“I will see this through.” –Claude Wallace
When the Second Europan War sweeps across Europa, Claude Wallace and his friends Kai Shulen and Raz, join the Federation Army to defend their homeland against the Imperial forces. Despite his record at the military academy, Claude initially has trouble leading his troops, but after earning the respect of his subordinates and successfully completing the Ranger Corps training, Claude is assigned command of Squad E. During training, Kai disappears, and his younger sister, Leena, replaces him. Squad E participates in the Northern Cross offensive, designed to strike at the heart of the Empire. They are joined by Riley Miller, who is hostile towards Claude for having left her family to die during a fire. After liberating a castle and recapturing a town using ingenious means, Riley comes to trust Claude and his decisions. The Federation assign Squad E to capture the heavily defended Siegval Line, and despite the odds, Squad E manages to secure a foothold. They advance into an Imperial town and resupply, with Minerva’s squad deciding to hold a mock battle against Claude’s Squad E. Once the exercise has ended, a snowfall appears, signifying the early arrival of the bitter Eastern Europan winter that the Federation had not been anticipating. At this point, I am five chapters into Valkyria Chronicles 4, the proper successor to 2008’s Valkyria Chronicles. Released during March 2018 for PS4, and then other platforms in September 2018, Valkyria Chronicles 4 returns to the iconic Europa where the Federation squares off against the Empire in a war analogous to World War Two. With nearly a decade since the original’s release, Valkyria Chronicles 4 is an incremental upgrade, bringing with it the grenadier class and an armoured personnel carrier that introduces new means to approach each mission.
I come into Valkyria Chronicles 4 as a veteran of the original Valkyria Chronicles, and from a gameplay perspective, Valkyria Chronicles 4 is a direct upgrade over its predecessor; while featuring the same general mechanics as Valkyria Chronicles, Valkyria Chronicles 4‘s new classes and vehicle options, plus a handful of leadership mechanics, allow for missions to be solved in more clever ways than previously possible (stacking defense boost, demolitions boost and awaken potential on Alicia turned her into a beast that could solo entire missions in as few as two turns). However, as I’m still early in the game, I’ve yet to explore what all of the new features can do, and instead, my eye turns towards Squad E and its colourful cast of characters. I admit that I miss Welkin, Alicia, Isara, Rosie and Largo: Valkyria Chronicles 4 follows Claude, Riley, Raz and Kai, who are similarly Gallians fighting for their homeland. There are numerous similarities amongst the cast: both Claude and Welkin are attuned to their environment and utilise strategy against a superior foe. Both begin their journey by earning their squads’ respect, and over time, begin fighting more cohesively as a unit to have a tangible outcome in their war against the Empire. Seeing Squad E learn about one another better, as well as each of the characters’ backstories that adds depth to their reasons for being in the war. Within the space of five chapters, I’ve come to understand each of the major characters a little better, seeing how they handle in combat and during times of rest; with the Europan equivalent of a Real Soviet Winter™ coming, I look forwards to pushing Squad E further into Imperial territory, where I will doubtlessly square off against increasingly difficult foes, and where my über micro will be put to the test.
Screenshots and Commentary

- My immediate impressions of Valkyria Chronicles 4 is that textures have seen an improvement in detail, and the amount of objects in the game environment have been increased over Valkyria Chronicles. Lighting has also been improved, and there are real-time shadows now. The game is also rendered at native 1080p, so everything looks sharper: close inspection of the screenshots find that everything looks much more crisp, befitting of a 2018 title.

- These updates are immediately apparent in the first mission, which acts as a tutorial to familiarise players with the controls, and it marks a welcome return into Valkyria Chronicles for me: I beat the original just before I defended my Master’s thesis. Here, I operate the Hafen, Valkyria Chronicles 4‘s equivalent to the Edelweiss. Unlike Valkyria Chronicles, using the Hafen only requires one CP now, as opposed to the two it took to operate the Edelweiss. The Hafen is a medium tank at the start of Valkyria Chronicles 4, resembling the M4, and was heavily customised by Miles, the mechanic and driver who serves a similar role to Isara.

- Pushing into the second mission to capture a castle held by Imperial forces, I made use of the game’s classes to continue. This mission requires that players cross a bridge covered by Imperial Gatling guns that can tear infantry apart. I opened by clearing a path for the scouts: Raz is the shocktrooper who fulfils a similar role to Rosie. He wield the Robinson M91, which looks a ways more advnaced than the Mags seen in Valkyria Chronicles and is probably inspired by the Thompson M1921 with a standard box magazine.

