- Location
- Mobile, Alabama
I love you guys talking about huds and stuff when this is obviously a jrpg with half the game bring a Persona clone.
If you mean jrpg along with turn based combat, I'll say that's going to be disappointing since the really good showing of actions would only be limited to cutscenes.I love you guys talking about huds and stuff when this is obviously a jrpg with half the game bring a Persona clone.
If you mean jrpg along with turn based combat, I'll say that's going to be disappointing since the really good showing of actions would only be limited to cutscenes.
It would be more likely to be a fire emblem type game, I feel. Ideally blown up to a larger scale, but probably not.If you mean jrpg along with turn based combat, I'll say that's going to be disappointing since the really good showing of actions would only be limited to cutscenes.
It would be more likely to be a fire emblem type game, I feel. Ideally blown up to a larger scale, but probably not.
Of course my ideal wouldn't be that, it would be to have it made as a serious anime with no prior source, but I feel that if we're going the videogame route, that is most likely.
I'm not feeling the discussion on how Anna's character would be introduced, personally. A character is dependent on their nuances, and relegating so much of her character to a cheap surprise does her a disservice in my opinion. Like, it's a neat surprise, but it's not introducing Anna, it's introducing a mysterious background character and later revealing it is Anna. So how would you introduce Anna?
Also, all great characters need other great characters to bounce off of, so monofocusing on her like this isn't really a good way to introduce us to her character. Even if you want to highlight her isolation, you still need to find a way to succinctly show that.
AC is not turn based, which was what I complained about.
So, still the same problem.It would be more likely to be a fire emblem type game, I feel. Ideally blown up to a larger scale, but probably not.
Of course my ideal wouldn't be that, it would be to have it made as a serious anime with no prior source, but I feel that if we're going the videogame
I dunno, you could have a tutorial that's framed as a dream sequence or flashback of some kind, maybe imply that it's Koujiro's mother or something, and leave it at that, only have the reveal that it was Anna and koujirou had no relation to the tutorial at all as part of the endgame of Anna's 'route' in the story?
Maybe not even make it explicit in the story, just make it implicit as something for people to figure out.
Obviously it's an Ace Combat spinoff, kind of like how Drakengard was.No, guy's it's a Touhou Clone with more cutscenes, obviously. You fly around shooting everything, dealing with waves of enemies and occasionally activating your limited special abilities.
No, guy's it's a Touhou Clone with more cutscenes, obviously. You fly around shooting everything, dealing with waves of enemies and occasionally activating your limited special abilities.
FTFYNow I am thinking of game over lines by everyone if Coke 0 bites it, like Otacon's Snaaaaaaake! (Note: this is a rushed joke omake, so the character voices might be off)
Setsuna: Koujirou? You ok? Come on, get up! Get up you dummy! Please, get up!
Yukari: Koujirou! Come on Koujirou! No, no! Please no...
Sandra: Koujirou? Come in, Koujirou. Please respond. Say something, anything! ...Koujirou?
Shuri (I got nothing)
Anna: KILL KILL KILL KILL KILL
Give the standard face-pop up to indicate she's the one speaking, then don't have her say anything, just blink out again.
Would it really be Anna's face or would it just be shot of Durga's helment?Give the standard face-pop up to indicate she's the one speaking, then don't have her say anything, just blink out again.
Then have Valkyrie Control / other local military authorities start flipping out and/or panicking in the background as the fade-to-black hits.
No, guy's it's a Touhou Clone with more cutscenes, obviously. You fly around shooting everything, dealing with waves of enemies and occasionally activating your limited special abilities.
You know, with my theory about Anna actually looking different than she's supposed to because Durga was trying to turn her into her mom, this would make the reveal from less of a "oh, I see what you're OHHHHHHHHH" thing into a "hey, no, that can't be right."And eventually some bright spark on the internet finally puts it together, ideally right around the time the reveal hits in anime: Infinite Battle Girl is just as canon as the rest of the game, and holy shit Bread-chan is Infinite Battle Girl.
