Valley Without Wind 2 transformed by the winds of change

wind_chill

A Valley Without Wind 2 is nothing like A Valley Without Wind 1. So many of the things that made me eventually love Valley 1 — it takes a while to wrap your head around that game, and you might give up before you realize you love it — are missing in this overhaul, which has just been released as a separate executable available for free to owners of Valley 1. Valley 2 has no crafting, no collectibles, no inventory, no spell customization, no fancy traversal gimmicks, no dungeon exploration, no grinding. It is basically missing 90% of the gameplay that dragged me into Valley 1. The sorts of moments I detailed here are entirely gone. Even the music is different. The original game’s 8-bit retro ditty has been replaced with a Japanese pop song, but in English.

So what Valley 1 fan is going to want anything to do with Valley 2?

After the jump, me

A Valley Without Wind 2 is a streamlined side-scrolling action platformer embedded in a turn-based territory control boardgame about trying to contain a rampaging demon and mostly failing. There. That’s the basic pitch.

The action platformer bits are mostly about moving to the far side of the level. Your goal isn’t necessarily to kill the various hopping, crawling, flying monsters; it’s to stay alive while getting past them. As you play the action platformer level for any given tile, you spread your control of the map. Map control lets you earn more resources by moving pieces around the board representing your band of resistance fighters. They gather resources, knock down obstacles, take on minor monsters, and power special superbuildings.

But Valley 2 has a brutal clock mechanism that crawls out of the center of the map. Imagine an invulnerable — or is she? — demon running around the board, trashing your buildings, casting total dick spells that render swathes of territory uninhabitable, murdering your dudes, and scattering the survivors like terrified sheep. You have to stop this demon by getting super powerful, which is going to take about as long as a JRPG, give or take ten hours. Until then, the demon is going to mess stuff up and you can do precious little about it. Some power fantasy.

Like Valley 1, Valley 2 can be awkward on the overworld. Arcen Games comes up with brilliant ideas that often stretch beyond their interfaces. Despite the basic boardgame mechanics, there is almost no boardgame elegance here. But the basics of exploring the world and keeping your survivors alive are a fantastic hook, and I can’t think of many (any?) games that offer this basic experience. This is no city builder. This isn’t about reconstruction. This is a survival horror strategy game about refugees trying to survive a cataclysm in progress, a cataclysm that chases them around the map and often drives them into fatal corners or flushes them down economic death spirals. Choose your difficulty level wisely.

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The actual sidescrolling action is superlative, perfectly suited to a gamepad controller and featuring more colorful and elaborate artwork since Valley 1. I thought Valley 1 was weirdly gorgeous as it was, but Valley 2′s graphics overhaul makes it more conventionally gorgeous. The more significant change is Valley 2′s new sense of focus in place of Valley 1′s wide-open spell choice and customization. Now you must choose a pre-set class. Each class has four attacks, varied by power, range, how they’re aimed, whether they use ammo, and so forth. Attacks also vary by “caliber”, which determines which attacks punch through which other attacks. If you really want to finesse the gameplay (i.e. play on harder difficulty levels), caliber is an important consideration for playing defensively. You’ll want to build up a concentration bonus by not taking damage, so driving back enemy attacks with a higher caliber is an important part of avoiding damage, particularly in the confines of underground areas.

The classes are imaginative and no one names a character class like Arcen Games. Who needs paladins and barbarians when you have featherologists, ashists, lumbermancers, and entropicists? But there are so many that I’ll never use most of them, even though they’re randomly doled out five at a time as you progress through a game. I wish Arcen had focused on fewer classes, and therefore made each one more important. As it is now, once you go up a few tiers, it’s like a racing game where you have a garage full of cars but no reason to use any beyond your two or three favorites. But those two or three favorites sure are sweet. Why would I ever not use my sleetlock with his freeze flamethrower and fancy magnetic ice?

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Valley 2 is a long game with some pleasant surprises waiting on the map and even in the narrative. Unfortunately, for a game that seems so perfect for replaying, there’s no persistence. When you win or lose, you simply win or lose. I’ve been told that a scoring system might be in the works, which would encourage playing on harder difficulty levels and powering through games that have been obviously lost (you tend to lose Valley 2 long before it’s over). As it is now, Valley 2 is like playing through a long RPG with randomized elements that you can play again if you want. Which would be fine if it wasn’t the strategy game that it is.

