Valkyria Chronicles Is Still a Different Kind of Game About War

[Note: This article contains some spoilers for Valkyria Chronicles.]
Whether it’s annual entries in the Call of Duty series, the latest beleaguered Battlefield offering, or any number of realistic combat sims on Steam, the videogame industry has been pumping out works about war for decades. In many ways, this high output is unsurprising. Last year Call of Duty: Modern Warfare 2 showed that this subject matter continues to make a lot of money, and based on NPD figures, it was the highest-selling title of 2022. According to an NPD analyst, a new installment in the franchise was the top-selling game in eight out of 10 years from 2008 to 2017.
But despite the frequency and popularity of games about war, a remarkably small number of them have anything thoughtful or interesting to say about the subject matter. Most are multiplayer-focused experiences that use this premise as little more than set dressing, a pretense for why its player characters are killing each other in endless deathmatches. Many strategy games are presented via a detached, zoomed-out perspective, the various factions carrying the interchangeability of figurines in a tabletop wargame with different stats, these sides at least partially divorced from their original political context. That isn’t to say there isn’t any narrative or theming happening even in these decidedly “game-y” contexts, but commentary and traditional storytelling generally aren’t the focus here. Instead, like with chess, war is simply the setup to contextualize the rules.
However, there are some games that at least attempt to engage with the myriad complexities, moral questions, and horrors of armed conflict, and a few that even do a decent job at it. The textbook example for the latter case is Spec Ops: The Line. Its clear critiques of other works in the space, like Call of Duty 4: Modern Warfare’s infamous AC-130 mission, have made it the subject of numerous think pieces. Other examples are Metal Gear, This War of Mine, Far Cry 2, or arguably even the campy but oddly affecting MachineGames-produced Wolfenstein entries. But there’s another that runs counter to even these examples, a title that 15 years ago proved to be a unique take on war in videogames: Valkyria Chronicles.
Set in a fictionalized version of mid-20th century Europe (called Europa in this case), it takes place after the continent’s two major superpowers become locked in war. Trapped in the middle is Gallia, a tiny neutral nation with a rich supply of natural resources, which is invaded by the autocratic empire known as the East Europan Imperial Alliance. We follow members of the Gallian militia, Squad 7, as they battle to save their home from these would-be conquerors.
While a World War-inspired backdrop isn’t particularly unusual for a military-themed story, this spin works more as a pastiche of WWI and WWII. It borrows overtones and visual cues from both, like trench warfare, factions ruled by monarchies, tanks, and beach stormings. However, more than just this novelty, one of the game’s biggest points of differentiation from its “gritty” and “realistic” peers is its use of a picturesque art style that resembles a mixture of watercolor illustrations and pencil sketchings. Specifically, its creators have said that the World Masterpiece Theater was a central point of inspiration, an anime series that adapted popular children’s stories like The Adventures of Peter Pan and Anne of Green Gables. Tying into this vibrant look, there aren’t any displays of gore here, and while there is a plethora of shooting, killing, bombing, and death, its violence is muted enough to warrant a T rating. This lack of vividly depicted carnage, which is often found in its blood-soaked peers, is significant because instead of relying on shock value to make a point, the game needs to do so through other means, such as its writing.
Early on, there is a scene that exemplifies its approach. As Welkin Gunther returns to his hometown of Bruhl, he reunites with his sister Isara and meets Alicia, a local who has become a member of the town watch. Welkin and Alicia are reminiscing about the place they grew up when a trio of Imperial soldiers suddenly appear, indiscriminately killing civilians, until the two stop this initial wave. But instead of celebrating this first victory over their invaders, Alicia mournfully tells her subordinates to bury the bodies of their compatriots and enemies. This sequence is defined by a sense of grief, conveying that this first battle isn’t only tragic due to these deaths but because it foreshadows all the pointless bloodshed and destruction to come. This encounter may have been a victory, but these characters know that this invasion means that their lives will never be quite the same, that they will lose loved ones and the things they’ve held dear. Tonally, there is a gentleness to this scene that is absent in most gruff military shooters.