By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sony Discussion - Valkyria Azure Revolution: info on permanent deaths and difficulty

Hiku said:

I recently (about two weeks ago) played a mission or two in VC, and I can tell you that while in a battle you can pause the game and select Load File or Return to main Menu. It was one or both of those things. Can't recall exactly. I was trying to complete a mission in one turn, so I ended up redoing my file a few times. I didn't notice any option to restart the battle, if it was there.

Is that so? I would check myself but my PS3 is broken and hey, funny enough it died with my copy of Valkyria Chronicles inside.

spemanig said:
No point in perma-death if you can redo things. The entire point of characters dying permanently is that their lives mean something. You should be forced to auto-save.

You are right. If they want you to experience the loss they'd have to auto-save the game like in every battle turn (game will be action oriented so I have no idea if there will be turns at all, just saying).

But of course, I wouldn't like that.



Nintendo is selling their IPs to Microsoft and this is true because:

http://gamrconnect.vgchartz.com/thread.php?id=221391&page=1

Around the Network

Can't see why people have a problem with permadeath. I personally love the idea, it adds a much more intense experience to the game, it'll make you strategise more and make you think twice before executing your turn. Some times games give you too much freedom in this way that it's like "oh if this goes wrong I'll just load my save its no problem" This will change the way you play the game, I think it's an awesome idea. I just think sega have got to make sure that you care for the said characters otherwise you might not give a toss if they die or not.
Yes you could miss certain cutscenes but that's just called replay value, that's exactly what reviewers look for, an excuse to go back and play it again.



PSN ID: Stokesy 

Add me if you want but let me know youre from this website

outlawauron said:

What game does that? The most notable game with perma-death is Fire Emblem, and a death just leads me to reload my previous save and try again.


I never said that Fire Emblem did it right.



AbbathTheGrim said:

spemanig said:
No point in perma-death if you can redo things. The entire point of characters dying permanently is that their lives mean something. You should be forced to auto-save.

You are right. If they want you to experience the loss they'd have to auto-save the game like in every battle turn (game will be action oriented so I have no idea if there will be turns at all, just saying).

But of course, I wouldn't like that.


Of course you wouldn't like that. That's the point. You're not supposed to.

It's like comics always killing super heroes only to bring them back to life. There's no point in raising the stakes like that if your world has no consequence. It makes the entire situation weaker.

The entire point of permanent deaths is to give a sense of gravity and responsability. Losing someone you've grown attached to is supposed to suck. That's how it is in real life. That's the point. To immerse you into the experience in a way that only video games can. These guys need to grow some balls and stand by their design decisions better. If some people don't like the sense of responsability and weight of the game, then they don't get to experience it. As far as I'm conserned, all they're doing is compromizing the actual purpose and goal of the game, making the experience weaker as a whole for anyone who deviates.

To me, this is equal to adding an easy mode to Dark Souls. Just don't play Dark Souls then. It's not for you.



spemanig said:

Of course you wouldn't like that. That's the point. You're not supposed to.

It's like comics always killing super heroes only to bring them back to life. There's no point in raising the stakes like that if your world has no consequence. It makes the entire situation weaker.

The entire point of permanent deaths is to give a sense of gravity and responsability. Losing someone you've grown attached to is supposed to suck. That's how it is in real life. That's the point. To immerse you into the experience in a way that only video games can. These guys need to grow some balls and stand by their design decisions better. If some people don't like the sense of responsability and weight of the game, then they don't get to experience it. As far as I'm conserned, all they're doing is compromizing the actual purpose and goal of the game, making the experience weaker as a whole for anyone who deviates.

To me, this is equal to adding an easy mode to Dark Souls. Just don't play Dark Souls then. It's not for you.

Killing off characters from your party can impact your experience beyond the feeling of loss you would feel by seeing the death of a character in any work of fiction.

If a character that you use regularly is a central part of your strategy and enjoyment of how you set up your battle tactic (has a special/unique ability) is killed off, that can affect your enjoyment of the game.

For them to pull this off they will need to provide strong replacements of those characters, or share those special abilities with other characters available.

It is tricky but they can pull it off if they pay attention to details.



Nintendo is selling their IPs to Microsoft and this is true because:

http://gamrconnect.vgchartz.com/thread.php?id=221391&page=1

Around the Network
AbbathTheGrim said:

Killing off characters from your party can impact your experience beyond the feeling of loss you would feel by seeing the death of a character in any work of fiction.

If a character that you use regularly is a central part of your strategy and enjoyment of how you set up your battle tactic (has a special/unique ability) is killed off, that can affect your enjoyment of the game.

For them to pull this off they will need to provide strong replacements of those characters, or share those special abilities with other characters available.

It is tricky but they can pull it off if they pay attention to details.


Again, that's the point. If you're the leader of an army in real life, and your second in command is your best friend and they die in battle because of you, it effects you both emotionally and strategically. Of course it's not going to feel good. It's not supposed to. It's supposed to feel real. It's supposed to make you prepare better and strategize more carefully, because there are actual real stakes.

These games are usually already built with those things you meantioned in mind, so all there's left to do is to force it.