- At the beginning of Valkyria Chronicles 4, there is no equivalent of Alicia, and scouts appear to have been balanced somewhat by varying the mission objectives. With this in mind, scouts remain highly useful for capturing objectives in missions where the goal is simply to occupy an enemy camp. The scouts of Valkyria Chronicles 4 begin their journey with the Lenfield, an obvious callback to the Lee-Enfield rifle, and I found them moderately effective even against enemy shocktroopers right from the start.

- The grenadier class is a new addition to Valkyria Chronicles: they offer an indirect fire option for bombarding enemies from behind cover, and are limited by their movement, setup time and ammunition capacity. Ideally, they are placed somewhere safe and near an engineer, allowing them to hammer foes at moderate range. Riley is the first grenadier to be introduced, and while sporting a friendly personality, she becomes distant and hostile after seeing Claude for the first time.

- When Imperial forces begin rolling tanks into a village, Squad E is sent to investigate and identify the positioning of enemy tanks. There are a large number of decoys among the real tanks. Once all of the tanks are found, Squad E will attempt to call in an artillery strike, but communications jamming prevents them from doing so. Claude decides to use the clocktowers instead to indicate to allied forces where the tanks are, allowing them to destroy the Imperial armour.

- The outcome of this mission is similar to Valkyria Chronicles‘ Operation Cloudburst, where Welkin manages to take a mission-critical bridge in Vasal and in the process, earns the trust of Squad 7. By using the Clocktowers, Claude sets them all to read ‘715’, a number of significance to Riley. Proving that he is both capable, and that he’s not forgotten about the past, Riley reluctantly begins to trust Claude more. The remainder of Squad E have a stronger faith in Claude, and the story for this is explained in an interlude chapter.

- It turns out that during their time in training, Claude and Raz did not get along, with Raz viewing Claude as a coward. However, determined to unify his squad into a cohesive one, Claude declares that everyone under his command will pass Ranger training. During an exercise designed to stack the deck against Claude, he issues an order to Raz that proves instrumental in convincing the lone wolf that teamwork is essential, but also that he’s an essential part of the team – this allows Raz to reluctantly admit that they can work together, and since then, Squad E has proven to be a solid unit.

- After a reconnaissance mission goes awry, Claude and Raz are separated from the others during a rainfall. This mission is unique from the others in that one must eliminate all enemy combatants – there are no camps to capture and no special units to neutralise. A combination of scouts, engineers and shocktroopers, plus the understanding that enemies will spawn behind the player’s starting position, is essential to completing this mission in a swift and efficient manner.

- Only after eliminating the forces behind the starting point, should one begin advancing towards the centre of the map. The scouts are excellent for locating enemies, and in Valkyria Chronicles 4, they seem more effective against shocktroopers than they did in Valkyria Chronicles. After pushing most of my forces to the open area, it was time to halt: enemy grenadiers appear, and their interception fire is deadly. Armed with anti-personnel ammunition, they can quickly destroy careless allied units.

- Riley’s actually less effectual in an anti-infantry role in that it’s simply not a good use of ammunition to have her deal with one infantry unit per turn, and I intend to specialising her for anti-armour combat once that becomes available. Downed characters in Valkyria Chronicles 4 must be evacuated, otherwise they become permanently dead, and in Valkyria Chronicles, I made it a point to evacuate everyone, even if it cost me a higher score. Later mechanics will introduce second winds and the like that allowed downed players to act, although I’ve not made use of this yet.

- The Siegval Line is a reimagined version of the Siegfried Line: it was built to counter the Maginot Line, and like its real-world counterpart, is heavily fortified. This mission introduces the armoured personnel carrier (Cactus), which allows players to transport allied forces to any part of the map without fear of being decimated by interception fire from small arms and Gatling guns. More lightly armoured than the Hafen, and having a longer range, it is great for getting through areas covered by Gatlings.

- The Cactus is equipped with its own machine gun, useful for softening up a capture point before disgorging its payload and allowing them to capture it. Using the Cactus allowed me to beat this mission in two turns without employing any of my other units, at the expense of doing very little damage to the enemy forces.

- The remainder of the operations at the Siegval Line were similarly straightforwards: a combination of scouts, use of the APC to deliver less mobile forces, and application of the Lancer class, allowed me to complete the next mission on very short order. I ended up using defense boost to advance one of my scouts to the enemy base, ignoring all enemies save those that stood on the base itself to finish the mission.