That's a pretty cool idea actually.The way I'd love to see the hypothetical Valkyrie Core tie-in game go:
The first Valkyrie Core game isn't "the game of the Anime" – it's a tie-in prequel gaiden game, released very alongside the early anime, meant to hype up the show and the characters without actually spoiling the anime. Play-style-wise, it's fast-paced armored-core style combat missions, but intercut with building and managing a progressively larger and more complex team of characters you can bring to battle with you (appropriately, one of my inspirations here is Valkyria Chronicles).
There'd be a lengthy campaign... and Anna wouldn't be in it.
It would be a Shuri gaiden.
You start off as babby tween cadet in the Pakistani military, and are initially just responsible for fighting in your own frame, following orders from high command on missions that start as reasonable back-line stuff. And between the first few missions you learn to pick what you practice in your downtime or how to integrate new systems or practice with old ones, and you the player learn to manage your Pilot XP and stats and gear.
And then the Great Battle kicks into gear. Back-line missions get more dangerous. Command starts sending your cadet squadron in on more and more dubious missions above your level. And you (playing Shuri) start picking up team- and infrastructure- management stuff in between the missions – story-wise, because the seniors and instructors who were doing that stuff start dying. As your babby squadron keeps running into missions that are "nastier than HQ expected" and gets progressively more chewed up, the survivors start turning to the girl who's kicking ass for more and more advice. In-story you start becoming a mentor; in gameplay you start getting to manage your party.
In-story, your flight-mate asks you between missions if they'd be better in a different role, and suddenly you can pick flight positions and manage formations. Another asks what skill you think she should practice during her downtime, and now you're managing Pilot XP and stats for your flight. Two of your flight-mates get into a scuffle and you step in, and suddenly you can affect interpersonal synergies and perks that alter how well individual pilots train together or fight together. You start learning how and when to call in support from ground forces or strategic weapons to re-arrange the battlefield. Eventually this translates back into being named a cadet flight leader in-story.
And meanwhile, you're getting put on tougher and tougher missions by command. Back-line missions become reconnaissance and then direct assaults. Some missions go really wrong. A forward deployment unexpectedly introduces your squadron to its first Type Zero, and your strategic objective becomes "Survive." Your standard downtime phase is interrupted when antagonists launch a surprise assault on the Arcology (also, you end up rescuing a certain blonde girl during this). UN forces start pushing forward, and your command takes crazy risks trying to "keep up," and you manage more and more as your squadron's senior members die. You're eventually sent in deliberately against Type Zeros alongside other Pakistani forces.
The game is pretty lethal, particularly since most characters don't have Shuri's protagonist stats. You'll lose teammates despite your best efforts, though as long as Shuri lives you continue; you'll get new recruits merged in from other squadrons and (once you get a year into the timeline) rookies younger than you. And as Shuri wins on battlefield after battlefield, more new teammates and old start look up to the girl dubbed the Golden Ace. Eventually you're managing stats for your entire squadron as you take part in some of the big regional battles of The Great Battle. In her personal storyline, Shuri grows more and more disillusioned with her own commanders and disgusted with the inefficiency with which they spend the lives of her fellow cadets (possibly with some goading from your new blonde love interest friend). Ultimately, you fight in [some big climactic battle], which is the definitive turning point for this region of the war. Then the Epilogue: The Great Battle is won, but once again at huge cost to your squadron... but Shuri is satisfied to see the UN sweeping in to annex the Pakistani military, and the game ends with her hopeful that the UN forces can keep winning victories without the catastrophic costs that she's seen.
The game doesn't cover Sandra's kidnapping, Battalion 44, and the presumed [spoilers] in that story (though that may be a flashback in Valkyrie Core 2). Shuri's somber about her teammates dying, but not as cynical as she can be in BAAHSCQ present day.
In all, I think Shuri Gaiden would make a pretty sweet game that's a lot more representative of "this is how normal Valkyries work" and "this is how you will be playing when Koujirou's game comes out" than Anna's story would be.
Then Valkyrie Core 2: A New Coke A New Hope comes out once the anime's got several seasons of storyline and characters to play with, alongside a massive hype machine about how this one has All The Characters You Love and is The Epic Campaign Of The Anime and You Can Be The Waifu Magnet Hero.
