More seriously, for the game, given the base material is text, as long as someone *cough* I'm already working on character sheets anyway *cough* does the sprites and backgrounds, we can quite easily create a visual novel. Ren'py's free and quite easy to use I heard.
Where you play as Anna or Koji?
 
Where you play as Anna or Koji?
Probably Koji, Anna to OP for people to play as, aka insane mode starts you off with Anna after beating the game on hard mode. Of course its a different start area and what you mean I'm now playing as an 8 year old in some back water town? where's Perth? Players wont even know that they are playing as Anna until the first antagonist shows up.
 
We already had a bunch of "who is PC" discussion; the best proposal so far, IMO, was to have multiple routes, each getting steadily darker and closer to the truth of the setting, with each route having a different PC:
I know I'm a little late to the party for this particular topic, but if this was set up as a VN or was an adaptation of a VN I think I have the route order figured out. If it's like F/SN where you go through the routes in sequence then it would be Setsuna, Sandra, Shuri, and lastly Anna. Setsuna's route would probably be the most upbeat and would be very exposition heavy so that you can get a feel for the setting with hints of what's under the surface before the other routes throw you in the deep end. Next would be Sandra's route, this would probably have a strong emphasis on the cost of the war to the larger population and give more insight into the political landscape that has emerged because of said war. After Sandra is Shuri, the one that goes full tilt into the darker aspects of war, the personal cost, and what happens when those in command and on the ground lose sight of what they fought for or become fixated on a target.

At the end of it all is Anna's route. Through most of the story she's been a bit of a periphery character, occasionally showing up to pull a last minute save or demonstrating the capabilities of a full power Valkyrie. That one character that people know is important because of her appearance and the level of animation given to her but are never told why in story. After you've gone through all three routes and think you know everything there is to know about the universe, there's Anna's route. The last piece in the puzzle to what is really going on.

Anna's route would probably deal mostly with the effects of PTSD, the full truth of what Valkyrie cores are, where the Antagonists came from, and recovering the humanity you had to leave behind in order to win. Her route could be be summed up by a quote from the Lord of the Rings: "How do you pick up the threads of an old life? How do you go on when in your heart you begin to understand there is no going back? There are some things that time cannot mend some hurts that go too deep that have taken hold."

Thoughts?
 
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In a videogame I think it would be awesome if it started with the player playing as Anna.

At first we would get a small story section that would explain the games basic premise, what is going on in the world, what Antagonists are, etc. Then it would just drop us in the pilot seat of an unknown valkyrie, whose face we don't get to see (Anna, obviously) and the game would give us a simple mission:

"Seal the Saskatoon Breach"

The unknown OP valkyrie would give the players a taste of what the player as max level valkyrie can do. After sealing the Breach, there would be a boss battle against Sekhmet, and as Sekhmet's health drops to zero, we get a cutscene where the unknown valkyrie charges her Wave Force to deliver the final blow, but before it can land the scene cuts to black, and the "Project: Valkyrie Core" logo appears. Then the actual game starts, as we see Koujirou arriving at Perth.
 
I'm reminded of the opening to Bayonetta, where you and Jeanne are standing on top of this chunk of falling clock tower holding off wave after wave of attacking angels while awesome music plays.

I can imagine a video game of this doing something similar, where you take control of a mysterious Valkyrie fighting this big horrible killing machine while the movement and combat controls are introduced one at a time, and you have invincibility because it's the tutorial. In the background is this giant tornado with lightning bolts of an unnatural colour flaring inside and around the funnel, and at the end of it, the game invites you to press a particular button combination to perform your character's ultimate. The screen fades to white, with a sort of powering-up humming screech.

Cue opening credits and intro movie. How it ties into the main plot is never mentioned until right near the very end, when you get to take control of Anna for the second-to-last mission. And then the players all hopefully go 'holy shit'.
 
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In a videogame I think it would be awesome if it started with the player playing as Anna.

At first we would get a small story section that would explain the games basic premise, what is going on in the world, what Antagonists are, etc. Then it would just drop us in the pilot seat of an unknown valkyrie, whose face we don't get to see (Anna, obviously) and the game would give us a simple mission:

"Seal the Saskatoon Breach"

The unknown OP valkyrie would give the players a taste of what the player as max level valkyrie can do. After sealing the Breach, there would be a boss battle against Sekhmet, and as Sekhmet's health drops to zero, we get a cutscene where the unknown valkyrie charges her Wave Force to deliver the final blow, but before it can land the scene cuts to black, and the "Project: Valkyrie Core" logo appears. Then the actual game starts, as we see Koujirou arriving at Perth.

I like it, but don't give the player any exposition. Just drop them in with only the objective "Seal the Breach" and enemies incoming. The only sounds are alarms from the unnamed frame, the electronic death screams of the enemy, and a howling wind that drives the snow away from the Breach.

