I think it starting out as a game would be the most likely explanation, with either Coke Zero or Anna being the PC's of said game (one focused on Dakka, one focused on Choppa).

Which then leads fans of the game to wonder why Anime!Anna starts with her full-on top-tier end-game apocalypse-difficulty kit, while the other guy starts with jack.
My guess is that Koujiro is the game PC, while Anna is one of the overpowered NPCs that have your back on certain specific missions and accomplish things in the background to give the player an opening to strike the final blow. Like "you have to run in and hit the enemy weak point while Anna ties up the majority of their army". So, technically you get to do the part that feels plot relevant, even though Anna's stronger, because you can't fight an army. Plus fighting endless waves of mooks could just get repetitive, so that part's offscreen.
I would expect the game to be more like an RTS. Zerg vs Protoss, that kind of thing.

Then the anime came along and it was a lot like the Made in Abyss anime: the animators got super into it and kept asking the mangaka all kinds of questions and the mangaka kept pulling out more and more backstory for them until they had more world-building then they could possibly use but were totally invested in all of it.
 
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I would expect the game to be more like an RTS. Zerg vs Protoss, that kind of thing.
That would make it a bit hard to "cheat" some parts of the animation by reusing the game's assets, effectively turning the flight sequences into atypically well choreographed in-game cut-scenes. Let's hear it for the PlayStation 17's Really Good Graphics fetish.
Then the anime came along and it was a lot like the Made in Abyss anime: the animators got super into it and kept asking the mangaka all kinds of questions and the mangaka kept pulling out more and more backstory for them until they had more world-building then they could possibly use but we're totally invested in all of it.
This, on the other hand, is very likely. Also, "we're" is short for "we are". The word you are looking for here is "were". Because English is weird.
 
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It's in belated celebration of Elon Musk's Falcon heavy launch and the fact that we, Australia, have decided to set up out own formal space exploration department, please do show your support for the Australian Research & Space Exploration agency. ARSE for short if that's too much of a mouthful.

(The real reason is cause I find it funny :V)
How did that acronym get past the bureaucrats?
Or does everyone in Australia have the same sense of humor?
 
It does rather taint everything the organization says.

For example, their website contains the phrase "explore the deep dark of space" which pretty much immediately leads the mind in puerile directions when the acronym ARSE is introduced.
 
I would expect the game to be more like an RTS. Zerg vs Protoss, that kind of thing.

Then the anime came along and it was a lot like the Made in Abyss anime: the animators got super into it and kept asking the mangaka all kinds of questions and the mangaka kept pulling out more and more backstory for them until they had more world-building then they could possibly use but were totally invested in all of it.
A Valkyrie Ride origin game would almost certainly be based on Anna's initial five years as a Valkyrie and would play like Another Century's Episode, with significantly less jank. Maybe there'd be open world elements as you spend time between missions hunting down Antagonists and scavenging materials in the vicinity of E26? There'd definitely be a base building element as you build infrastructure in E26. Really, if anyone'd be a videogame protagonist it'd be Anna, who's basically the Valkyrie equivalent of Mobius One or Cipher.

You'd get the BAHHSCQ version of Durga after the end of the game, and it'd pretty much be like the infinite Devil Trigger outfits from Devil May Cry.
 
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Honestly, I think Anna's backstory would best fit into a hypothetical Valkyrie game as A) the action tutorial, and B) the bonus scenario that expands said tutorial into an actual level, ending with a crushingly-hard boss fight.

And by 'action tutorial', I mean in the style of Bayonetta, where the opening cutscene gets interrupted by short periods of player control. In this case, it would be set during Anna's her approach to the Breach, slightly cinematised for effect. There's a few crap Antagonists to try out the basic attacks and combos on as the voiceover introduces the world as the characters know it, until the Breach-storm looms on the horizon and Sekmet comes out of nowhere, the music dies, and we fade to black after a few seconds of it kicking Anna's shit in while the interface distorts and fails (like at the end of Halo Reach). Switch to Koji's perspective, and roll main plot.

For the bonus scenario, it starts off like the tutorial, but in greyscale (except for target markers) with plinky-plonky sad music (bonus points for Anna's VA sobbing quietly in the background) and more, tougher enemies (they still drop like flies, because 10xHPPs). The voiceover is replaced with lines from Anna's mother, the last of which is "live a normal, happy life" in a sort of dying whisper and plays just before Sekhmet rocks up. And then you get checkpointed, the 'oh shit son' music kicks in (insert Beautiful Song from the Nier Automata OST as placeholder), the colours come back, and you're fighting for your life against the optional superboss. Victory not guaranteed.
 
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