Of course, we all can see the fatal flaw in this idea: this notional prequel game has a critical lack of Anna.
Or does it?
Because as it happens, campaign mode isn't the only single-player mode in Valkyrie Core.
Like a lot of games, Valkyrie Core has another mode: Infinite Battle Mode. Horde mode, endless fight, whatever you want to call it – you just fight endless enemy waves, forever, and they keep coming tougher and tougher until you lose. It's gameplay for those who just really love the Valkyrie combat without the campaign and team management stuff.
And unlike the campaign, Infinite Battle Mode doesn't even pretend to have a "real storyline", just a transparent excuse plot to justify fighting forever. It doesn't even have a named main character, just a nameless little girl defending her nameless little town as long as she can.
There's no party management or formations or story missions. The only mission types are "defend the town" and "sortie out and kill everything". There's a simplified XP system – you can still raise stats and unlock skills, but there's no classes or trainers or character synergies. You just have one girl, fighting. You start with a borrowed shotgun and a police surplus flax jacket three sizes too large and the whole big empty skill tree in front of you. And you just fight, and level up, and fight again, more and more and waves of harder and harder opponents until you lose.
Maybe every X character levels you unlock a progress checkpoint or something, so after you die – and you will die – you can start nearer to the harder combat stages you've unlocked if you want. But it's a longer, harder set of waves between each checkpoint, so it's still escalating difficulty.
Maybe there's a simplified crafting system where you earn craft points you can spend on fixed defenses. Maybe there are occasional bits of flavor text on crafting options or scanner entries for new enemy types, that might hint at what's happening in town. Maybe some of those hints are cute or heartwarming and some of them are actually pretty dark. But there's no storyline, just an excuse for Valkyrie battles without the full squadron management system. You fight bigger and badder waves until you get overwhelmed, and eventually something will kill you or you'll fail a defense round. You lose, git gud and try to beat more waves next time.
And maybe... if you get far enough in that mode, level up and git gud and learn to play flawlessly to the point where you can eat numbered Types for breakfast, where you're ridiculous enough to solo bosses that your whole squadron couldn't take in campaign mode... you might notice the nameless little girl's gotten bigger. And maybe, though you can't see her face anymore, her frame is starting to look a bit familiar somehow.
And eventually some bright spark on the internet finally puts it together, ideally right around the time the reveal hits in anime: Infinite Battle Girl is just as canon as the rest of the game, and holy shit Bread-chan is Infinite Battle Girl.
(That game mode still does not pull the anime's story punch, though. There really isn't a win condition. Every time you die, the game lingers on your broken frame, and every time you survive but fail a defense round, it lingers on you alone in front of a grave marker. Those are the only endings, and the second one is canon.)
The way I'd love to see the hypothetical Valkyrie Core tie-in game go:
The first Valkyrie Core game isn't "the game of the Anime" – it's a tie-in prequel gaiden game, released very alongside the early anime, meant to hype up the show and the characters without actually spoiling the anime. Play-style-wise, it's fast-paced armored-core style combat missions, but intercut with building and managing a progressively larger and more complex team of characters you can bring to battle with you (appropriately, one of my inspirations here is Valkyria Chronicles).
There'd be a lengthy campaign... and Anna wouldn't be in it.
It would be a Shuri gaiden.
You start off as babby tween cadet in the Pakistani military, and are initially just responsible for fighting in your own frame, following orders from high command on missions that start as reasonable back-line stuff. And between the first few missions you learn to pick what you practice in your downtime or how to integrate new systems or practice with old ones, and you the player learn to manage your Pilot XP and stats and gear.
And then the Great Battle kicks into gear. Back-line missions get more dangerous. Command starts sending your cadet squadron in on more and more dubious missions above your level. And you (playing Shuri) start picking up team- and infrastructure- management stuff in between the missions – story-wise, because the seniors and instructors who were doing that stuff start dying. As your babby squadron keeps running into missions that are "nastier than HQ expected" and gets progressively more chewed up, the survivors start turning to the girl who's kicking ass for more and more advice. In-story you start becoming a mentor; in gameplay you start getting to manage your party.
