First of all, please ignore Sega’s wtf naming sense: you don’t have to know anything about VC2 or VC3 (both PSP-only titles) to play and enjoy VC4, since it really is a sequel to VC1. It’s also a full sequel only gameplay-wise, while story-wise they happen in parallel, so you can even start here if, for some reason, this installment specifically captured your attention (though, since both games are equally worth playing, I’d say most people might as well start at VC1). Having cleared that up, this is a great continuation that iteratively builds upon the original in all the right ways. You get a new unit class that distinctly changes the battlefield, bigger maps and much more varied victory conditions. At times it can appear overly safe, clearly not having courage or budget to stray too far from the winning formula, but considering the quality of the said formula (and since they aren’t exactly churning these games out every 2-3 years like a few other JRPG franchises), this is hardly an issue. Just like in VC1 or perhaps even more, the tactical gameplay is smart and well-balanced. On one hand, it always makes you think, calling for different approaches on different missions, inviting to not waste a single action so you can reliably get good ranks and rewards. On the other hand, it never turns into a strict puzzle with a single solution, leaving enough leeway to recover from mistakes and even options to straight-up cheese through stuff if you’re so inclined. Conveniently, you can save/load at any point during a mission, though I’d recommend everyone not to rely on it too much, since situations where you really mess up but then still somehow manage to turn it around usually lead to the most memorable battles. It also helps that "instant defeat" conditions got toned down considerably (even losing the main tank isn’t a game over now). The story has some rough patches, but for 90% of the time it’s a well-paced tale that mixes anime-style JRPG storytelling with the more cynical realities of war. The main characters are a likeable, honest, moral bunch, striving to win without compromising their ideals while muddier decision-making is left to the higher-ups. Simultaneously, the game isn’t afraid to sour their victories or remind that war is hell, quite brutally so (yet never enough to outright break them). The antagonists too are presented in good detail, even when they go off the deep end, leading to a balanced narrative about how one might or might not stay human at the times of conflict. …up until the final stretch, at least, where it forces a big, crappy, "damned if you do" decision onto the main character, making him anguish and mentally give up on the golden ending (instead of insisting on it despite the odds like a big damn JRPG hero would do) – only to get saved from the worst of it at the very end anyway. Coupled with some excessive screaming and a few unneeded bait-and-switch moments, this manages to sour the late-game impression, but thankfully it’s not enough to ruin the whole story, and I guess it deserves credit for drawing bold parallels with sensitive historical topics (starring Riley Miller as J. Robert Oppenheimer, the waifu edition). In any case, the best narrative improvement isn’t even related to the main characters but to the side characters instead, and that is squad missions: unlockable chapters that pair your secondary teammates into groups of three and tell short stories about their circumstances. Despite having simple, archetype-based characterization, they do a wonderful job at fleshing out personalities and sneak in some surprisingly earnest, humane moments into brief cutscenes. Since they unlock only if you use at least one of the involved party members enough during the battles, I’d highly recommend to regularly rotate your roster, because almost every single one of those chapters is worth seeing. There’s also an impressive amount of post-game content that doesn’t feel like a repetitive grind, especially if you include all DLC. Skirmishes smartly alternate between enemy-heavy, "go all out" scenarios and limiting, puzzle-like scenarios, while extra scenes continue to flesh out the characters unobtrusively. My other recommendation would be to play with the original voices, because this is awesome work even by the Japanese VA scene’s standards. You get Kazuya Nakai, the person behind One Piece’s Zoro and Gintama’s Hijikata, sounding more expressive at times than Hijikata did during his retorts. You also get the silky smooth voice of Show Hayami, whom some JRPG fans might know as Umio from Neptunia VII (funnily enough, he also specializes in underwater stuff here). The visuals likely need no extra praise, carrying on with the same eye-pleasing watercolor style and showcasing solid graphic design like stylish uniforms or expressive biography-page poses (though the limited budget rears its head here and there as well). Overall, this is certainly a worthy title to spend your time with. You can find a number of much less generous reviews or impressions online, particularly in regards to the story and its tropes (probably because the game attracts some stricter realism-oriented audience due to the war themes), but honestly, by the genre’s standards this is nothing; maybe just a tiny extra suspension of disbelief is needed.
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