The mechanics would be spectacle fighter based (think Devil May Cry and Bayonetta) to allow for the weapon variation, ultimates, and fluid combat. You would start in the air in a running duel with a several airborne Types. You win the fight but get blown out of the sky by defensive emplacements. You can still fly, but now if you go too high enemy AA will make you pay. If you're skilled enough you can actually run the gamut never touching the ground, but you'd need to have already played the game to know the necessary moves.

On the ground, you'll be facing off against airborne attack units from above, generic ground units, and even burrowing units. As you advance the enemies become more advanced and difficult which doesn't change the fact your unknown character carves through them like a hot knife through butter. All the while the sickly yellow pillar of light showing the location of the Breach looms closer and closer with wind blasted snow pushing against you and lowering visibility. At the point visibility is almost zero all you see are the pulsing outlines showing terrain and enemies is when you first encounter a Type 2.

You finish the trench run bellow the enemy guns only for it to be quiet. Too quiet. You're under whiteout conditions with only a sonar like ability letting you see things. You kill a few more enemies when your HUD goes nuts. Phantom contacts all over on your TacMap, glitching on your objective indicator, and an ominous red warning of an unknown signature. When the ground under you literally explodes introducing you to your first Type 2. Cue a "Target the Limbs" boss battle with an ongoing interface screw.

If you're doing the aerial run, then there's a short cutscene of a Type 2 blindsiding you and forcing you to crash land. On the ground, another Type 2 will be waiting with two more teleporting in. The fifth will exploded out of the ground. Good luck, have fun.

After the Type 2 fight, you'll hit a loading screen before continuing into the Breach. The entire fight will be you descending into the center of the Breach and destroying the core. There are almost no basic enemies. Almost all of the enemies here functioned as elite enemies or mini-bosses in the prior level. After destroying the core, you play out run the fireball with every enemy still alive trying to stop you.

Cue cutscene with a Big BOOM and an appropriate shockwave. Garbled noises that might be radio transmissions are heard. When player control resumes the objective field is empty and the clue on how to continue is a waypoint marker in the distance.

After the player gets... let's go with a quarter of the way to the waypoint, the HUD again starts blaring about an unknown Higgs signature incoming. And it's a massive red blob on the TacMap coming right at you.

Welcome to the BOSS LEVEL.gif

I'm having trouble putting the ideas I have for the fight into words, but I think calling it the love child of the Senator Armstrong (MGR:R) fight, the Spider Mastermind (DOOM 2016) fight, and Shadow of the Colossus would be fairly accurate. During the fight on the side of the screen is a prompt showing the button combo to "Finish Him." Too bad the charge time is too long for you to use it until both you and the boss are almost dead anyway. When you complete the combo you going into a cutscene with showing the damaged Valkyrie raising her arm at the charging main gun of the boss and her screaming only for the scene to flash to white. In the white screen you hear the yet unnamed Wave Force fire and Sekhmet's death scream. As the screen fades back in, the broken radio chatter you heard since destroying the breach can be heard more clearly.

The unnamed Valkyrie takes off again and continues to the waypoint without looking back. As she flies into the distance to the game's theme with Sekhmet's corpse in the foreground the radio chatter resolves into voices shouting about how Saskatoon Breach is down and Sekhmet is killed as well. Cut to title card and as the theme finishes we see Koji stepping off the plane into Perth Academy.

P.S. phone typing is suffering.
 
I like it, but don't give the player any exposition. Just drop them in with only the objective "Seal the Breach" and enemies incoming. The only sounds are alarms from the unnamed frame, the electronic death screams of the enemy, and a howling wind that drives the snow away from the Breach.

The mechanics would be spectacle fighter based (think Devil May Cry and Bayonetta) to allow for the weapon variation, ultimates, and fluid combat. You would start in the air in a running duel with a several airborne Types. You win the fight but get blown out of the sky by defensive emplacements. You can still fly, but now if you go too high enemy AA will make you pay. If you're skilled enough you can actually run the gamut never touching the ground, but you'd need to have already played the game to know the necessary moves.

On the ground, you'll be facing off against airborne attack units from above, generic ground units, and even burrowing units. As you advance the enemies become more advanced and difficult which doesn't change the fact your unknown character carves through them like a hot knife through butter. All the while the sickly yellow pillar of light showing the location of the Breach looms closer and closer with wind blasted snow pushing against you and lowering visibility. At the point visibility is almost zero all you see are the pulsing outlines showing terrain and enemies is when you first encounter a Type 2.