It’s a minor miracle that Arcen Games could revise Valley Without Wind 1 so completely without simply upgrading it, that they have instead made a completely separate game that plays so differently and creates a unique type of experience based on getting your ass kicked. And it’s surprising that Arcen Games is just giving it away to anyone who buys the original game. What the heck kind of thing is that to do with a sequel, especially a sequel that’s so much more than a mere sequel? Because whatever your feelings about Valley 1 or Valley 2, the odds are one of them is going to grab you. And if you’re unlucky like me, both of them will get their hooks into you.

4 stars
PC

  • amanda_chen

    I just can’t help laughing at the haphazard design process. I mean, now I see that mouse controls have been added. That’s great, but WTF?

  • Nightgaunt

    With all the crafting, grinding, and crazy advancement in VWW1, is it possible that VWW2 is really a gateway to its predecessor? Would someone want to go back to VWW1 after enjoying VWW2? Or are they apples and oranges?

  • Mercanis

    “Haphazard” may be too strong a word, but Arcen’s designs are truly adventurous. As for mouse support, the man has his reasons:
    http://arcengames.blogspot.com/2013/02/valley-2-official-1001-mouse-aiming-for.html

  • wisdomchild

    Oh A. Chen. I knew I could rely on you for a quip re: Arcen’s design process!

    I’m thinkin’ that mouse controls may have been added so that people could play the game using a mouse. Could be wrong on that, though.

  • amanda_chen

    Adding mouse controls was an embarrassing turnaround.

  • wisdomchild

    I’m pickin’ up what you’re layin’ down. Kinda like the whole Remedy/Polytron “couch” thing?

  • tomchick

    Totally apples and oranges! I definitely want to go back to Valley 1 after Valley 2. They’re distinct experiences, with very different objectives and play styles.

  • krayzkrok

    I’m disappointed to hear that Valley 1 did so poorly for Arcen financially. That game deserved so much better, and it was frustrating to see people bounce off it before they reached the juicy insides. It turned into one of my favourite games from last year. I haven’t installed Valley 2 yet, partly I’m scared because so much of what I loved about the first seems to have been excised, but partly I’m intrigued by what it has become. Many sequels are treated as “more of the same, only streamlined”. Fewer genuinely use it as a chance to reinvent the core gameplay and try to get closer to the original vision. I really should go and install it then.

  • tomchick

    As someone who shares your affection for Valley 1, I think you’re going to be pleasantly surprised. :)

  • Gregg B

    I downloaded the demos of both games and had a couple of hours with the first one last night. What a bizarre game. And yes, I think you’re bang on when you say it’s weirdly gorgeous. I’ve watched trailers for the first game so many times and thought ‘Damn, that looks messy’ but I found myself cooing a little at the wintery starting area and the dense caverns. The game reminds me of the Shadow of the Beasts via something like Terraria and Castlevania.

    Not sure which version you played of the first AVWW Tom, but I heard that the tutorial was a few pages of text originally but now it’s a bunch of humourous gravestones dotted about that say things like ‘Died from not paying attention to her health’ or ‘Jumped into the water not knowing it was acid’. They’re quite novel and interesting.

    What I really like however is the map system and the rooms within rooms within rooms. The procedurally generated quality of it all makes exploring that bit more interesting because you have no idea what you’re going to come across (can’t you take sneak peeks using the dungeon map?). Anyway, I’m looking forward to seeing the changes in the sequel which sounds a little bit like Rebuild, only, you said it wasn’t a game about reconstruction ;-)

    Thanks for the review, I can see myself picking this up.

  • http://twitter.com/StevenBeargal Jarenth

    Huh. Interesting. I tried the first Valley a couple of times, with various setups of friends, but it never really managed to hook me: the awkward fit of every element to every other element just kept me at a distance. It sounds like Valley 2 might be more my speed. Consider it mentally listed.

    First paragraph after the overworld screenshot: “Now you must chose a pre-set class…”