Crimsonclaw111
Member
Yep, it actually works. Sega done good.Downloading now. I don't need gedosato or ini tweaks to run this properly, correct? Unless I want to downsample.
Yep, it actually works. Sega done good.Downloading now. I don't need gedosato or ini tweaks to run this properly, correct? Unless I want to downsample.
That's a relief. Based Sega.Yep, it actually works. Sega done good.
Downloading now. I don't need gedosato or ini tweaks to run this properly, correct? Unless I want to downsample.
Gentlemen, we have done it.
We have decimated games with marketing budgets in the hundreds of millions, indie behemoths, and the mighty Sid Meir. Are you not entertained?
I did not expect that kind of detail in this game. I'll probably enjoy reading up all the little blurbs on all of them one day.Really been enjoying this game on PC. Heads up to new players, check out the Personnel tab. The devs actually gave each squad member some background including reasons for some of their debuffs.
Example: Catherine's Low Ammo Debuff
Oh and their personnel pages get updated if a relevant perk is unlocked.
Hope it sticks around for a while.Valkyria Chronicles is #1 on top sellers, at least in the US
edit: image
My original source was mistaken, Valkyria Chronicles port's development actually began before before the #SEGAPCPorts campaign. While they were correct about Valkyria, they assumed that it was in response to the campaign. They never thought to ask if there were any other possible reasons and operated under the rather sensible notion that it would seem odd for SEGA to bring Valkyria to PC after all this time, unless to meet fan demand for such a port -- demand represented by #SEGAPCPorts.
I've since verified with multiple sources closer to the project that development did indeed begin before our campaign. Meaning we had little to no role in the decision to port Valkyria to PC. I was conflicted about discussing this publicly, mostly because I felt it may hurt morale and as such negatively impact the campaign.
So why am I discussing it publicly if it might hurt the campaign? I felt it best to be transparent. So then, why did I take so long? After deciding it best to be transparent, I had to reconcile that with how I could discuss this matter and still honor those of whom had entrusted me with private information. So I wrote this and then seeked their approval for the final message you are now reading.
The other reason I'm discussing it publicly is every single person I talked to about the campaign within SEGA had nothing but positive things to say, using words like "Valuable", "Huge", "Impactful", "Great", "Positive", etc. when referring to the campaign. So I really don't feel just because the timing was slightly off on the start date of our campaign vs. that of Valkyria Chronicles' port that morale should be harmed.
Certainly it'd be awesome if we could take credit for Valkyria Chronicles. It would objectively demonstrate they were receptive to the campaign for one but here's the deal, we already know they are listening and are receptive to the campaign based on what I'm telling you they said. Now think of it this way, if SEGA was receptive to bringing the 6 year old PS3 exclusive Valkyria Chronicles to PC before all of us demonstrated fan demand? It's easy to imagine they'd be pretty receptive to some of these other titles after we've made ourselves so clear and bought copies of Valkyria (making it number one on Steam in fact).
So fear not, the campaign is doing good work but as the long development time of Valkyria's port suggests, it may be a while before all of us see the fruits of our labor.
FINALLY! Fixed the Sound!!!
It was a Direct X problem, I was just going through the Games Directory, saw DXSETUP.exe, ran it because why not and it worked!
Now off to play
That I'm aware of. But yes, the more I think of it, the more it sees like it could be of worth to remake both games from scratch to make both gameplay, storyscenes and cutscenes like VC1. And if they have time, overhaul VC2s story. But that is secondary of course. Thus the could sell it for full price.Well, in the first place, putting VC2 and 3 is a far larger effort, because the map design and asset quality are severely hampered by it being PSP games.
At a functional level, I'd say VC3 should easily translate over to being a full-fledged console game and a worthy sequel, but that's a massive investment to basically redesign all the levels and build the assets needed for it to be more than a handheld game.
That I'm aware of. But yes, the more I think of it, the more it sees like it could be of worth to remake both games from scratch to make both gameplay, storyscenes and cutscenes like VC1. And if they have time, overhaul VC2s story. But that is secondary of course. Thus the could sell it for full price.
