Trinity: Souls of Zill O'll Review

  • Posted February 15th, 2011 at 03:09 EDT by Adam Dolge

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Trinity: Souls of Zill O'll

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While not the most original experience, Trinity: Souls of Zill O'll offers plenty of enjoyment with its addictive quests and massive combat sequences.

We like

  • There are plenty of chances to kill hordes of enemies
  • Using three characters in combat provides a unique, personal approach
  • Questing is addictive

We dislike

  • Poor camera angles
  • Blasted backtracking
  • Text-based town menus; no exploration

See PSU's review on Metacritic & GameRankings

If you are a fan of the hack-and-slash JRPG genre, you are more than likely familiar with Trinity: Souls of Zill O’ll. The oddly titled action RPG is a new PlayStation 3 exclusive game from Omega Force, the developer of the Dynasty Warriors series. If you don’t know anything about the game, however, we can’t blame you; this one sort of flew under the radar. It’s a classic fantasy tale with familiar Lord of the Rings lore; elves, dwarves, magic, and goblins all play their part. The main character Areus sets out on a quest for redemption, and along the way he meets two companions who predictably join him for the remainder of his adventure. The game's non-linear questing system gives players plenty of freedom, but repetitive levels, poor camera tracking, and backtracking keep this game from being a real standout. Still, if you are looking to spend tons of time questing through the same levels over and over again, Souls of Zill O’ll offers some entertaining combat housed within plenty of old school RPG elements.

Trinity surprised me. Then it bored me. Then I became a bit obsessed. And finally I settled somewhere in the middle, feeling OK to call it a decent game. Is that a problem? Of course not. A decent game is worth playing, especially if the specific genre is right up your ally. In cliché video game review statement #211, if you like this genre, you will likely enjoy this game. Since the bulk of your time in Trinity: Souls of Zill O’ll involves mindlessly mashing the square, circle, and triangle buttons, I’ll start by explaining the combat.

Calling this a hack-and-slash game is a bit of an understatement. You will literally mow down hundreds of enemies during a single level. You can swap between the three characters with the push of a button, and each character has unique abilities and talents. Before too long, your thumb will get sore from thrashing at the same enemies over and over again. Each character gets three skills (you can swap between two sets of three at the push of a button) and each of these skills will come in handy in different situations. Areus, for example, is your typical sword-wielding magical fighter. His primary blade skills can handle most enemies, but his freezing abilities work great when fighting beasts near water. Likewise, his female companion Selene, a member of the vampire-like Darkeneith clan, is extremely agile and can double jump to string together a series of aerial combos. Dagda, the giant oaf of a warrior, rounds out your trio. His brute force is more than enough to handle enemies with thick armor, but he’s a bit slow to the punch. There is no multiplayer co-op, but at least your AI companions usually do a fair job of helping out. Then again, we quickly became irritated when they would just stand around, seemingly devoid of a desire to fight.

Since you can switch between the three characters, combat feels fresh for the first few hours, but this feature isn’t unique enough to really sell this game. Once you learn the basics, it’s fun to swarm a group of enemies and quickly swap between the three characters to experiment with different combos. In general, though, the combat mechanics feel a bit slow, and after several hours it quickly gets stale.

The combat experience is hindered by the annoying camera perspectives. There is no solid system to lock onto enemies. If you find yourself in a tight corridor, enemies will quickly fly behind you, leaving you to slowly turn the camera around so you can see what’s going on. During big battles things get ugly pretty quickly. Even worse, the game takes control of the camera during boss battles, offering a series of awkward angles.

The game operates on a non-linear questing system. There are hub towns where you can collect quests (netting you cash, experience, and sometimes items), but there is absolutely no town exploration. Call me old fashioned, but one of the things that makes an RPG so engrossing is exploring towns, seeing unique buildings and landmarks, and talking to the locals. You can talk to ... (continued on next page)

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