Valiant Hearts: The Great War
game
7/14/2026

Valiant Hearts: The Great War

byUbisoft Montpellier
8.7
The Verdict
"Valiant Hearts: The Great War is proof that a game doesn't need difficulty to earn its place — it needs conviction. Ubisoft Montpellier could have made another cover-shooter set in the trenches. Instead they made an interactive graphic novel that treats war as loss rather than spectacle, and pointed a mainstream publisher's resources at empathy instead of headshots." "The seams show. The puzzles won't tax you, the stealth drags, and the tonal balance occasionally topples. Judged purely as a game, it's good, not great. But judged as a story you happen to play — as a memorial you walk through with a controller in your hands — it's one of the most important works the medium has produced. Play it. Then go read about the war it's mourning. That's the highest compliment I can pay it."

Gallery

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Key Features

Four Interwoven Perspectives: You rotate between Emile, Karl, Freddie, and Anna, each embodying a different nationality and stake in the war. The structure refuses a single "hero" and insists that everyone here — including the enemy — is a person losing something.
Walt the Medic Dog: More than a mascot, Walt is a genuine gameplay mechanic. He fetches keys, crawls through gaps, retrieves items, and comforts the wounded. He's the emotional anchor and, functionally, your Swiss Army knife.
UbiArt Hand-Drawn Aesthetic: A storybook art style that makes horror legible without making it gratuitous. Chemical gas, artillery, and mud have never looked this painterly — or this pointed.
Historical Codex: Unlockable archival photos and factual write-ups turn the campaign into a stealth history lesson. It's the best classroom WWI content has ever gotten inside a game.
Combat-Light, Compassion-First Design: You heal, hide, dig, and run far more than you fight. Survival and rescue drive nearly every chapter.

The Good

Devastating, human-first WWI narrative
Gorgeous UbiArt hand-drawn visuals
Walt the dog is a mechanical and emotional triumph
Genuinely educational historical codex
Haunting, restrained soundtrack

The Bad

Puzzles are too easy to challenge anyone
Tonal whiplash between cartoon and tragedy
Stealth sections feel generic and dated
Short runtime (4–6 hours)
Cartoonish villain undercuts the realism

In-Depth Review

Bottom Line: A gorgeous, gut-wrenching illustrated elegy for the men and women ground up by World War I. The puzzles are featherweight, but the storytelling hits like artillery.

The Gameplay Loop

Let's be honest about the mechanics up front, because the marketing won't: the puzzles are easy. This is an adventure game in the classic point-and-solve tradition, and its brain-teasers rarely ask you to break a sweat. You'll pull levers, dig tunnels, mix rudimentary chemistry to counter gas attacks, and rotate the occasional valve. Most solutions are visible the moment a room loads. If you came for the mechanical friction of a Braid or a The Witness, you'll be tapping your foot.

But the loop isn't really about the puzzles. It's about pacing your emotions. Each character's chapter functions as a variation on a theme — Emile survives, Anna heals, Freddie charges, Karl endures — and the puzzle design bends to fit that character's role. Anna's segments lean on a rhythm-based medical minigame, timing button prompts to save the wounded as they flood into her care. Freddie's chapters get action-forward, including a genuinely thrilling set of vehicle-chase sequences where Anna's ambulance dodges shellfire to a swelling orchestral score. Emile, the everyman, mostly just tries not to die. The variety keeps a mechanically simple game from feeling repetitive across its roughly four-to-six-hour runtime.

Where It Gets Uncomfortable — On Purpose

The stealth sections are the weakest link. Sneaking past guards and searchlights in a POW camp is competent but rote, the kind of design you've played a hundred times. And here's the tonal tightrope the game walks, sometimes wobbling: it swings between the cartoonish and the catastrophic, occasionally in the same scene. A slapstick sequence where you knock out a bumbling German officer by lobbing cabbages sits uneasily next to a wordless panel of soldiers drowning in a flooded crater. The villain, Baron Von Dorf, is a mustache-twirling caricature that belongs in a different, lighter game.

For some players, that dissonance breaks the spell. I'd argue it mostly works — the levity is a pressure valve, the same gallows humor that kept real soldiers sane. But when it misfires, it really misfires, undercutting a somber beat with a cartoon "bonk."

The Ending

I won't spoil it. I'll only say that Valiant Hearts understands something most war fiction forgets: that the tragedy of WWI wasn't a single dramatic death but the industrial, bureaucratic, grinding waste of it. The final chapter lands that thesis with a precision the puzzles never attempt. It reframes everything you've played. It is, flatly, one of the most affecting endings in the medium — and it arrives through mechanics, not just cutscenes, which is what makes it stick.

The core tension of the whole experience: this is a narrative masterpiece welded to a merely-fine adventure game. The story is a 9. The gameplay is a 6. Somehow, the sum is greater.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.