There's always some part of me who doesn't want to write reviews. Undoubtedly, this part is concerned about my persistently dwindling sanity. I don't want to make assumptions, but writing for decades and having nothing to show for it might have a negative effect on a person. Quitting would be nice, but it's not as if I have anywhere else to go. Like the rest of ya'll, I'm stuck on a planet controlled by the worst scumbags imaginable. All I've got is a mountain of debt and responsibilities, neither of which really matter in the long run. Seems like both the world I live in and the "world" I cultivated are both drowning in shit. Whatever you might read in-between the lines of these video game reviews is the only outlet I have.
What really sucks about all this is that it feels destined. Everything has been predetermined. I can push until my shoulders explode, but the walls won't move. Even though I've never believed in it for a second, fate and "God's will" have placed me in a coffin. Don't get me wrong, it's a large coffin, about ten square miles, but I'm never getting out of it. Either I'm exceptionally poor at making decisions, or the values instilled within me were specifically crafted so that I'd never escape my destiny. What I believed was the right thing was nothing more than a construct designed to keep me from escaping these binds and creating an actual meaningful life for myself.
...Just thinking about this is exhausting. I'd better discuss Valkyrie Profile before lying down for another decade. Anyone familiar with the game will attest that they see a lot of themselves in Lenneth. Their purpose, whether they realize it or not, has already been decided for them. Until they find it within themselves to question the role that was given to them, then the game ends just like it began; ordained by destiny. Destiny, in this case, is stopping Ragnarok from destroying Valhalla. Lenneth the Valkyrie's immediate purpose is recruiting the recently deceased to serve as Einharjar's. She trains them in dungeons scattered throughout Midgard, then sends them to Odin to fight his war with Surt. Though the heroine is blessed with otherworldly powers, those alone won't help her uncover the truth. It's something of a sticking point for those who have played this game. Its requirements to obtain the best possible ending are a little obtuse, requiring a level of dedication not often seen in an RPG, or a guide. I, of course, chose the latter.
Tri-Ace games have always been slow to start. They love their long introductions and extended tutorials. Such is the case for the first two Einharjar you recruit: Arngrim and Jelanda. Every soul in Midgard has a tragic story to tell, and theirs happens to take the longest to play out. Well, perhaps second longest. A young lady by the name of Mystina and her fri- associate Lezard Valeth discuss an assortment of topics, none of which are any use to a Valkyrie that is 100% committed to her purpose. Pardon me! I'm getting ahead of myself, as I always do. Point is, you listen to your tutor Freya, follow her directions to the letter, and Ragnarok will be over before you know it. Lenneth will go back to sleep for an eternity, never knowing that there's more to life than what was predetermined.
Valkyrie Profile is everything except traditional. The quickest description I'd give it is action-platformer with a turn-based battle system, but that'd be ignoring the sim elements. Each dungeon is side-scroller, and they all contain problems that must be solved before Lenneth can confront the end-boss. Controlling the Valkyrie might take a moment to get used to. Her jumps aren't Classicvania stiff, but still fairly limiting. At least, it's something I had to get re-accustomed to after decades spent away from the game. It'll require a bit of finesse to acquire the many treasures that litter each dungeon, without getting snared by their traps. Actually, eating a few arrows or explosions isn't a big deal. The game is forgiving towards players who accidentally bump into all things sharp and hot. However, it also expects its players to learn the intricacies of Valkyrie's ability to create crystals. This leads to a lot of platforming scenarios that range from interesting to annoying. The most diabolical of them all is Celestial Castle. At one point, you'll have to navigate under the floating stronghold. If the heroine falls, then she'll have to start the dungeon over, which costs valuable time... or you could just reload a save. Mistakes are only as punishing as you want them to be.
I'm sure imitators exist, but there is certain magic to this game's battle system that isn't so easily replicated. This is due to how Tri-Ace values party compositions and equipment. Basically, the Valkyrie and her Einherjar can put on a Hel of a show, but it's raw numbers that seal the fate of the fell beasts and restless undead they contend with. Undoubtedly, it's very rewarding to know everyone's attack patterns and chain together combos. It's important to point out though that you're probably not slaying a dragon without a dragon slayer. This is, of course, a reminder to thoroughly explore each dungeon. What you do outside of battle matters, more than you can even imagine, but it might not be obvious on the first playthrough.
