How Does the Time System in Valkyrie Profile Work?
Most role playing games let you grind until you are ready. Valkyrie Profile gives Lenneth a schedule instead. The whole game is a countdown to Ragnarok, run in chapters, and nearly everything she does, recruiting a hero, entering a town, clearing a dungeon, is paid for out of the same limited currency: periods. This page documents how the system works, as the game's design is recorded in the sources below.
THE SYSTEM IN FOUR PARTS
Design, documentedTHE GRADE THAT CAN END THE GAME
EvaluationEvaluation is the system's teeth. Offering up the artifacts won in dungeons instead of keeping them, and sending einherjar who meet the chapter's requirements, raises it. Keeping too many artifacts and failing to send heroes lowers it. If Lenneth's Evaluation reaches 0, the game delivers its worst ending, Ending C, without waiting for Ragnarok. The clock and the grade are the same pressure seen from two sides: time limits what you can prepare, and heaven scores what you did with it.
Difficulty changes the shape of the whole machine, not just enemy strength. The three levels offer different einherjar, dungeons, and quests; on Hard, every character starts at level 1, but more dungeons are available and with them more objectives awarding Event EXP, the banked experience the player distributes by hand. The clock is longest exactly where the game is hardest.
THE GAME ON THE SHELF
Valkyrie Profile · PlayStation