Chaos Legion Review

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Chaos Legion is a difficult game to recommend. It has its ups and downs but its flaws stick out like a sore thumb. When I first played Chaos Legion I didn’t know what to expect. I picked it up dirt cheap in a bargain bin. The premise sounded interesting so I gave it a shot.

Chaos Legion is without a doubt an unforgettable experience but it’s an experience which may or may not leave a sour taste in your mouth. Put simply, Chaos Legion could easily be mistaken as being a campy 3D beat-em-up in the same vein as Devil May Cry with an emphasis on summoning minions to assist you in battle which isn’t completely far from the truth. The problem is that unlike the Devil May Cry games, Chaos Legion tries to take itself a bit too seriously.

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This wouldn’t be so bad if it weren’t for the ridiculous yet somewhat confusing storyline. It’s difficult to put it into words to be honest but the problems lie in a multitude of issues. For starters, the characters are just bad… I mean bad. The main character is what would happen if Dante from Devil May Cry and Squall Leonheart from Final Fantasy VIII had an offspring… now that’s a scary thought.

Sieg Wahrheit is about as cheerful as an onion, so much so that clowns would burst into tears at the very sight of him. He’s the sort of guy you would find sat on his own in a bar drinking himself into a stupor. This doesn’t stop him from kicking some serious ass though. Not only is Sieg a capable sword fighter but he is also able to summon powerful legions to do his bidding. When confronted by a formidable adversary, Sieg combs his hair back as he sends the god of death to do what it does best… bring death!

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The story as a whole is basically a massive dollop of edge, so much so that it can actually be comical. It doesn’t help that the main villain is hilariously identical to Sephiroth from Final Fantasy VII, so much so that you even see a flashback of him standing in front of a fiery background much like Sephiroth did in Final Fantasy VII during the Nibelheim scene. There are other little quirks to the story such as poorly delivered voice acting and the odd choice of music that plays during the ending credits. The story is bad, really bad and you are going to either love it or hate it for being bad. Nevertheless, Chaos Legion makes up for this with its sheer kickassery in the gameplay department.

Chaos Legion is not without its flaws though. While I do not dispute the fact that this game is kick ass, the options available to you at the start are pitiful to say the least. You really are forced to rely on your legions a lot at the start of the game since Sieg starts out with a basic 4 hit combo and 2 aerials. Sieg also comes with what is quite possibly the most badass lock on system ever which shoots red lightning at an enemy because why the fuck not?

Over time however, Sieg is capable of learning an assortment of new abilities which can make him a lot more versatile in combat and this allows you to become very powerful. Doing so however requires you to level up your legions. Every single hit/smash rewards you with XP and soul. Soul is the power source used to summon and maintain legions, XP is used to level up legions in 3 categories:  “Force”, “Assist” and “Enchant”.

Force is pretty much the standard level of your legion. It increases the number of legions you can summon at once and the more legions you have, the more damage they will deal. This can be handy when fighting certain enemies who are immune to Sieg’s attacks which you will find over the course of the game. The good thing about summons is that they cost nothing to use and you will only lose soul if they get hit so you will probably be using this a lot.

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By combining the legion’s powers with Sieg’s you can perform a special ability known as an assist. These abilities vary depending on the legion Sieg is equipped with and while some abilities are arguably more useful than others, they all come in handy in a pinch. Using them will lower the health soul of your legion minions which can leave them very vulnerable when summoned. Each assist has its own soul cost and there is a cap on how many assists you can accumulate (though this can be increased via certain stat items you can acquire). There is essentially a risk reward system with both force and assist abilities making it very important to carefully manage your usage of them.

Enchants are augments for Sieg, they do not cost anything to use and are permanent upgrades. This allows Sieg to broaden his move pool and also offers several permanent stat boosts. These upgrades are tied to the respective legion however and as such you will need to use that legion in order to make use of these abilities so it is important to keep in mind what legion does and what abilities it has before you use them. Once you hit level 4, these stat boosts are directly linked to Sieg so you no longer have to use that legion. This requires a lot of level grinding though.

