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Thread: Trinity: Soul Of Zill O'll

  1. #1
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    Jan 2011
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    Trinity: Soul Of Zill O'll

    After the last publication of The Fist of the North Star, returned to the burden by providing a set of Action-RPG with influences in the fantastic worlds of Tolkien, Dungeons and Dragons, etc. and therefore offering goblins, dwarves, elves and other fauna concerned. Although the game takes the genre of Action-RPG, RPG component is largely shunned by offering a dedicated game action.


    Revenge is a best dish served cold

    Trinity Souls of O'll Zill puts us in a place called Vyashion where much of the territories have been conquered by the evil king Balor. In such a world, a legend circulated years ago that told the end of the reign of Balor when his own grandson was in charge of overthrowing. The king, fearing that the legend was true, sent to kill his own daughter to prevent that omen was fulfilled.

    In this game, embodying the character Areusea, whose father was killed by the evil king. After all these years, Areuse has trained as a gladiator in the independent city of Liberdom under the tutelage of his instructor and his friend Dorado. However, now is the time to go out of town and behave like a real adventurer. This is the starting point of Zill O'll Trinity Souls, an epic adventure that will take us through the different areas of Vyashion in search of our destiny.


    Dominates the action in a nonlinear development

    After testing the title, the first thing to say is that its last feature is not known for customizing our characters or key decisions during the development of plot but we found the largest component is its non-linearity.
    The overall dynamics of the game is to accept a series of missions that we acquire in different areas of adventurers from each of the cities that we go. While some will advance the story, others can be considered as secondary missions. All of them are classified by level, so we know the difficulty of it, and perform other tasks before to reach a level more consistent with our characters. Thus breaking the linearity of history and having a multitude of missions to choose from, we can extend the long hours of play.



    In these same cities can also visit the shops or spend the tavern to talk with citizens or acquaintances. Of course, the entire contents of the cities will be exposed through a menu and dialog boxes. This means that when we go into a metropolis, we are shown the name of it and a menu with the different places you can go (tavern, shops, etc.), But the city itself does not appear physically. This undermines the importance of the title, where players more accustomed to the role, always prefer to walk around a city built graphically, inspect, and generally get an idea of the kind of place where we are. Once selected missions, we go to the overview map, select the area where we go and travel directly. Again, all content is the way to our destination is also removed.

  2. #2
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    Re: Trinity: Soul Of Zill O'll

    For its part, the areas in which missions are normally conducted as the classic dungeons have different levels. We will have a map for each level and we can only access the lower levels when we acquired a mission that requires to go there. For example if the mission calls us to collect a specific object that is on the second level will be impossible to access the third until they acquire a charge that has its objective in this level. Meanwhile, the path is blocked by some rocks or something in insurmountable.


    These missions are varied and often remind me a little title like Monster Hunter, as they constantly ask us to end the life of a specific creature, different from the rest and a much larger size than normal. However, the strategy in combat is not as important as the title of Capcom, while the creatures are less resistant. Thus, the overall dynamics will acquire missions (main and secondary), perform them in those areas, structured as dungeons of different levels, and return to collect the reward at the same time we see some video footage and talk through dialog boxes.


    Three is not crowd

    Although initially only controls are used, the short time we will play with two characters who are our partners in raids. Dagda, characterized as four times the size of a normal man and crush anything with its feet, and Selene, a member of the race of Darkenith more agile and armed with two small daggers. Thus in this cast of characters clearly labeled as brute force, the balanced character and skill will pass the story of Trinity Souls of Zill O'll.

    Once we move to a specific location for a mission. We will always display with three characters at once. Also when you press the L2 button, can automatically change control to another character while the other two will be handled by the CPU. This is a breath of fresh air for more than frequent fighting and repeatability remains the same. The above pose us a vast dungeons cast of creatures, about 70 different types ranging from goblins, to harpies, skeletons, wolves, jellyfish, basilisks to larger creatures such as chimeras and dragons, all very well known in the western territory .