I really hope SEGA is swimming in money right now and thinks about something like that.
If that's the case, I'd argue they're better off pretending VC2 never happened ( and rename VC3 as VC2 )
I personally don't mind a military-school setting that VC2 took, but the execution was definitely lack-luster.
There are some really odd things I've noticed about the combat engine so far. Being crouched behind a sandbag gives you the defensive boost no matter where the enemy is in relation to you. Crouching in grass gives you the defensive boost even if the enemy is like 2 feet away from you. And the entire idea of being able to manually aim for headshots in a turn based game just seems bizarre. It just makes each move take 10 or 15 seconds long as you try to move the aimer to their head.
Now that's something to wake up to.
Now that's something to wake up to.
Sega, please do put out a press release once this overtakes the original's sales
Never played VC2 but all i've heard from friends that loved VC was that it was full of annoying characters and felt like a cheap spin-off as far as a sequel went, even if the gameplay was still fun. The character designs were really worrying because they went full anime (never go full anime) with crappy archetypal characters that are "marketable".
These are intentional, and important for the flow of the gameplay I feel. It's really about removing cover from enemies to take them out. And in later parts of the game, you'll get access to weapons specifically designed to take out enemies in cover (but with their own drawbacks).There are some really odd things I've noticed about the combat engine so far. Being crouched behind a sandbag gives you the defensive boost no matter where the enemy is in relation to you. Crouching in grass gives you the defensive boost even if the enemy is like 2 feet away from you.
Not with a mouse, a significant advantage of the port . Also, there's a tradeoff there, as aiming for the head might make you miss entirely. Of course, how relevant that is depends on the weapon type and distance.And the entire idea of being able to manually aim for headshots in a turn based game just seems bizarre. It just makes each move take 10 or 15 seconds long as you try to move the aimer to their head.
It's only rally good though if you can accomplish a lot without moving, due to the significant AP drop. And in those situations it feels like a nice reward for moving yourself into a good position.I also don't really like how you can move the same unit multiple times in one turn. It still seems alright though.
No, explosions don't make a difference between friends or foes.Better yet, your own grenades don't seem to hurt you - I suicide rushed into an enemy trench, dropped a grenade by my own feet (by accident), killed three enemies while taking no damage... :\
Memh, yeah, you're probably right. It may be not worth to salvage VC2 when VC3 exists. But calling it VC2 would be super confusing. Maybe they should completely start a new line without numbers and just with subtitles as distinction. They should know now that there are plenty of people on the consoles and PC who love the gameplay and the franchise.If that's the case, I'd argue they're better off pretending VC2 never happened ( and rename VC3 as VC2 )
I personally don't mind a military-school setting that VC2 took, but the execution was definitely lack-luster.
Now that's something to wake up to.
Sega, please do put out a press release once this overtakes the original's sales
Memh, yeah, you're probably right. It may be not worth to salvage VC2 when VC3 exists. But calling it VC2 would be super confusing. Maybe they should completely start a new line without numbers and just with subtitles as distinction. They should know now that there are plenty of people on the consoles and PC who love the gameplay and the franchise.
I know I'm grasping straws, but I really wish for more VC games in general and more on the PC. And sadly the psp games wouldn't do as they are now. VC2 looks already bad on my Vita screen, I can't imagine how it would look on the PC. Probably like the 320x240 VC screens.
These are intentional, and important for the flow of the gameplay I feel. It's really about removing cover from enemies to take them out. And in later parts of the game, you'll get access to weapons specifically designed to take out enemies in cover (but with their own drawbacks).
Not with a mouse, a significant advantage of the port . Also, there's a tradeoff there, as aiming for the head might make you miss entirely. Of course, how relevant that is depends on the weapon type and distance.
It's only rally good though if you can accomplish a lot without moving, due to the significant AP drop. And in those situations it feels like a nice reward for moving yourself into a good position.
No, explosions don't make a difference between friends or foes.
do we even know how much did the PS3 version sell?Well, I was half-joking, overtaking the original would be a pretty huge task. I mean, it did end up selling with a pretty long tail for a console release.