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Leveling up your legions is the key to getting the most out of this game, many vital gameplay elements are contained within each legion and you are only able to use two legions at a time. This can feel limiting considering the fact that there are certain areas that are blocked off and can only be accessed with a certain legion’s ability which encourages player’s to backtrack to previous levels to collect hidden items. The problem with this is that the game doesn’t allow you to backtrack until you have the map selector which is an item you obtain for beating one of the game’s later levels.

In theory you could argue that they did this to prevent players from grinding experience points but this just isn’t the case. If you die in a level, you are given the option to retain a portion of your total experience points so you can technically death crawl your way through this game if you need to (you can also do this via the menu). Speaking of death crawling, this game can be ferociously hard even on easy difficulty. Enemies in later levels can deal a considerable amount of damage and have a ton of health, plus the game likes to throw a ton of enemies at you at once which can be overwhelming.

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If you’ve played games like Devil May Cry before, you will likely be accustomed to the level of difficulty Chaos Legion brings to the table but if you aren’t you are probably going to have a hard time getting through the first few levels. As your legions grow stronger and learn more abilities, the game starts to open up a little as you are given more options at your disposal which can make the game feel a little less limiting and more enjoyable. Put simply this game requires a lot of patience, especially when trudging through the first few levels with just your basic attack string.

The controls are kinda weird at first and require a bit of practice to get used to but they offer a surprising amount of flexibility. X is to jump, square is to attack and triangle is to use your legion assist. To summon legions you press the L1 button, To swap legions you use the L2 button and R2 button changes Legion behavior. The R1 button locks the camera in the direction Sieg is facing as well as allowing Sieg to sidestep and perform dodge rolls and circle is used to lock on to the enemy (the one that shoots a bolt of lightning at the enemy). This can also be used to direct legions to attack specific targets.

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Sadly despite how awesome it looks, the lock on function doesn’t automatically lock the camera towards the target and instead requires you to hold down the R1 button in order to lock the camera onto a locked on enemy. This can be quite nuisance as holding the R1 button down completely changes your movement leaving you unable to jump. The issue with this is that it’s not easy to utilize the dodge function as it requires precise timing to pull them off so in many cases it is easier to jump to avoid attacks as a poorly timed dodge leaves you wide open as you can’t chain them unlike in Devil May Cry 2 and trickster in Devil May Cry 3 which can feel crippling especially when there are a lot of enemies around which there will be.

I’d have preferred it if the lock on would automatically focus the camera but still allow you to jump around and by using R1 to change camera you could cancel your lock on. The problem with this is that when you want your legions to focus on a specific target, the only way to do so is to use the lock on. As such I can get why the developers did this but it just goes to show how poorly the legions are integrated into the gameplay and in all honesty I think this is where the biggest issue with Chaos Legion lies. The problem is that summoning the legions kinda detaches Sieg from the gameplay as his movement speed is severely limited making him almost completely useless in combat. This is a shame because if they removed the legions completely and instead focused on enhancing the rest of the combat, this could have been serious competition for Dynasty Warriors.

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The right analog stick camera can be hard to maneuver at times which can be problematic as due to the amount of enemies on screen it’s important to keep an eye on your surroundings at all times. Fortunately there is a handy mini-map which shows the location of all the enemies around you. It is often recommended to use the R1 button to lock the camera in the direction Sieg is facing instead. Sadly it requires to hold the button down for a short time in order to fully fix the camera which can be quite irritating at times but it still beats using the right analog stick which is something.

Awareness plays a big part in Chaos Legion’s gameplay as unlike Devil May Cry 1 and 2, you are going to be swarmed by a ton of enemies. In a way you could argue that Chaos Legion has more in common with games like Drakengard and Dynasty Warriors than it does with Devil May Cry. If you are accustomed with those type of games you’ll feel right at home with Chaos Legion.

