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Review of Valiant Hearts: The Great War on PlayStation 4

by Tanya Krane Tanya Krane photo Jun 2014
Cover image of Valiant Hearts: The Great War on PS4
Gamefings Score: 7.7/10
Platform: PS4 PS4 logo
Released: 25 Jun 2014
Genre: Puzzle, Adventure
Developer: Ubisoft Montpellier
Publisher: Ubisoft

Introduction

Valiant Hearts: The Great War is that rare thing: a videogame that wants to make you care about ordinary people in a very, very unordinary mess. On PS4 this UbiArt-powered side-scroller masquerades as a gentle puzzle adventure, but its real job is being a pocket-sized anthology of human stories - four leads, one dog, a villain with a Napoleon complex, and enough emotional curveballs to make your stoic granddad reach for a tissue. Ubisoft Montpellier set out to commemorate the centenary of World War I by focusing on human experiences rather than military spectacle, and the result is a game built around character arcs rather than kill counts. If you care about how people change when everything around them is falling apart, this is the wartime romcom-nope-actually-tragedy you should play.

Gameplay

Valiant Hearts dresses its storytelling in puzzle-adventure clothes: side-scrolling exploration, simple interactions, occasional stealth, and a sprinkling of rhythm-based car chases that feel exactly as dramatic as a catchy tune should. But those mechanics are servants, not masters, of the narrative - every little shove, dig, or fetch exists to expose the characters' inner journeys. Emile, the grizzled French grandfather, is given a shovel. The shovel is a tool, sure, but it's also an extension of his arc: a farmer forced into the mud, a man whose hands are used to building life now digging graves and breaking through rubble. That tactile connection between mechanic and character makes Emile's slow descent from stubborn optimism to haunted fatalism feel lived-in rather than written-on-a-postcard. Karl, the deported German and son-in-law, moves through the game as the quiet heart of the story. His arc is an exercise in enforced distance and eventual reunion. Gameplay frames his moments of domesticity and desperate survival in small, human puzzles - getting home, protecting family, making a choice offered by gas masks and bombed-out farms. The plot gives him suffering without villainy: he is not an archetype but a man caught in bureaucratic and military currents. Watching Karl give his gas mask to his wife is one of those scenes that the game's minimalist interface lets land hard; there is no monologue, only a sequence of actions and a slow fade that says everything words would otherwise clutter. Freddie, the American volunteer, is the narrative sparkplug. He starts as vengeful - his wife dies in a bombing - but his arc curves toward restraint. The gameplay mirrors this: the player can pursue furious confrontations and clamber through action sequences, yet the story keeps reminding you that violence is a poor currency for healing. Freddie's choice to spare the pompous Baron Von Dorf after beating him atop a ruined tank is the mechanical equivalent of a boss fight turned character beat. That encounter is one of the game's weaker gameplay moments - critics have a point calling some boss sections clumsy - but narratively it is crucial: Freddie moves from vengeance to mercy, and the button presses around the skirmish make that evolution oddly satisfying. Anna, the Belgian veterinary student turned nurse, threads medical mechanics into her arc. Her timed treatment mini-games and caregiving interactions are more than diversions; they anchor her as a caregiver whose agency is measured in the lives she stabilizes. Through Anna, the game explores moral labor: she saves people, patches wounds, and repeatedly risks herself to do it. Walt the dog functions as connective tissue across every chapter. Walt is not a gimmick - his ability to squeeze into places, carry items, and avoid suspicion is a gameplay device that also acts as emotional glue. He fetches items for puzzles and for hearts alike. Collectibles scattered through levels - photos, letters, and documentary snippets - add historical weight, turning each solved puzzle into a small classroom moment about trenches, gas, and the daily absurdities of war. Ubisoft Montpellier deliberately kept combat minimal to avoid the trite shooter formula. The pace is often languid, which some players will call slow and others will call necessary: the quiet puzzles amplify the rare bursts of chaos so the characters' reactions feel earned. If you want complex mechanics, Valiant Hearts will make you slightly cross; if you want to watch people change, it rewards attention. The hint system and accessible puzzles make this a forgiving experience, so the emotional hits come without a combat difficulty spike. That design choice is central to the game's goal - it wants you thinking about humanity, not your KD ratio.

Graphics

Visually, Valiant Hearts is a hand-drawn postcard from a time that wants to be both respectful and accessible. The UbiArt Framework gives the game a warm, storybook aesthetic that softens the horror without sanitizing it. Characters are stylized enough to be adorable and lived-in enough to carry weight; facial animations and body language do the heavy lifting when speech bubbles replace dialogue. Those speech bubbles and comic-book style cutscenes are more than stylistic flourishes - they are an economy of storytelling that fits the multinational cast. The cartoonish art lets the game ask difficult questions without being exploitative: a chlorine gas cloud looks horrifying because of context, not because the game wallows in gore. Audio by Jason Moran ties the visuals and gameplay together with an evocative score that swings between bittersweet and quietly heroic. Sound design is used sparingly but effectively: the creak of a dugout, the bark of Walt, the distant rumble of shells. These moments, paired with the game's attention to archival detail - the team researched letters, trenches, and first-hand accounts - create an immersive, historically textured experience. Critics rightly praised the art direction; the graphics are the game's most striking achievement and often why players forgive its occasional mechanical stumbles.

Conclusion

Valiant Hearts: The Great War on PS4 is not the kind of war game you shout about in online forums. Instead it is the one you sit with on a rainy Sunday and let its characters whisper at your empathy. Emile's fatalistic courage, Karl's pilgrimage back to family, Freddie's move from revenge to restraint, and Anna's relentless care all read like interlocking short stories whose seams are patched by Walt's wagging tail. The game's mechanics are deliberately modest; sometimes they trip over the grandiosity of their themes, but more often they give you small, meaningful ways to embody each character's choices. The visuals and audio make the experience emotionally sticky, and the historical collectibles turn playtime into a tidy little lesson. If you prize narrative and character development over intricate systems, Valiant Hearts is a memorable ride through a dark chapter of history that refuses to reduce people to statistics. Score-wise, it lands around a solid 7.7 out of 10: not perfect, but poignant, thoughtful, and occasionally heartbreaking - the kind of game that proves interactive media can be a humane way to remember the past. Play it for the characters; keep a handkerchief handy for Emile.

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