Valkyria Chronicles 4 review: Same as it ever was

Enlarge / Once you take aim, behind-the-scenes math takes control.
Turn-based tactics with an action game twist: that's the simple, potent blend that made the original Valkyria Chronicles so immediately striking back in 2008. Now, two PSP sequels and one ill-conceived pseudo-spin-off later, that formula returns to consoles in Valkyria Chronicles 4. It has the same hooks of that original game, including the watercolor-and-pencil graphics and plenty of anime relationships to tease out over 35-ish combat-heavy hours.In fact, despite being the fourth game in the series, VC4even returns to the series' original conflict-a sort of Norse-flavored, alternate-history World War II. An evil empire (a fantastical mix of Nazi Germany and the USSR) is invading the "Atlantic Federation," and a plucky crew of volunteers from Gallia (basically fantasy Holland) signs up to bring the fight back to the fascists, big tank in tow.
All of these beats feel so much like that first game that VC4 comes across almost as a soft reboot of the original rather than a side story.
The more things don't changeCombat and progression have been simplified compared to the previous sequels. Battle begins from an overhead perspective but shifts to an over-the-shoulder view when you select a unit. From there you can move your units in real time, limited only by the soldier's dwindling "Action Points." While you line up shots as in any over-the-shoulder shooter, a weapon's precise aim is out of your control. It's up to the JRPG math behind the scenes-massaged by your reticle placement-to land blows and critical headshots.
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