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As you can see, Chaos Legion has a lot of issues in both the gameplay and the story department, as such it’s easy to see how people can be turned off by this game and pass it off as a mediocre hack & slash game as it has so many odd gameplay elements and mechanics that are poorly executed. However there is no doubting that Chaos Legion is a very unique experience as a hack & slash action game. Legions play a significant role in this game and it is important to learn and master them all to get the most satisfaction out of it. Sadly some legions are better than others and it’s easy for players to stick with the same ones which can lead to limiting the player’s gameplay experience, especially since only 2 legions at a time can be equipped and many of the underappreciated ones have some interesting abilities.

Chaos Legion appears to be one of those games that is awesome in concept but terrible in its execution. The question is, is there still fun to be had in this game? The answer is definitely yes… but you need patience. Leveling up legions does more than just make the player stronger, it opens up more gameplay elements that keep the gameplay fresh and ultimately more accessible. I found that when I managed to unlock the ability to quick dodge and counter attack, I was having a lot more fun with the game. Sadly this is all too little too late and I wish that the earlier portions of this game could be as fun as this. I really wish I could recommend Chaos Legion for its unique take on its hack & slash gameplay but I just cannot ignore its many flaws.

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The problem lies with the game’s many caveats in its early stages as well as the really awkward gameplay elements. I think with a bit more time and thought, this game could have been so much better. I do see the possibility for a remaster of this game with improved combat mechanics and controls but since this is a Capcom game I won’t hold my breath. Still if you can get past the issues there is some fun to be had here, there are lots of really awesome powers available to you and Chaos Legion presents things in such a unique fashion that the gameplay is instantly likable. It’s one of those games that really makes you feel awesome playing it.

Speaking of awesome, the game’s soundtrack really amplifies this. From the first level all the way to the last you are presented with an epic soundtrack filled with metal and epic choir chants that really keeps the adrenaline pumping in a fashion that befits the setting of Chaos Legion rather well. To make things even better, the music changes when you summon your legions which can make things even more epic. Even the intermission screen has some great music that pumps you up for the next level.

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Visuals on the other hand are a mixed bag. While the character models are nice, the environments are bland and many of the early levels look the same. You can clearly tell that they designed the levels knowing that there were going to be tonnes of enemies littered around and so many of the areas are somewhat open and empty. There is a bit of verticality though which makes the levels a bit more interesting but don’t expect the levels to be as good-looking as Painkiller.

All in all I think there is a lot we can learn from Chaos Legion. A game that does many things right but way too many things wrong. It’s a pit filled to the brim of both mechanical and a conceptual ideas that never got to truly flourish. On top of all that it has a great soundtrack and some really cool abilities to mess around with. Would I recommend this game? That’s a good question. Personally I would recommend this game solely to aficionado’s of 3D beat em up/hack n slash games as this is yet another action game by the makers of Devil May Cry so if you enjoy these types of games and want to experience something a little different, I’d say it is worth a shot.

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As for everybody else, you’re probably better off just playing Devil May Cry 3 instead as unlike Chaos Legion it has aged rather well and still holds up as one of the best games in its genre. Though it saddens me that I have had to be so negative about a game I really like I believe it is important to paint an accurate picture for you all. Who knows? Perhaps the game’s unique ideas and awesome soundtrack might be enough to keep you engaged like it did me or it would be yet another mediocre slog for you to push through only to return it to the bargain bin.


Story/Plot: Ow The Edge

Visuals: Mediocre

Gameplay: Mediocre

Music: Great

Lifespan: Quite Short

Would You Replay? Yes


Overall: Mediocre

 


But the truth is, I really do enjoy this game, I enjoy it enough to realize that I need to set people’s expectation’s low so that they too may be surprised by this game like I was.

