a game that touts freedom of character development,
there are certainly right and wrong choices to be made. For example,
after you start the game, you are dumped on the street with a quest
in pocket and have a random discussion that serves as pretty much
your only direction for the early part of the game. You have some
gold available and you are pointed to the local guild and weapon
shop as useful places to visit. What you are not told is "look,
if you go alone you'll die regardless of buying items. Go recruit
someone - oh, and depending on what character class you chose initially
and who you recruit, you might still die." The problem is that the
game starts with a single-player focus but immediately switches
to party focus when it comes to combat. Many people decide their
character class differently based on whether the gameplay is single
player or party based. Let me be more direct - you can choose any
class you want to start the game, but it should be a combat class.
And if you don't recruit a Priest right away then you will end up
restarting the game. Furthermore, the game does little to help you
out with setting up default combat behavior for your party. That
is the bottom line - if you don't make the right choices out of
the gate, you are doomed. This feeling of 'make the wrong choice
and you're dead' continues throughout the game.
Flexibility
in character advancement is offered by allowing you to take on sub-classes.
The way this works is that once you've advanced enough in your main
class, you can choose a secondary class and take on some of the
characteristics of that class. So if you selected a Fighter as a
starting class, you could sub-class Priest and effectively become
a Paladin. You can still only level your fighter, so it isn't true
multi-classing, but it works well enough. Gaining levels through
missions or battles allows you to level up your characters. You
can directly spend these advancement points, increasing your characters
in a limited amount of ways. There is nothing as elaborate as the
skill trees found in other action-RPG's, but what you do get is
serviceable.
Finally,
we return to Sartre's ring. You will spend a lot of time in combat
during Valhalla Knights, which is how it should be. You will meet
various creature types, with all sorts of weaknesses and strengths
and means of ripping your party to shreds. The game is difficult,
that much is for sure - and again I think this is a good thing;
too often in recent years, games with decent combat systems have
been undermined by being mind-numbingly easy (such as the Legend
of Heroes games). The system I mentioned earlier that allows
you to control the behavior of your allies in battle is based on
a spider chart (check your math texts, kiddies) that allows you
to add points to the various vertices to influence the likelihood
of that ally performing that action. For example, if (when) you
recruit a Priest (the first action you should take), you can change
their behavior by reallocating every point they have into 'support',
so they will constantly cast healing magic spells. Likewise, you
can set your mage to cast offensive spells and your thief to use
their bow and so on. This is important, because you only control
one party member at a time and the rest use the spider chart to
determine what to do next. The system works fairly well, but as
you might expect, nothing approaches actually controlling the party
members yourself. The most egregious example is 'damage avoidance';
let's face it, your mage can't take too much damage, which is why
she is parked on the back line tossing fireballs.
The
combat system fails for a couple of reasons - the attack system
is limited and repetitive, and you are stuck in a ring. You take
control of one character and let the rest do their thing. You can
change which character you control at any time, which can be useful,
because while you can tell your Priest to cast healing spells all
the time, there is no setting for "don't just stand there getting
whacked while I take out the rest of the mob!" This means that you
cannot rely on the other members of your party to stay out of trouble
- if you tell them only to cast healing spells then they won't attack
enemies, even to save themselves - but if you give them balanced
settings they will charge into battle and get killed quickly. This
was yet another thing I adjusted to, still looking for the thrill
of combat, but there isn't any - your melee fighters get standard
and special attacks, you mages get spells and special attacks, and
so on. You lock on targets and button mash away, watching the enemy
health bars for clues that your attacks are actually hitting.
I
know this review comes off harsh, but I was pulling for Valhalla
Knights for hour after hour; waiting for that little nugget to appear
that I could grab hold of. I love niche games, ones that offer some
small special thing, so the thought of getting a niche dungeon crawler
was very appealing. But more than anything, these types of games
really depend on a highly developed character customization and
combat system. The character system seems deep and appealing, but
is really fairly limited and what is there is undermined by the
lack of true freedom in the game. Combat is a dreadfully boring
experience that takes place in real-time in an ill-realized 'ring
of death'. As for the rest of the game, the less said the better.
This is unfortunately destined to quickly join the pile of poorly
executed PSP role-playing games in a crowded bargain bin someplace.
To quote Sartre again "Life begins on the other side of despair."
I have reached the other side of this game, which is close enough.
Now my life can begin again.
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
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