    For its part, the gameplay will be raised in the third person with a camera that can move the right analog button, and is a constant battle with the different kinds of monsters. Thus we confront hordes (actually originate many) weak goblins who are settled in batches, with trolls and giant fighting something more complicated and with which we measure the times of their movements and attack at key moments. This time we are also key to display a small icon, a little help to know when the time when we should attack is and which is the moment when we must avoid enemy attacks.

  3. #3
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    Re: Trinity: Soul Of Zill O'll

    To liven up a little more fighting, we can interact in some way with the different scenarios. Columns to make them shoot down into the midst of the enemy troops, set fire to clumps of straw to block certain sides or by the giant columns Dagda'll take demolished for use as weapons. The truth is that the fight we found very funny, with some strategic touches and a very successful outcome. However, it is a continuing growth and progress destroying everything that gets in our way while arrows raining from the sky and see approach a giant troll, impressive but endlessly repetitive.


    In another vein, through the shops of the cities we go getting new abilities to your character. These skills should be arranged to your preference in the Triangle button, square and circle and pressing the R2 button to pass a second tab of skills. For example we have the most dedicated shock melee our corresponding triangle, square and circle and press R2 the same buttons to change to another type of default have more skills related to the long range. All placed at will, something we recognize much easier habituation in controls, thus having six different types of skills that will make the most entertaining fights frequently.

    To conclude we just four key statistics that will evolve to our level and equipment: Attack, Physical Defense, spirit and magic defense. These four skills will be enhanced with four different objects with which we equip each of the characters. The structure, once again, seems much more focused simplified the title to an action game than an RPG. However, we must also say that although gender role seems to pass a background on issues of customization and gameplay, the game script poses a real epic, worthy of any good RPG. If at the same time we add the fantasy creatures and races well known, the result is an attractive game for fans of both genres.


    Graphics and sound

    Modeling scenarios and characters do not have optimal results compared to the big PS3 titles, but the game has a good outcome in general. Although some models of creatures we may be repetitive, the large number of them and some great design detract from the copy of models. Some designs like the goblins seemed to us one of the most successful (in terms of design) seen in a long time. For their part, many other animated films actually contain a component with camera blurs and games that give a great visual aspect very close to the movies. This section we have found one of the strongest points of the game because the animations are noted for their fluidity and as we said has a maximum care in cinematic terms. Moreover, the narrative tells the story as a flashback, as we are early in the game before the final boss, and later started the story a year earlier, a strategy also used well in cinema.


    The different voices of the characters are dubbed into English as it relates to the animated sequences and sound effects, although not extremely important part in this type of security, have also been well conducted. Finally, as regards the musical section, epic songs and intriguing environment the different places where we move. This is a section in which note have paid particular detail, using more oppressive music in closed places, more heavenly to acclimate the world epic elven or more major battles. The melodies move among the purest and military styles to other worlds that take us to heaven and pure.

  4. #4
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    Re: Trinity: Soul Of Zill O'll

    Conclusions

    The distant relationship with many games and clearly recognizable with Dynasty Warriors, preventing the game to have a high degree of authenticity. While action, magic and fantasy worlds make their appearance in the game, its lack of innovation and lack of more RPG elements detract from the final product. In general terms, it becomes a fairly simple game, and that each of the three people in our group back to life after a few seconds after his death. This makes it almost impossible to die in the game, and that will always be at least one character alive to pass control while others are raised.


    The fights are exciting. We'll see hordes of goblins to settle the groups using both our arms, as our abilities and spells or using the elements of scenery to hurt opponents. However, the excessive amount of fighting, many of them back and the number of missions that ask only settle for someone, just giving the game an impression too monotonous. Even the battles with the big enemies know your weaknesses based on a certain element and attack with it and our weapon in a closed pattern until he dies.

    The game could have ended much better if they included a multiplayer mode, a co-op with up to three players for example, a Spanish translation or the actual creation of cities. As has been completed, the title offers a good dose of action for fans of fantasy worlds but the evolution of the game may seem very dull and heavy for many users.

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