In-story, your flight-mate asks you between missions if they'd be better in a different role, and suddenly you can pick flight positions and manage formations. Another asks what skill you think she should practice during her downtime, and now you're managing Pilot XP and stats for your flight. Two of your flight-mates get into a scuffle and you step in, and suddenly you can affect interpersonal synergies and perks that alter how well individual pilots train together or fight together. You start learning how and when to call in support from ground forces or strategic weapons to re-arrange the battlefield. Eventually this translates back into being named a cadet flight leader in-story.
And meanwhile, you're getting put on tougher and tougher missions by command. Back-line missions become reconnaissance and then direct assaults. Some missions go really wrong. A forward deployment unexpectedly introduces your squadron to its first Type Zero, and your strategic objective becomes "Survive." Your standard downtime phase is interrupted when antagonists launch a surprise assault on the Arcology (also, you end up rescuing a certain blonde girl during this). UN forces start pushing forward, and your command takes crazy risks trying to "keep up," and you manage more and more as your squadron's senior members die. You're eventually sent in deliberately against Type Zeros alongside other Pakistani forces.
The game is pretty lethal, particularly since most characters don't have Shuri's protagonist stats. You'll lose teammates despite your best efforts, though as long as Shuri lives you continue; you'll get new recruits merged in from other squadrons and (once you get a year into the timeline) rookies younger than you. And as Shuri wins on battlefield after battlefield, more new teammates and old start look up to the girl dubbed the Golden Ace. Eventually you're managing stats for your entire squadron as you take part in some of the big regional battles of The Great Battle. In her personal storyline, Shuri grows more and more disillusioned with her own commanders and disgusted with the inefficiency with which they spend the lives of her fellow cadets (possibly with some goading from your new blonde love interest friend). Ultimately, you fight in [some big climactic battle], which is the definitive turning point for this region of the war. Then the Epilogue: The Great Battle is won, but once again at huge cost to your squadron... but Shuri is satisfied to see the UN sweeping in to annex the Pakistani military, and the game ends with her hopeful that the UN forces can keep winning victories without the catastrophic costs that she's seen.
The game doesn't cover Sandra's kidnapping, Battalion 44, and the presumed [spoilers] in that story (though that may be a flashback in Valkyrie Core 2). Shuri's somber about her teammates dying, but not as cynical as she can be in BAAHSCQ present day.
In all, I think Shuri Gaiden would make a pretty sweet game that's a lot more representative of "this is how normal Valkyries work" and "this is how you will be playing when Koujirou's game comes out" than Anna's story would be.
Then Valkyrie Core 2: A New Coke A New Hope comes out once the anime's got several seasons of storyline and characters to play with, alongside a massive hype machine about how this one has All The Characters You Love and is The Epic Campaign Of The Anime and You Can Be The Waifu Magnet Hero.
Of course, we all can see the fatal flaw in this idea: this notional prequel game has a critical lack of Anna.
Or does it?
Because as it happens, campaign mode isn't the only single-player mode in Valkyrie Core.
Like a lot of games, Valkyrie Core has another mode: Infinite Battle Mode. Horde mode, endless fight, whatever you want to call it – you just fight endless enemy waves, forever, and they keep coming tougher and tougher until you lose. It's gameplay for those who just really love the Valkyrie combat without the campaign and team management stuff.
And unlike the campaign, Infinite Battle Mode doesn't even pretend to have a "real storyline", just a transparent excuse plot to justify fighting forever. It doesn't even have a named main character, just a nameless little girl defending her nameless little town as long as she can.
There's no party management or formations or story missions. The only mission types are "defend the town" and "sortie out and kill everything". There's a simplified XP system – you can still raise stats and unlock skills, but there's no classes or trainers or character synergies. You just have one girl, fighting. You start with a borrowed shotgun and a police surplus flax jacket three sizes too large and the whole big empty skill tree in front of you. And you just fight, and level up, and fight again, more and more and waves of harder and harder opponents until you lose.
Maybe every X character levels you unlock a progress checkpoint or something, so after you die – and you will die – you can start nearer to the harder combat stages you've unlocked if you want. But it's a longer, harder set of waves between each checkpoint, so it's still escalating difficulty.
