Valkyrie Profile 2: Tales of Silmeria Review
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Genre: RPG
Platform: PS2
Publisher: Square – Enix
Release date: Sept. 2006
Official Website
Writer: Kalina (media_girl)
Rating: 7.5
Rent
From the hand-painted look of the towns to the expressiveness of the character models, the art direction helps to give Valkyrie Profile 2: Tales of Silmeria a palpable atmosphere, an atmosphere steeped in Norse mythology and influenced by Medieval/Renaissance architecture and fashion. Valkyrie Profile 2: Tales of Silmeriatruly demonstrates Square-Enix’s graphical prowess, as the graphics are nothing short of eye-poppingly gorgeous. It is strange though, that while the graphics of the towns are full of variation and detailed as can be, the graphics in the dungeons are monotonous and more plain (in comparison). Though the graphics of the dungeons are still pretty, they show the same types of scenery over and over again. As the gamer spends most of the time in the dungeons (as opposed to in towns), the non-descript environments do get a bit annoying.
However, even when the environments within the dungeons become boring, both the music and the game-play keep the game exciting. The music, full of both subtle melodies and more exciting fare, also helps to set the mood. The score is wonderful and there isn’t one annoying song to be heard (for most games, that’s a miracle in and of itself!) Even the battle music doesn’t make me want to put in ear plugs, for which I am fully willing to give this game accolades.
The devotion and time that went into creating the sound-track also shows in the game-play, as well. Valkyrie Profile 2: Tales of Silmeria takes place in a 2-D scrolling environment, full of towns, side-quests, fields, and dungeons. In the towns, the player can buy various weapons and accessories to equip their character with, as well as the usual healing potions and restorative items. The tricky (and fun) part of the game lies in how the player allocates their accessories on the characters. Each accessory has a “sign” on it (such as slashing, healing, etc.) a sign that shows up when it is put in one of the characters’ many accessory slots. Combining these different signs creates new skills for the character to learn.
Once the signs are arranged to create a new skill, the player must fight battles, gaining enough AP to learn the skill. It’s a very novel idea, but unfortunately, also involves a lot of trial and error. It’s not an outrageous trial of patience, but nevertheless, the gamer definitely will spend a good portion of time on the menu screen, randomly trying out accessories to get new skills. Unfortunately, not all the skills are worth the gamer’s time. Some skills have effects that are completely worthless. Yet, there is no way to really know this unless you have extensive knowledge of what is ahead in the game (or read a strategy guide). This is silly and unfair-another word-to those who want to play through the game without a guide. There are a few great skills, but far more mediocre or just plain bad skills. Valkyrie Profile 2: Tales of Silmeria would provide a much more even (and enjoyable) experience if it had made the skills more even in terms of worth.
However, battles entice the player to keep with the game, in spite of the uneven skill system. The battles are the best thing about Valkyrie Profile 2: Tales of Silmeria, hands down. They are as unique as the skill system, but unlike the skill system, they are also balanced. During the battles, the player maneuvers the characters across the environment either with the control stick or alternatively, makes the characters dash with the help of the R1 button. The gamer can have up to four characters in a battle at a time. These characters, though, can be split up into factions if the gamer desires. This allows for more complicated strategy. Once the characters are separated, they can gang up on different enemies or even surround one enemy. For all they dash across the screen, the characters are in constant danger from getting in the range of an enemy’s attack (which will be indicated by a colored radius on the ground). When the characters are close enough to damage the enemy, as shown by a colored radius, the play presses the x, triangle, circle, and square buttons that correspond to each character to pull of their attacks. When the buttons are pressed just right, they create chains. The longer the chains are, the more damage will be done.
For all I’ve described about the battle system, I could still go into an even more detailed analysis. There is simply so much to it. It’s a bit overwhelming at first (definitely get ready to have your characters die, at least a few times), but after awhile, it gets to feel very natural. In addition to the battles, the puzzle element helps to keep the player�s mind (unless they happen to be reviewing the game!) off of the unvaried dungeon environment.
The puzzles, some tough, others not so hard, are all very cleverly designed. The main character, Alicia, possesses the ability to freeze enemies on screen with a press of the square button. While these enemies remain frozen, Alicia can do one of two things; First, she can jump on top of the enemies to reach higher ledges; secondly, she can press square at the frozen enemy again and switch places with them. Utilizing Alicia’s special ability allows the player to reach different chests and special items.
Another key puzzle feature is the use of diases, springs, and sealstones. These sealstones can be carried outside battle, in order to give the effects of the sealstone to the player’s characters and they can be put in a dias, in order to give the effects of the sealstone to both the player and enemies alike. The sealstones can also be restored at springs, which then means they show up at other springs, in every other dungeon in the game.
Last of all, the gamer can also find new einherjar (undead warriors who you can recruit to Alicia’s cause) in many of the dungeons. There are many different einherjar to find, and since oftentimes, you randomly get one of three, there are many einherjar that the player will not get the first time through the game. I suppose this is supposed to inspire multiple play-throughs, but honestly, many of the einherjar are pretty generic, with a few exceptions. Still, it is great to be able to pick and choose from so many characters, and this feature of Valkyrie Profile 2: Tales of Silmeria fondly reminded me of the Suikoden series.
For all the customization system can feel like maneuvering the same chess pieces to try and create the leaning tower of Pisa, the battle system manages to get everything right. In the end, the creative battle system, the beautiful melodies, and the engrossing plot make this game a great RPG to play. If you like your RPGS more hardcore, that is. Valkyrie Profile 2: Tales of Silmeria still has its faults, though, and they do hurt the experience somewhat. Those that want a simple, easy, and straightforward RPG might want to look elsewhere.






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:D Nice review!!
I'm playing the game right now xD!!!!
This game has an awesome story line and the graphics aren't bad for the ps2<--
*lol I say this cuz I am use to the graphics on the xbox*
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