
This review contains minor spoilers.
Back in April, I was digging through my box of video games I stored away. I found two copies of Trinity Souls of Zill O’ll, a game developed by Omega Force. It falls under action-adventure/action JRPG. I asked myself why I purchased a second copy. Now I understand why it left a huge impression on me after finishing the game for the second time. Trinity Souls of Zill O’ll has a beautiful story that lingers long after the credits roll. It’s definitely something I needed, a wholesome feel-good game about friends from different races and backgrounds working together for the common good. I know its sound cliche but I like it.
Story
Trinity Souls of Zill O’ll has a similar plot to Oedipus Rex, a Greek play by Sophocles. The difference is that the protagonist did not end up marrying his mother (thank God) and the story did not end in tragedy (thank God again). Similar to the Greek play, an oracle prophesied that one day King Balor would be killed by one of his kin. Fearing the prophecy coming true, he sent out an army to assassinate everyone in his family–including his own son, the father of the protagonist, Areus. The last word, he said to Areus, was “You be strong for me. Protect your family. Nothing else matters.” And so Areus grew up with one mission in life–to kill Balor. Along the way, Areus meets up with two other adventurers: Dadga and Selene. The three of them work together to bring down the tyrant and bring peace to the continent.

Gaemplay
Even though Areus is the main character, you can switch between Areus (offense), Dagda (defense), and Selene (agility) in combat. The trio system is quite poetic because no one takes the spotlight. Well, depending on your play style, you can stick to one character during combat if that is your thing. As for me, I like to take advantage of my characters’ strengths. You can see the three friends synchronizing like they are dancing in a battle. Finishing off a strong opponent always feels epic when performing Trinity Attack, but it can feel repetitive. If you become overlevelled quickly by completing too many side quests unrelated to the story, the battle with the monsters becomes easy. It doesn’t help when the labyrinths become an eyesore due to their bareness.

Apart from the quests, it wouldn’t be a JRPG without mini side games. You can participate in the Arena, gamble at the casino at the Fugo Estate for better equipment items, and collect paintings for Master Fugo. There is also the 50-level labyrinth that you can challenge yourself with towards the end of the game, which I have not tried. I find the gameplay too repetitive to go through all the levels again.
Visual/Sound
As I mentioned earlier, the labyrinths can sometimes look bare, but that doesn’t affect the atmosphere. Where the game shines is through its text, which feels like playing a visual novel. Personally, I like this aesthetic because it’s soothing and relaxing to listen to calm music in the background. I don’t always want to be in action mode all the time. It’s a welcome change of pace.

The soundtrack composed by Yoshihiro Ike is also epic, and I am so grateful for the digital soundtrack in the Gallery Menu. Most games don’t do that. You’d have to buy the soundtrack separately. My favorite tracks are Vyashion, Life on the Line, Dark Territory and The King Awaits out of the 27 tracks. Even though certain tracks were used over and over again more than the others, I thought it was well arranged. The music helps intensify certain moments in the game. Sometimes it makes me relax; sometimes it makes me tense. It manipulates my emotions and controls the pacing of my actions. That’s good artistic direction. Of course, my favorite thing about the game is watching the cinematic fighting cutscenes. It’s so fun to watch the fighting scene over and over. The voice cast also did a great job.
Final Thoughts
Overall, having spent over a hundred hours on the game and completing it for the second time, I could say this game is great, but not epic. Good enough to be called a gem among rocks. I like the subtle storytelling approach. It reveals slowly why King Balor became a tyrant, and defines what makes a true hero. I remember liking Areus, and I still do. He’s a good son to his parents, a good brother, and a good friend. He’s also warm behind his cold, quiet exterior. More importantly, he can control his dark side and use it for good. He uses the Sword of Nihl to obliterate Balor into nothingness once and for all. As Saint Mathew says in verse 26:52 (KJV): “…for all they that take the sword shall perish with the sword.” That was his sole existence. How poetic is that?

I admire his determination and unwavering mission in life, and perhaps that’s why Areus resonates with me. I do think this game deserves another chance, especially for those who enjoy a bittersweet tale — and for those who appreciate a blend of Christian virtues and Japanese pragmatism. Play it for the art and story, but don’t expect much from the gameplay. Overall, it’s an unpolished game that has a lot of potential to become the masterpiece that it was meant to be if only the developer had more time. I am speculating that is why it did not sell well.
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