- When Kai is injured by an enemy sniper, players must reach Raz and Kai to evacuate them. Klaus Walz’s Vulcan tank makes an appearance, although here, it is not a major factor: Riley is equipped with anti-armour shells and can deal enough damage to the Vulcan, removing it as as threat. From here, use of scouts and cover from enemy grenadiers will allow Kai to be rescued. Lancers from Squad E have much sleeker-looking anti-armour weapons than did the lancers of Squad 7.

- With the Siegval Line captured, Federation forces push into Imperial territory and reach a town. Their arrival is marked by the near absence of supplies and a cool reception from the citizens, although Claude and Riley are able to purchase Imperial provisions for repairing the Hafen. During this run, a dealer supposes that Riley and Claude are a couple. Elsewhere, Kai tries to rein in a furious Raz when they learn all of the bacon in town has been bought out, only to lose her cool when it turns out all of the bread’s gone, too.

- When it turns out Squad F was behind this, Kai and Raz challenge them to a faceoff. Claude accepts, and the condition is simple enough – capture three bases that Squad F holds before they can capture the two that Squad E holds. Utilising the scouts, I quickly captured the far right base, then the central base. When the far right base was recaptured, I sent one of my scouts to reclaim it, then moved another scout to the leftmost base. All of this was done within three turns, and by then, I had practically finished the “exercise”.

- However, I ended up deciding that, since I was here, I might as well blast Squad F’s tank to pieces and take a shot at wiping floor with Minerva herself. Squad F’s tank had made a beeline straight for my leftmost base during their turn, and so, I responded by moving the Hafen from the town square, bringing an engineer along with me to resupply and repair should things go south. I finished off Squad F’s tank off, and then turned my attention to Minerva. While she’s resistant to small arms, tank fire will damage her substantially.

- With this post on Valkyria Chronicles 4 nearly in the books, I remark that April has blazed by at a speed hitherto unseen, and today, I spent much of the day out and about: the Truck and Auto show was in town, and it was fun looking at the different vehicles, even though my heart is set on a Mazda 3. This was followed by an unconventional Easter dinner whose centrepiece was ginger-and-scallion lobster on a bed of sticky rice. I vaguely recall that the first time I started Valkyria Chronicles, it was after enjoying fried chicken poutine on campus and then spending a good chunk of the day setting up one of the old Mac Pros with a new GPU ahead of my work with Unreal Engine.

- It is humbling to know that the same engine that powered my Master’s Thesis also drives Ace Combat 7. Back in Valkyria Chronicles 4, I’ll admit that I was not expecting this: after smashing Minerva, either a graphical glitch or dumb luck resulted in her pantsu being visible. With a handful of CP left after defeating her, I proceeded to finish off the mission without a hitch. So far, earning A ranks on every mission has been straightforward, although with the ominous winter settling in, Valkyria Chronicles 4 looks to ramp things up. I know that there will be surprises in store for me as I push further into the game, and a part of the fun will be seeing how my über micro stacks against whatever’s in store for me.
I picked up Valkyria Chronicles 4 during the Winter Sale, but owing to my schedule, I never got around to starting until after I’d beaten the campaign for Senran Kagura: Peach Beach Splash and Ace Combat 7: Skies Unknown. Now that both titles are under my belt, I’ve begun, and having put six hours into the campaign, I find myself immediately at home with the mechanics, progression system and scoring. The major difference is that system keys cannot be customised, meaning that the space bar I used to advance scenes and activate sequences can no longer be used. It takes some getting used to, but beyond this, Valkyria Chronicles 4 handles like an old friend. By making use of the Headquarters earlier on, I can give my classes more advantages and unlock orders; I’ve not put them to much use as of yet, nor have I attempted the old order stacking tricks, Valkyria Chronicles 4 remains as fun as its predecessor. With improved movement and upgrades to the Canvas Engine, visuals look slightly more impressive than they did, and the game handles very well. Insofar, I’ve not run into the first mission that sent me packing: back in Valkyria Chronicles, the appearance of the Batomys during the Barious Desert campaign completely shut me down, and it took me the better part of ten months to get back into the game. I anticipate that there will be a similar mission upcoming that will similarly vex me, but this time, I am equipped with the expectation of increasingly challenging missions that will test me – with a stronger grasp of the mechanics compared to when I first played Valkyria Chronicles, I’m ready to take on whatever comes my way.