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.
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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.
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