ValkyrieElysium shows promise as a JRPG revival, but our hands-on time with it left us with some combat concerns.
I’ve had around a week with a demo build of Square Enix’s upcoming action JRPG Valkyrie Elysium. During that time, I’ve been at a loss for words. I don’t mean that in a “Wow, this is great!” or “Wow, this sucks!” type of way. It’s more of a “I don’t have much to say about this at all so far” situation.
Getting combat right If you were around during that bygone era when God of War was all the rage and inspired a slew of lifeless copycats, then you can probably see some of my issues with Valkeyrie Elysium already. The game isn’t effortless, but it isn’t as lively as it should be yet, which is a shame because it’s full of so much potential.
The main character of Valkyrie Elysium, the Valkyrie Maria, controls like a rock. Her attacks are slow, there’s no way to cancel out of attack strings until they complete, plus no real jump cancel combos to keep opponents in the air for extended times, and assists don’t help much with cool juggles either. This leaves the game to be a mash fest where I only had to think about enemy weaknesses, which wasn’t even necessary most times.
Showing promise Exploration is another area where I have mixed feelings so far. The world of Valkyrie Elysium is a beautiful one. After leveling up to the double jump, I had some fun running through the forest areas and ruinous castles now pilfered by demonic undead. My issue is how empty everything is. Besides being eye candy there isn’t much to do.
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