Before continuing onward, let me make one thing clear. The easy difficulty shouldn't exist. It's too truncated to make for an enjoyable adventure. I'd even go so far as to recommend starting on the hard setting and just checking out normal if you're interested in visited its exclusive dungeons. Besides having access to a couple of tools that might affect certain battles, there's no discernible difference between either setting. This isn't like most RPG hard modes that give enemies a juicy multiplier. That said, the hard setting does feature several dungeons that are... hm. Well, let me just say that I have mixed feelings about a few of them. The Tombs of Amenti is enormous and packed with just about every gimmick a puzzle platformer can have. On the plus side, it's also fairly straightforward. Clockwork Mansion's central gimmick is a maze. A map is provided, but navigating the damn thing still doesn't make much sense. Still, I appreciate that so many ideas are being thrown around, even if I can't connect with some of them.
What makes Valkyrie Profile special isn't the sideview exploration and fun battle system. This is, above all, a simulation. Actually, I could be lying, and the simulation is really just a smokescreen the game misdirects its players with. Lenneth is trapped. Her loyalty is to Valhalla, but her heart is somewhere in Midgard. Life for this Goddess is defined by two numbers. In the "camp" menu is her evaluation. Sending valuable Einherjar to Odin increases it, while ignoring her duties and stealing artifacts will decrease it. Buried in Lenneth's "status" screen is the seal rating. It's the seal placed on her memories, and you aren't seeing the best ending as long as it stays high. Nowadays, most players run straight for the nearest guide, but I get a sense of what Tri-Ace was going for here. The expectation is that players would spend their first playthrough never doubting the cause. However, those second, third, and all future playthroughs would be spent ignoring orders, taking the ultra-powerful artifacts to make their battles easier, and eventually realizing there's a lot more to life than the end of the world.
All of this is further complicated by the time limit. It's not a ticking clock, but rather a set of periods that are allowed for each chapter. Witnessing events and visiting dungeons cost periods. This is not nearly as punishing a system as one would expect. You'll always have a surplus of time, more than enough to revisit a few dungeons for additional experience or to collect a missing treasure. However, you have to be mindful of the fact that each chapter ends after 28 periods. In-between chapters, Freya will explain how the war is progressing, praising or punishing Lenneth for her efforts. The most interesting aspect of these intermissions is that a lot of effort was placed on something that's practically inconsequential. Ultimately, there are two ways the war will end. I won't discount the catastrophic possibilities that could occur if Lenneth sends over weak or ill-suited Einherjar, but most of the time it's just talk of exploits and accolades. Either you're paying attention because you're fully invested in the war, or your mind is elsewhere because of something Brahms or Lucian had said.
This game has aged in ways that are almost unavoidable. In order to support every possible party composition, the majority of battles involve trash mobs. The instant you're able to craft a staff from a Unicorn Horn, the instant every other fight devolves into "use great magic and win". Tough fights are often because of some ability that's specific to a certain class of monsters. If you ever see 2 or more Beholders, then it's guaranteed you'll have to kill both in the same round to prevent them from reviving one another. The toughest fights are almost always gear and skill checks. Seeing the entire party struck for tens of thousands of damage eventually becomes the norm. In fairness, this starts happening after players have discovered an easily replenished source of full-heals.
I believe Valkyrie Profile is one of the strongest, most well-realized RPGs on the Playstation. Tri-Ace wasn't afraid to take one of the most unique and expressive battle systems of the era and give players all of the tools to break it into dust. The catch is that these tools come at a price that some aren't comfortable with paying, and that's fine! Going against orders is something we've been taught since birth to avoid. I spent all my life doing what I was told and look at where it got me... 44 going on 45 years wasted in the same goddamned town. If only I knew my destiny was eating canned ravioli and ramen bricks just to afford a mortgage.

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