Value: £5.00

Purchase Chaos Legion (PS2)

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Grandia 2 Stream – JRPG storytelling done right

Just an update that I’m still around and my last article was an April fool so I couldn’t leave it on that note. Been a bit busy recently so I haven’t had much chance to work on any content and It’s probably gonna stay that way for a while sadly for work reasons.

Hopefully I’ll be back at it in October.

Valkyrie Profile 3: Hrist has just been announced, set for release November 2019

Valkyrie Profile 3 is finally released

Let the celebrations begin!

This is it people, after waiting for about 10 years for a new, proper Valkyrie Profile game. Square-Enix finally bit the bullet and thought “you know what? We’ve just suddenly got the urge to file for bankruptcy” and as such, Square-Enix contacted tri-Ace for one final reunion in order to create the greatest game that would ever be made, Valkyrie Profile 3 Hrist.

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She’s back… and she’s angrier than ever!

“We have contemplated on making Valkyrie Profile 3: Hrist for some time now, we’ve even gone so far as to tease players with seraphic gate skits, mocking Hrist for not getting her own game” – Takayuki Suguro

Many new features are to be added to Valkyrie Profile 3: Hrist including:

  • Two story arcs for both Lenneth and Hrist (because you just can’t get enough of Lenneth.)
  • Actual weapon models for each equipable weapon in battle (because it worked so well in our gatcha game so we might as well.)
  • Create your own Einherjar (why not? After all they’re not exactly important to the plot, they’re just battle fodder. Lets just let the player make their own.)
  • Private Actions with einherjar (because Star Ocean did it and people loved backtracking to experience them)
  • Instead of having multiple endings, gaining affection allows your customized einherjar to learn new moves and abilities from other einherjar that like you and einherjar that hate you will become rivals who will try to steal exp from you in battle, even if they aren’t in the party, send those bastards to Valhalla immediately!!!
  • In game achievements, you killed the ethereal queen for the billionth time on 100 crystals playthrough, congratulations now you have unlocked freya’s hat for your player avatar.
  • Control up to 3 teams of fighters at once, this means having 12 characters on the field at once which you can switch between at will using the d-pad. Of course this means that you will encounter much larger groups of enemies to compensate for this.
  • You can unlock new formations for your fighter group which affects the stats of all your fighters, giving them stat boosts and decreases based on their formation. Sealstones will remain also and you can stack these bonuses in order to deal tremendous damage… but the game will be built around this.
  • Scramble attack will now allow you to assign a move to each direction on the d-pad for more options in battle, cool stuff eh?
  • While Lenneth could freeze enemies and Silmeria could warp between enemies, Hrist can use her field powers to mind control enemies by forcing them to submit to her will allowing her to use enemies to access certain areas where treasure is located as well as allowing her to move enemies out of the way to save her from having to waste time killing them.
  • Knocking enemies into the air rewards not only experience crystals but also AP, same with knocking enemies down. Now every combo is effective no matter what direction it’s in. Maximize your AP by getting the best air combos!
  • Odin will be a playable character… and yes he will be sat on a floating throne the entire time just like Dist from Tales Of The Abyss.
  • Includes the full version of Valkyrie Profile 2: Silmeria for those who want to relive old times… wait, you wanted the first game!? Go get it on Mobile already you cheap bastards!
  • Lezard will return, turns out Valkyrie Profile 2 was merely a setback, a stepping stone to a much larger plan.
  • Explore Nifelheim for the very first time… but beware, it’s the exact same dungeon as the one in Tales Of Symphonia… but 500 floors longer. Good Luck, you’ll need it.
  • Captain Falcon makes a cameo appearance along with many other familiar faces such as Dias Flac from Star Ocean The Second Story. Now you can watch Captain Falcon punch Odin into oblivion, who doesn’t want to see that?

Valkyrie Profile 3: Hrist will be released on the 19th November 2019 and will be a PC exclusive so be sure to get yourselves a good graphics card… you’re going to need one.

