Beating up God in Valkyrie Profile: Lenneth
In a laborious 45 minute cutscene (you have been warned), Valkyrie Profile: Lenneth reiterates that we have no control in our lives. Circumstance and directives rule this universe and you better get used to it, otherwise you’ll be spending an awful lot of time frustrated at the lack of control. It’s a world defined by doing what you’re told. A social hierarchy is built right into the title of the game. You’re a Valkyrie, a mythological Norse figure who decides the fate of warriors in battle and a direct pawn of the god Odin. It’s your job to scour the world of Midgard below and recruit the souls of fallen warriors (Einherjar) to prepare for the final battle at the end of the world: Ragnarök. It’s work.
After pressing start, we’re introduced to the same girl now garbed in the clothes of a Valkyrie. She has no recollection of her past life. The gods Odin and Freya don’t even identify her beyond her title. Despite her best efforts, Lenneth is now a slave. Her worth is decided by the work that she does.
As a Valkyrie, Lenneth can tune in to the last moments of a mortal and swoop in to offer them an ultimatum before death. This “Spiritual Concentration” condenses entire story arcs of each possible recruit into short, random sound clips that sum up each character’s emotional mindset. It’s a harrowing experience that remains effective even today, engulfing your ears with shouts, whimpers, and anguished cries of people on the verge of losing everything. You’re mentally prepared for what you’re about to experience even before meeting the person.
But Arngrim’s fate also hints at Lenneth’s possible freedom. More so than the other recruits, Arngrim’s status as a mercenary and his violent skill set closely aligns him with Lenneth. The only difference between them is that Arngrim has control of his own destiny. Both warriors can decide whose time is up – one literally, and the other by virtue of their own ability – but Arngrim doesn’t let Lenneth decide his fate. By killing himself Arngrim demonstrates that while he may have made a living on following other people’s orders, he hasn’t lost his independence along the way.
And, though we might not act on it straight away, Arngrim’s rebellious streak rubs off on our behaviour. The first dungeon ends with the discovery of valuable weaponry and armor, artefacts that should be offered up to Odin for use in Ragnarök. Freya isn’t looking though, right? What’s the harm in taking some of the loot ourselves? Oh, our “evaluation rating” has gone down. What the fuck is that? Evaluation is not a good word. We hesitate. But why are we hesitating? What have we got to lose? The world is going to end regardless of our input. Do we really want to be spending our last days on the Earth recruiting soldiers for a war that no one will win? Valkyrie Profile: Lenneth is transparent. Systems are wrapped up into more systems, every little detail about levelling can be monitored and controlled, every action is methodically planned out thanks to the strict time limit. It’s overwhelming. There’s so much to process that you initially disconnect from the game on an emotional level. But then you get impatient, you grow tired of perfection. Valkyrie Profile: Lenneth’s first rigid two-hours encourage you to break out of your comfort zone by being excessively monitored. You re-engage with the game on a cathartic overdose of freedom. You make mistakes and waste your allotted time. You get the “bad” endings and slowly come to grips with the mechanics by familiarization. And each time you restart the game, Arngrim’s suicide stands out as the much needed reassurance you need to disobey. Valkyrie Profile: Lenneth’s best ending is only achieved by abandoning Lenneth’s responsibility and taking time away from the grind of recruitment. The Valkyrie uncovers her forgotten name. Lenneth’s freedom is really your freedom, after all. Illustration by Jake Lawrence. After Pressing Start is a series running on Nightmare Mode every Friday by resident narrative guru Tom Auxier. It focuses on beginning, on the stories that happen directly after pressing start, and how those introductory stories influence the arcs of video games. This entry of After Pressing Start was written by Alois Wittwer. Check out some of the other APS articles: After Pressing Start |
I dropped the game when I heard I’ll be getting bad end in my progress. I refused to believe what people said; I mean, how the hell you can win the game by disobeying the rules?!
Being stereotypical asian kid is suffering.
@Fiohnel Bahahaha! I think it’s a common thing to feel actually. Players are pretty comfortable following orders. It’s difficult to break out of rules, especially when you’re placed under such a harsh time limit.
I tried a friend’s copy once, but the stuffy dialogue irritated me. Thanks to your writeup though, I’m eager for second go at it. Any advice for first time players? I don’t like using guides, but if the bad ending isn’t strong (doesn’t need to be happy, just feel like a proper conclusion) I will, as I’m too tight on time to replay games often.
@Scofflaw Ending A takes a considerable amount of effort to get. It doesn’t happen by accident. The standard Ending B concludes a lot of things but doesn’t look into Lenneth’s past that much. Still satisfying. The bad ending really only happens of you don’t do anything :p .
My best tip is to not feel bad taking all the artefacts for yourself! As long as you send one recruit up each chapter, everything will balance out.