Opinion about Valkyrie Elysium
Valkyrie Elysium -The beast of the genre rare today: Hak-n-Slash, made in a fantasy world inspired by Edda. Its local interpretation is somewhat peculiar and holds apart by its own readers from the developers of God of War (2018) and, especially Hellblade: Senua’s Sacrifice, using the plot paths familiar to the experimental fan of the genre.
Midgard is in a state of complete devastation: Ragnarek is approaching. The destructive war of the gods ended with a draw, where everyone suffered serious losses. One all-altein, being incredibly weakened after a serious wound, creates himself from the last forces of the assistant-subsidiary: a powerful Valkyrie. Its task is simple – to go to Midgard and begin “cleansing the souls”: stripping of lands from a lush color of undead in a worthy world, and thereby save it from destruction.
The nameless Valkyrie is taking up the case with the determination of the puppet and gradually gathers allies around him-Einherriars, the souls of the once strongest soldiers, who were tortured with regrets due to the consequences of their own actions and decisions. After an imminent meeting with the mysterious dark Valkyrie Hilda, doubts about the goodness of the results of her deeds and the truthfulness of the words of the all -father begin to settle in the soul of the main character.
Alas, it’s not worth expecting the greatest stories from the game: yes, the scriptwriters tried to catch up with both the intrigue and a couple of “suddenly”, but they, unfortunately, are quite simple and devoid of proper grace. At the same time, it is important to note that what is happening is interesting to follow, thanks to the story on behalf of the person, including the Einherriars: their personal stories are great to complement the events of different eras and the kingdoms of Midgard. The general construction of the picture of the world is served through the memories of the souls of people and mythical creatures that have found the shape of flowers that Valkyrie can find in the back of the battlefield. In my opinion, not the best, and rather a very budget decision. In general, at some point, I had the feeling that almost all the efforts of the developers were thrown into the audio-visual part and the combat system, and the latter oh did not let us down.
Gods, she, for my taste, is just great! The developers were able to achieve an extremely pleasant sensation of strikes and hit the enemy. The battles are very dynamic, tied on the elements, simple combo, the ability to quickly move from enemy to the enemy and on the called allies – each of which also has its own belonging to one or another spontaneous element, as well as the weapon in the hands of the heroine. In the course of passing through her hinges, several types of various equipment, which are distinguished by an element, speed and radius of attack-from swords that hit the holy damage to a couple of species of copies and even a club, bifurcated in some compets-studies into two maces.
Weapons and Valkyrie itself are pumped with the help of crystals and shower gathered at the levels. Half of this development is an increase in characteristics, half is an unlocking of such unusual abilities as knocking out souls from the enemy and a separate ability – the ability to absorb such a soul, and intensifying it, inflict huge damage. And this is not limited to this: deadly enemies can emit the spirit, which will immediately rush to the closest ally-death-in order to seriously strengthen the last. Such meanness needs to be suppressed instantly, which further adds speakers, since the focusing system for the target is quite convenient and saves the chamber from curves.
In addition to the cold weapons of Valkyrie, it is endowed with the ability to conjure. Sometimes, due to the simultaneous use of magic by enemies and allies, the battlefield is covered with such a number of effects that it is felt not so much piles as with something epic, thereby throwing adrenaline into the blood (and for a short time, at the same time, pushing the Frameite even on PS5).
Each enemy has a strip of “stunning” by its element, https://noverificationcasinos.co.uk/litecoin-casinos-ltc/ and after overflowing it with the appropriate type of damage, the warning falls into prostration and becomes vulnerable. After you get used to control, the battles turn into a frantic flight from the target to the target with constant switching to the desired type of damage with the skillful use of the combo attacks so that it is as much as possible to neutralize the enemy, to impes to them in the air in the manner Devil May Cry and drive him into a stunned state. The entire gameplay ligament is felt great to disgrace, as and what is important, the battles with the bosses: they, like ordinary opponents, are multi -zone, but also have a smooth change of phases and very destructive attacks with well -readable patterns. This is one of those moments that made Valkyrie Elysium One of my favorite games this year.
The second point that fell in love with the game is art design. It is very neat, eclectic, inside – almost sterile, but at the same time configured with an incredible taste, starting from the interface, ending with the appearance of the main character and bosses. The game is very pleasant to admire from these and still – not a single annoying element or a broken part. From the curious – as in Tales of arise , A mixture of light watercolor filter and village-shading is stretched on the game picture, giving it either light “engraving” or fabulousness. And if you move far from a certain item, it will be more likely not a fog, but an unobtrusive filter for parchment-it looks original and pleasant.
Visually, the game holds well as well as well, despite the fact that it was simultaneously designed under two generations PlayStation. Moreover, on PS5 Valkyrie Elysium It looks like an interesting mixture of the “Old-Skula of the Seventh Generation” era with grayish shades (perfectly suitable wilting world) and modern bright “slasher” Jrpg. The design of the locations is linearly, as if with an eye on 2007-2009, but it does not have a feeling of emptiness, as in the old slasers of the Xbox 360 \ PlayStation 3 era. For example, Midgard is drowning in greenery, he is hanging everywhere, and in the distance the ruins of the once human greatness are visible.