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Console Gamers upon realizing that Valkyrie Profile 3: Hrist will be PC exclusive.

Sources: http://uk.ign.com/articles/2018/03/02/square-enix-releases-mysterious-valkyrie-profile-hrist-teaser

Happy April Fools Day!!!

Theorycrafting – The Importance Of Pacing In Videogames

Pacing is one of the most important aspects of game design in my opinion and is one of the biggest challenges you will face when designing your game.

So you’ve solved a problem and you’ve decided how you’re going to motivate players to play your game but how can we engage them? I talked about engagement beforehand but In that video I mainly talked about the commonly used systems that many games use to build engagement. Now it’s time to get more in-depth and talk about pacing. Pacing is arguably the biggest factor that decides whether or not your game will be engaging. While it isn’t the only factor, pacing can make or break a game depending on how well it is implemented.

Now I have previously brought up the terms: real-time, synchronized time and turn based. These terms will be very important in this video as they are ultimately what will govern the style of pace you want for your game. The hard part comes with deciding how you want to pace your game as not all games have explored these terms and for good reason. A racing game could never work as a turn based or synchronized time based game because its core mechanism revolves around reaction time and dexterity which contradicts a turned based style of pacing.

Nevertheless, pacing is a science which has yet to be fully explored, much like many other aspects of game design. I can however point out fundamental flaws in games where the pacing and the nature of the game contradict one another. Real Time Strategy is essentially a flawed genre for this reason. While it is important to use time as a means of adding tension, a game that has too many things to manage will contradict its real-time pacing.

However, if we separate the nature and the pacing of Real Time Strategy, we can clearly see that real-time and strategy are not incompatible by nature, hence why it is not the genre, rather it is the games that are commonly labeled with the RTS genre that I have issues with. Real Time and Strategy could possibly work together but it would come at a cost. If you’re going to make a game work in real time, it needs to be adaptable to real time gameplay. Too much management can compromise a real time game and as such the inputs required to execute strategic choices need to be as straightforward as possible so that players can feel comfortable playing your game.

One could argue that Final Fantasy XIII is closer to that of a Real Time Strategy than a Turned Based Strategy and they wouldn’t be wrong. The ATB bar is very similar to that of a unit production timer that you would usually see in a traditional RTS. On the other hand I would argue that games like Grandia are closer to turn based, as the game pauses when you are about to enter a command.

Final Fantasy XIII’s biggest flaw was the fact that it was forced to implement an auto battle option in order for players to keep up with the pacing of the gameplay. As such, players would use that option over actually picking skills manually because of how its real-time influences the game’s rules, as auto battle is arguably the most efficient option due to the fact that picking skills manually forces them to navigate through menus which wastes valuable time.

In a turn based game, this would never be the case as the game pauses when you are navigating through the menu which makes sense as navigating menus is a meaningless activity that has absolutely no connection to the player’s strategic choice. As such, while Grandia may have an ATB gauge, the game works completely differently to Final Fantasy XIII as the decision-making process isn’t governed by real-time, Final Fantasy XIII’s is.

This is what greatly differentiates the two. You could argue that Final Fantasy XIII was received poorly for this reason, because it didn’t work. The question is, could it work?

Well that depends, are you willing to narrow down the number of choices in order to have a tighter level of control in your game to make up for it? The problem is, doing so could actually turn your game into an action game because even action games have some decision-making involved, it just isn’t as noticeable. There is a fine line between action and strategy that can be crossed if developers are not careful.

This is where games labeled as RTS are flawed, as the outcome is often influenced more by the number of actions per minute rather than the decision-making process. Take Warcraft 3’s four versus four for example. Due to the fact that large battles favor massing powerful units, certain units such as the Banshee become false choices as they are lesser units designed to support more powerful units. This makes the decision making process weaker. Most players will use Frost wyrms, fiends, chimeras, hippogryphs, siege engines, mortar teams and bats depending on their race.