Maybe there's a simplified crafting system where you earn craft points you can spend on fixed defenses. Maybe there are occasional bits of flavor text on crafting options or scanner entries for new enemy types, that might hint at what's happening in town. Maybe some of those hints are cute or heartwarming and some of them are actually pretty dark. But there's no storyline, just an excuse for Valkyrie battles without the full squadron management system. You fight bigger and badder waves until you get overwhelmed, and eventually something will kill you or you'll fail a defense round. You lose, git gud and try to beat more waves next time.
And maybe... if you get far enough in that mode, level up and git gud and learn to play flawlessly to the point where you can eat numbered Types for breakfast, where you're ridiculous enough to solo bosses that your whole squadron couldn't take in campaign mode... you might notice the nameless little girl's gotten bigger. And maybe, though you can't see her face anymore, her frame is starting to look a bit familiar somehow.
And eventually some bright spark on the internet finally puts it together, ideally right around the time the reveal hits in anime: Infinite Battle Girl is just as canon as the rest of the game, and holy shit Bread-chan is Infinite Battle Girl.
(That game mode still does not pull the anime's story punch, though. There really isn't a win condition. Every time you die, the game lingers on your broken frame, and every time you survive but fail a defense round, it lingers on you alone in front of a grave marker. Those are the only endings, and the second one is canon.)
I love EVERYTHING about this.The way I'd love to see the hypothetical Valkyrie Core tie-in game go:
The first Valkyrie Core game isn't "the game of the Anime" – it's a tie-in prequel gaiden game, released very alongside the early anime, meant to hype up the show and the characters without actually spoiling the anime. Play-style-wise, it's fast-paced armored-core style combat missions, but intercut with building and managing a progressively larger and more complex team of characters you can bring to battle with you (appropriately, one of my inspirations here is Valkyria Chronicles).
There'd be a lengthy campaign... and Anna wouldn't be in it.
It would be a Shuri gaiden.
You start off as babby tween cadet in the Pakistani military, and are initially just responsible for fighting in your own frame, following orders from high command on missions that start as reasonable back-line stuff. And between the first few missions you learn to pick what you practice in your downtime or how to integrate new systems or practice with old ones, and you the player learn to manage your Pilot XP and stats and gear.
And then the Great Battle kicks into gear. Back-line missions get more dangerous. Command starts sending your cadet squadron in on more and more dubious missions above your level. And you (playing Shuri) start picking up team- and infrastructure- management stuff in between the missions – story-wise, because the seniors and instructors who were doing that stuff start dying. As your babby squadron keeps running into missions that are "nastier than HQ expected" and gets progressively more chewed up, the survivors start turning to the girl who's kicking ass for more and more advice. In-story you start becoming a mentor; in gameplay you start getting to manage your party.
In-story, your flight-mate asks you between missions if they'd be better in a different role, and suddenly you can pick flight positions and manage formations. Another asks what skill you think she should practice during her downtime, and now you're managing Pilot XP and stats for your flight. Two of your flight-mates get into a scuffle and you step in, and suddenly you can affect interpersonal synergies and perks that alter how well individual pilots train together or fight together. You start learning how and when to call in support from ground forces or strategic weapons to re-arrange the battlefield. Eventually this translates back into being named a cadet flight leader in-story.
And meanwhile, you're getting put on tougher and tougher missions by command. Back-line missions become reconnaissance and then direct assaults. Some missions go really wrong. A forward deployment unexpectedly introduces your squadron to its first Type Zero, and your strategic objective becomes "Survive." Your standard downtime phase is interrupted when antagonists launch a surprise assault on the Arcology (also, you end up rescuing a certain blonde girl during this). UN forces start pushing forward, and your command takes crazy risks trying to "keep up," and you manage more and more as your squadron's senior members die. You're eventually sent in deliberately against Type Zeros alongside other Pakistani forces.