But the rise to Asgard is accompanied by a monumental gloss: everything is clean, consists of gold and marble;Somewhere a fountain murmures, a library quietly rests nearby, a outlandish magic globe rotates under the ceiling, and a fashionista one is sitting on a high throne. I am silent about the Valkyrie itself, when creating which I clearly looked back at 2b from Nier Automata . Not that I wanted to mention that she could look under her skirt:
Rather, their design has similar features: high boots, a combination of black and white flowers, a neat, elegant pattern on the robes and deliberate publicity in the best way.
The third moment is a sound. He is here, like art design, divinely “tasty”: special effects are maximum licked, neat, not annoying, juicy, greatly placed in volume. Dialogues are recorded no less excellent, even in dubbing in English, which is all replete with a British accent. To understand how well all this sounds: I have not heard such a pleasant sound of heels and a long time, since the time of The Order 1886, I have not stuck on the sound of falling water. In The Order 1886 it was a cool rain, and here, for example, trite, a fountain near the chambers of Odin. A very pleasant sound picture gathers from the effects, which even in studio AKG K712 Pro, known for love for pulling all the shortcomings of recording, you can listen to with great pleasure.
Soundtrack is also written in the tone of sound engineering. A sakuraba motif, Whose work you have heard with one hundred percent probability in the previous games of the Valkyrie series, the Tales of, Star Ocean series, Cogen: Sword of REWIND and many others, this time gave out something like his usual monumental pathos. The game sounds neat ethnic symphonic motifs with emotionally dreary (or warlike) parties, in which a very expressive flute is inscribed. If in Tales of Berseria Sakuraba delightfully wielded an almost crying violin flying into the sky and falling, then the same test he subjected to wind instruments, surrounding the topic of a very pleasant academic arrangement. An electric guitar interferes with the bosses – what is needed for hard and epic battles.
The fourth moment, which personally pleased me in Valkyrie Elysium, became as unobtrusive and very quickly passable side quests. They, like the main plot, are always selected from a hab-location in Asgard (do not need to run around the world for a long time from the quest to the quest), have very well-tuned navigation, clearly indicate the goal and take place in the format of “backstreing-monkey”. But, the budget nature of the game is exposed here: in the “side effects” the dialogs are not voiced, animations are basic and the simplest and simplest. And yes, you can persist strictly in the allotted places, but the points are usually scattered with an interval of 5-15 minutes of gameplay.
And this gameplay has controversial solutions, closer to its nature, even to the shortcomings. For example, potions and other consumables can be obtained only in one way: in chests on levels. Spent and need more? Here’s the only solution: we run a plot or side quest again for the sake of chests. And, this decision, it should be noted, is very like that.
Another problematic point is difficult to determine which weapons are best suited to which particular enemy: unlike spells, the game has no intelligible description or characteristics with a description of the elements of a blade. But, upon receipt of a new gun of killing, the player is shown a brief hint of characteristics-at least screens it. In addition, approximately a third of the “guns” themselves are felt in little use due to their slowness, which is not compensated by any additional damage or bonuses. Or is it I am so inattentive and crooked?
Well, the final moment upset me is the tool for choosing the ending. There are four of them in total, including three bad ones with varying degrees of doom and only one – true, for which it will be necessary to collect at all levels of 9 “green flowering”, and then talk with a couple of inaccuations before the final. The task of finding these “flowering” is not as trivial as it might seem, and the first time to find them is extremely difficult. I would prefer that the ending can be chosen by dialogues or specific actions, since I personally really liked the true ending.
Valkyrie Elysium -This is a dynamic and addictive cord-mechanic Hak-n-Slash with JRPG elements, which will give 15-20 hours a very pleasant gameplay, comfortably wrapped in a simple, but rather exciting story. Management, gameplay, music and visual series of the game are simply amazing – this is what you should buy the game, even despite a number of the above disputed solutions.
I am pleased to put the game on the imaginary shelf “loved in 2022” and I advise you to try it out, regardless Metacritic, which froze at 67-70 points. Fortunately, PS5 has a demo version.
Pros:
– a great sensing impact from blows
– A very cool sensation from the battle
– Wonderful visual style
– Incredibly “tasty” work on sound: special effects are maximum licked, neat, not annoying, normalized. Dialogs are recorded no less excellent, even in English. To understand how good it is: I have not heard such a pleasant sound of heels of heels for a long time.
– beautiful, sometimes very emotional soundtrack
– An extremely pleasant design of everything and everything, from the interface, ending with the main character and bosses
-Side quests do not force to spend too much time: usually pass in 5-10 minutes of intense battles
– The game does not try to play guessing: always clearly indicates where to go. But at the same time encourages curiosity through objects hidden in the folds of the level
– The story is simple, but fascinates
– English dubbing is full of a British accent for all characters, and at the same time pretty good
Debate:
– In some places the game shows its budget: side quests without voice acting, with a minimum of animations
– The design of locations with an eye on 2007-2009, but there is no feeling of emptiness, as in old slasers
– you can persist only at separate points
Cons:
– potions to replenish resources only through grind
– the endings are attached to the collection of green flowers, and the true ending is very emotionally rewarding. I would prefer a moral choice in the form of a menu and actions regarding the characters
– Not all weapons are felt useful
– It is not always clear which weapons are better suited for which enemy, since there is no normal description to it