You finish the trench run bellow the enemy guns only for it to be quiet. Too quiet. You're under whiteout conditions with only a sonar like ability letting you see things. You kill a few more enemies when your HUD goes nuts. Phantom contacts all over on your TacMap, glitching on your objective indicator, and an ominous red warning of an unknown signature. When the ground under you literally explodes introducing you to your first Type 2. Cue a "Target the Limbs" boss battle with an ongoing interface screw.

If you're doing the aerial run, then there's a short cutscene of a Type 2 blindsiding you and forcing you to crash land. On the ground, another Type 2 will be waiting with two more teleporting in. The fifth will exploded out of the ground. Good luck, have fun.

After the Type 2 fight, you'll hit a loading screen before continuing into the Breach. The entire fight will be you descending into the center of the Breach and destroying the core. There are almost no basic enemies. Almost all of the enemies here functioned as elite enemies or mini-bosses in the prior level. After destroying the core, you play out run the fireball with every enemy still alive trying to stop you.

Cue cutscene with a Big BOOM and an appropriate shockwave. Garbled noises that might be radio transmissions are heard. When player control resumes the objective field is empty and the clue on how to continue is a waypoint marker in the distance.

After the player gets... let's go with a quarter of the way to the waypoint, the HUD again starts blaring about an unknown Higgs signature incoming. And it's a massive red blob on the TacMap coming right at you.

Welcome to the BOSS LEVEL.gif

I'm having trouble putting the ideas I have for the fight into words, but I think calling it the love child of the Senator Armstrong (MGR:R) fight, the Spider Mastermind (DOOM 2016) fight, and Shadow of the Colossus would be fairly accurate. During the fight on the side of the screen is a prompt showing the button combo to "Finish Him." Too bad the charge time is too long for you to use it until both you and the boss are almost dead anyway. When you complete the combo you going into a cutscene with showing the damaged Valkyrie raising her arm at the charging main gun of the boss and her screaming only for the scene to flash to white. In the white screen you hear the yet unnamed Wave Force fire and Sekhmet's death scream. As the screen fades back in, the broken radio chatter you heard since destroying the breach can be heard more clearly.

The unnamed Valkyrie takes off again and continues to the waypoint without looking back. As she flies into the distance to the game's theme with Sekhmet's corpse in the foreground the radio chatter resolves into voices shouting about how Saskatoon Breach is down and Sekhmet is killed as well. Cut to title card and as the theme finishes we see Koji stepping off the plane into Perth Academy.

P.S. phone typing is suffering.
Pretty good, but before the boss fight the unknown valkyrie should be unstoppable, slaughtering the Antagonists in thousands, to really show you what a valkyrie is capable of, similar to Dynasty Warriors. To give you a taste of the future and show a comparison of how freaking powerful the unknown valkyrie is.
The problem with introducing a high-level character as the first level is that games like that require more skill the more complicated the character is, and as such they're a rather poor tutorial.
Many games manage to do it properly. The basic thing is to make you very powerful compared to your enemies, which Anna would be.
 
Renu - Anna is awkward, Aleksandra is fabulous,

Ok, I contrasted the two so much that it's not even the same style anymore, but yeah.

(and yes, I think I remember Anna being the tallest of the cast, but meh.)

(and if you're wondering why Sandra has the same skirt as Amanchu's uniform, errr... I don't know what you're talking about. This is slander. Lies and slander.)
 
Alternatively, game could start with Media res thingy with Coke zero being middle of mid-late game fight before snapping back to the beginning.

Anna's Canada murder spree should be full late game battle/chapter rather than being just the intro imho.
 
(and yes, I think I remember Anna being the tallest of the cast, but meh.)
Nitpick: Considering Anna is 6'3" tall, and the average height of japanese and american women (as of 2014) was 5'2" and 5'4" respectively, that's not actually something that can be excuse with a meh. Even granting that she's not the tallest first year (one of them, though), and granting them a boost of 6", she's still 3-5" taller, which is the difference between meeting someone's eyes and their chin.

The art is truly magnificent otherwise though, that can't be overstated.
 
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Okay, so now that we're discussing a Project Valkyrie Core video game, what kind of battle music would it have?

Preferrably with links.
I may or may not just be fishing for awesome video game music to listen to.
 
Nitpick: Considering Anna is 6'3" tall, and the average height of japanese and american women (as of 2014) was 5'2" and 5'4" respectively, that's not actually something that can be excuse with a meh. Even granting that she's not the tallest first year (one of them, though), and granting them a boost of 6", she's still 3-5" taller, which is the difference between meeting someone's eyes and their chin.

The art is truly magnificent otherwise though, that can't be overstated.
Sandra's russian.

There, handwaved =P.
 
It's going to be a long time before Sandra's taller than Anna. Sandra needed a footstool just to kiss Anna on the cheek. I'm pretty sure Anna experiences different weather patterns than the rest of the flight at this point.
 
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