Because Warcraft 3 suffers from a lot of balancing issues, the outcome of a 4V4 game is usually influenced by what races are on what team but if you were to play in an all undead mirror game, the team with the most combined action per minute wins. As such, Warcraft 3 is not a strategy game anymore, it is an action game.

Then we have synchronized time. Synchronized time is where time moves when the player inputs certain actions. In other words, the pacing of the game can vary from slow to fast depending on how quickly the player acts. While this might seem like a good thing at first, it’s important to remember that synchronized time changes the rules considerably from real-time and unlike turned based, it wouldn’t really work in a multiplayer game.

In addition to all this, it is important to note that certain genres just wouldn’t work well with synchronized time because it would contradict their very nature. Games like Mount And Blade, Valkyrie Profile 2, Mystery Dungeon and Superhot all use synchronized time in some shape or form.

Now that we’ve covered the basic pacing methods, it’s time to refine them. In order to do this we need to find an answer to a more complicated question, “how does the pacing of a game differ between two games which use the same style of pacing?”

Since this is a lot to take in, I’m going to aid you in the process of solving this issue and as such I have come up with a guideline, not a be all and end all… but a guideline on how to decide what style of pacing you want your game to be so that you can clearly understand what this process involves and how important it really is.

This guideline focuses on two aspects of a game which are polar opposites. In terms of racing games for example, supporting mechanisms make up these two opposite ends of the spectrum. One one hand you have games which focus on control and on the other hand you have games which focus on building up speed. I can safely say that all racing games need both mechanisms to function but one is usually going to outclass the other. This is where the decision-making process comes in.

Now the guideline suggests that games on either end of the spectrum are going to be niche… however for the sake of brevity, let’s say that this guideline is used to judge how good a game is. Lets say games on opposite sides of the spectrum are the best games in their genre.

Lets use first person shooters as an example. On one end of the spectrum you have games like Arma and Half Life. On the other end you have games like Quake and Painkiller.  Now that’s not to say that Arma and Half Life are the same because they’re very different but so are Painkiller and Quake. Each game has its own identity which separates it from the other. What these games share with one another is not the style of gameplay but rather the pacing of the game. In Half Life you spend a good portion of the game roaming the maps, hunting for ammunition and solving puzzles. In Arma you spend a lot of time positioning yourself in strategic positions as well as carefully aiming your weapon.

Quake and Painkiller on the other hand has you firing off bullets like there’s no tomorrow and you will be moving very quickly through levels, dodging bullets and other hazards like a god. Now there’s no secret that Painkiller was heavily inspired by Quake 2, you could even argue that it is Quake 3’s true single player campaign as its mechanics are very close to that of Quake 3’s. The level structure however is different. Painkiller is more linear, with large, open arenas to fight in, Quake is more contained and maze-like. Once thing is for certain though, both games are fast and will require a lot more reaction timing to master, Arma on the other hand requires more precision. While both games require a form of dexterity, it is merely the way in which players utilize their dexterity that differs and this completely changes not only the pacing but the entire nature of the gameplay experience as a whole.

As such you can clearly see how important pacing is, pacing can transform games. As a result, you have to be very careful with how you decide to pace your game. Does it fit in with your vision? This is the hardest question of them all because you might have the vision for the perfect game only for it to be ruined by poor pacing. As such you have yourself a dilemma. This is why pacing is so difficult because you don’t want to waste valuable resources trying to make a solid game only for it to fall apart because you realized that the pacing and the vision do not fit together. Then you have to re-think everything all over again and scrap the project.

To alleviate this issue. It might be important to pick the style of pacing first before you pick a vision, it sounds counter-intuitive but believe me, you won’t regret it. This will narrow down the scope of your vision drastically but this also helps you make a more calculated decision when it comes to designing your vision. Afterwards all you have to do is make sure the vision and your style of pacing work in tangent. In order to do so, you need to come up with creative mechanisms, ideally ones which kill two birds with one stone. Remember that the less mechanisms your game relies on, the less you will have to put in your game and the more simple and accessible your game will be. In addition, dealing with too many mechanisms can be costly and time is precious so it is very important to be creative with your ideas in order to hit that sweet spot.