The game is pretty lethal, particularly since most characters don't have Shuri's protagonist stats. You'll lose teammates despite your best efforts, though as long as Shuri lives you continue; you'll get new recruits merged in from other squadrons and (once you get a year into the timeline) rookies younger than you. And as Shuri wins on battlefield after battlefield, more new teammates and old start look up to the girl dubbed the Golden Ace. Eventually you're managing stats for your entire squadron as you take part in some of the big regional battles of The Great Battle. In her personal storyline, Shuri grows more and more disillusioned with her own commanders and disgusted with the inefficiency with which they spend the lives of her fellow cadets (possibly with some goading from your new blonde love interest friend). Ultimately, you fight in [some big climactic battle], which is the definitive turning point for this region of the war. Then the Epilogue: The Great Battle is won, but once again at huge cost to your squadron... but Shuri is satisfied to see the UN sweeping in to annex the Pakistani military, and the game ends with her hopeful that the UN forces can keep winning victories without the catastrophic costs that she's seen.
The game doesn't cover Sandra's kidnapping, Battalion 44, and the presumed [spoilers] in that story (though that may be a flashback in Valkyrie Core 2). Shuri's somber about her teammates dying, but not as cynical as she can be in BAAHSCQ present day.
In all, I think Shuri Gaiden would make a pretty sweet game that's a lot more representative of "this is how normal Valkyries work" and "this is how you will be playing when Koujirou's game comes out" than Anna's story would be.
Then Valkyrie Core 2: A New Coke A New Hope comes out once the anime's got several seasons of storyline and characters to play with, alongside a massive hype machine about how this one has All The Characters You Love and is The Epic Campaign Of The Anime and You Can Be The Waifu Magnet Hero.
Of course, we all can see the fatal flaw in this idea: this notional prequel game has a critical lack of Anna.
Or does it?
Because as it happens, campaign mode isn't the only single-player mode in Valkyrie Core.
Like a lot of games, Valkyrie Core has another mode: Infinite Battle Mode. Horde mode, endless fight, whatever you want to call it – you just fight endless enemy waves, forever, and they keep coming tougher and tougher until you lose. It's gameplay for those who just really love the Valkyrie combat without the campaign and team management stuff.
And unlike the campaign, Infinite Battle Mode doesn't even pretend to have a "real storyline", just a transparent excuse plot to justify fighting forever. It doesn't even have a named main character, just a nameless little girl defending her nameless little town as long as she can.
There's no party management or formations or story missions. The only mission types are "defend the town" and "sortie out and kill everything". There's a simplified XP system – you can still raise stats and unlock skills, but there's no classes or trainers or character synergies. You just have one girl, fighting. You start with a borrowed shotgun and a police surplus flax jacket three sizes too large and the whole big empty skill tree in front of you. And you just fight, and level up, and fight again, more and more and waves of harder and harder opponents until you lose.
Maybe every X character levels you unlock a progress checkpoint or something, so after you die – and you will die – you can start nearer to the harder combat stages you've unlocked if you want. But it's a longer, harder set of waves between each checkpoint, so it's still escalating difficulty.
Maybe there's a simplified crafting system where you earn craft points you can spend on fixed defenses. Maybe there are occasional bits of flavor text on crafting options or scanner entries for new enemy types, that might hint at what's happening in town. Maybe some of those hints are cute or heartwarming and some of them are actually pretty dark. But there's no storyline, just an excuse for Valkyrie battles without the full squadron management system. You fight bigger and badder waves until you get overwhelmed, and eventually something will kill you or you'll fail a defense round. You lose, git gud and try to beat more waves next time.
And maybe... if you get far enough in that mode, level up and git gud and learn to play flawlessly to the point where you can eat numbered Types for breakfast, where you're ridiculous enough to solo bosses that your whole squadron couldn't take in campaign mode... you might notice the nameless little girl's gotten bigger. And maybe, though you can't see her face anymore, her frame is starting to look a bit familiar somehow.
And eventually some bright spark on the internet finally puts it together, ideally right around the time the reveal hits in anime: Infinite Battle Girl is just as canon as the rest of the game, and holy shit Bread-chan is Infinite Battle Girl.
(That game mode still does not pull the anime's story punch, though. There really isn't a win condition. Every time you die, the game lingers on your broken frame, and every time you survive but fail a defense round, it lingers on you alone in front of a grave marker. Those are the only endings, and the second one is canon.)