Well, I was half-joking, overtaking the original would be a pretty huge task. I mean, it did end up selling with a pretty long tail for a console release.
It's not bad with an emulator.
VC2 1080p https://www.youtube.com/watch?v=aP72tcCA8To
VC3 1080p https://www.youtube.com/watch?v=J_TOodrud4U
It's not bad with an emulator.
VC2 1080p https://www.youtube.com/watch?v=aP72tcCA8To
VC3 1080p https://www.youtube.com/watch?v=J_TOodrud4U
Ok, I suppose it could work, but still looks vastly inferior to the first part if it comes on the PC and I rather have overhaul. But then again, I would have anything just to get SEGA to produce a new Valkyria Chronicles for PC and next-gen consoles.It's not bad with an emulator.
VC2 1080p https://www.youtube.com/watch?v=aP72tcCA8To
VC3 1080p https://www.youtube.com/watch?v=J_TOodrud4U
Both of those are VC3!
I'd be fine with that, it looks fine imo. I'm fine with portable games being ported to PC. I understand the platform restrictions they had to deal with and would just like to play them on my PC.
How do I make the tank on Mission 7 expose its radiators?
VC3 is the real VC2. What's called VC2 is a mediocre spinoff.Both of those are VC3!
I wouldn't say that, see my earlier post about how I got Alicia into a position where i could take out 5 enemies in one turn.It removes any potential for gutsy charges like you could do with the assault in XCOM.
I don't think "realism" was a significant goal for the combat system -- it rarely is with Japanese games. The rules are designed to serve the gameplay. For example, I'd imagine if tanks could run over troops and kill them they'd have too much utility per CP spent. It would also break the principle that you need to give up your CP in order todo damage, which holds for all other weapons. Note that tanks can, however, push enemies out of cover (and destroy it) for "free".I haven't really found a situation yet where aiming for the body yields more damage. There are just a bunch of things about the combat that don't many any sense in terms of realism. Like someone above said, you can run an enemy over with a tank and it does literally 0 damage.
Just did my part! Top-selling in EU as well!
I hope SEGA-senpai will notice us and consider more good ports like this. I will buy them
I really think VC2 had some interesting ideas, but it was held down by not one or two but 3 bad management decisions:i'm very glad i bought this game now, i totally get the hype- all the weird annoying quirks of vc2's system that made it tedious and easy at the same time are gone, and replaced with more interesting engagements and generally better flowing/sense-making combat
I really think VC2 had some interesting ideas, but it was held down by not one or two but 3 bad management decisions:
- PSP as the platform, removing the possibility for large-scale engagements (and killing the game in the West)
- A lower budget, necessitating the increased asset and map reuse, making the game feel more samey
- Going for "mass appeal" (in Japan, which didn't work out) by tacking on multiplayer (popular on PSP at the time) and doubling down on the anime style
you have to climb up the tank on the ladders. You can then shoot at the radiators with lancers or you can use grenades.
You can save and load during a mission. Make use of that and you can discover everything else by yourself. The game explains everything else.Finally have some time to play VC for the first time.
Any essential tips before I take the plunge?
If that's the case, I'd argue they're better off pretending VC2 never happened ( and rename VC3 as VC2 )
I personally don't mind a military-school setting that VC2 took, but the execution was definitely lack-luster.
The real problem here is that the game is designed in a way that encourages you to only make use of a few units per map. In most maps I ended up with a bunch of units just standing around the start location because actually using them was a waste of CP.There are some really odd things I've noticed about the combat engine so far. Being crouched behind a sandbag gives you the defensive boost no matter where the enemy is in relation to you. Crouching in grass gives you the defensive boost even if the enemy is like 2 feet away from you. And the entire idea of being able to manually aim for headshots in a turn based game just seems bizarre. It just makes each move take 10 or 15 seconds long as you try to move the aimer to their head.
I also don't really like how you can move the same unit multiple times in one turn. It still seems alright though. Hopefully it gets more difficult, because the first 5 chapters have been a breeze.
Took 4 reloads, but so worth it.