The Bouncer – First time playing (Stream)

This is my kind of game, just beating up dudes. The combat is nice and simple too. Enjoying it so far. Stream seems to have a few issues here and there… capture card issues :/

I’m working on another theorycrafting video but before I do I’m waiting for Superhot to go on sale since it ties in with the video. Like I said before I won’t be putting up content as frequently but I’m not going anywhere.

Valkyrie Profile Port Coming In 2018? Seems Likely

A trailer has been released today for a port of a game that was released over 10 years ago, portception? Well it wouldn’t be the first time. The good news is that this may be a PC port and that could mean that it is immortalized digitally on Steam/GOG.

Now you’re probably wondering why I am calling it a port and not a remake. Well that’s simple, they re-used the exact same title logo from the PSP version. Needless to say it’s going to be the exact same game. Plus Square-Enix have a track record for glorifying ports of games.

So what does this mean for us? Well it’s difficult to say really unless we know for sure which platform it is going to be released on. It could be released on mobile for all we know. If it is released on PC then it means that the PC crowd can give the series a go… though I’m not sure how well they’ll take it to be honest.

Valkyrie Profile was a very rough diamond. It was filled to the brim with flaws despite its great potential. I have already covered all of its issues in my Valkyrie Profile 2: Silmeria Review and as such if you have yet to play this game and are interested in playing this port before release, I highly recommend using a walkthrough. I personally recommend watching Crimeinpartner’s Let’s play of the game as it will cover all the things you will have to do. Alternatively you can skip the game entirely and watch the LP for the story because the original game can be a hassle to play through. If you want a non-commentary playthrough of the game, you can watch this walkthrough.

Whatever you decide to do is up to you. Just know that if you’re interested in playing Valkyrie Profile 2 then you must understand the story of the first game to get the most out of the experience. This could be a great opportunity to get into the series should it actually be released over in the US and Europe.

As for whether long time fans of the series should fork over money for this, I’m not too sure. After doing a bit of research, it turns out that tri-Ace are hiring students, possibly for a new project but we do not know much yet. It could be a Valkyrie Profile game but I highly doubt it. I think that they will probably be hiring them to make mobile games considering the circumstances. In any case, I highly doubt a Valkyrie Profile 3 will be happening any time soon, however this port’s sales could influence a possible Valkyrie Profile 3 in the future.

I just don’t think now it the right time though. Tri-Ace took a serious beating from critics in recent years, their game’s sales have dropped considerably since Star Ocean Till The End Of Time. I can safely say that tri-Ace won’t be taking half as many risks as they used to which is a shame but I’m sure they will deliver something of value to us when the time comes. I enjoyed Star Ocean 5 personally so I still have hope for future tri-Ace titles.

I can say however that the mobile game’s success might bring a glimmer of hope to the series as Sqaure-Enix might be convinced to part with more money if they see a potential for the series. I highly doubt that will happen though, Square-Enix are pretty stingy when it comes to funding their third-party IP’s and their recent port of Chrono Trigger hasn’t been received well.

Lets just hope that a Valkyrie Profile 2 port will be just around the corner and that we might eventually get a Valkyrie Profile 3.

 

Space Engineers Stream + Update

Just want to give you guys a heads up that the site’s gonna be mostly on a hiatus for quite a while. That’s not to say that I won’t be making any content during that time, rather there’s going to be a lot less content coming up in the coming months. I just thought I’d give you all an update on what my plans are, nothing is final right now, nothing is in progress right now. I’m hoping that by October, I’ll be back to it.

Until then you may see some content on the site or you may not, depends on how much time I have to dedicate to the site in the near future but bear with me.