Review: Trillion – God of Destruction

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When first fin­ding out about the con­cept for Tril­li­on: God of Dest­ruc­tion, we aren’t exec­t­ly sure, how they’d pull it off. Having you face a super powe­red boss from the start of the game, and likely losing mul­ti­ple cha­rac­ters along the way, doesn’t sound like it would be par­ti­cu­lar­ly fun. It turns out we aren’t wrong. Tril­li­on shows that you shouldn’t try to chan­ge up the usu­al RPG for­mu­la just for the sake of making your game uni­que.


Tril­li­on is set in the under­world, ruled by the Gre­at Over­lord Zea­bo­los. After his domain is atta­cked by a mys­te­rious crea­tu­re, he unsuc­cess­ful­ly attempts to to defend the Under­world and near­ly dies in the pro­cess. He’s saved by a mys­te­rious girl names Faust, who resur­rec­ts him in a wea­ke­ned sta­te. It is here that we learn of the titu­lar Tril­li­on, who is slow­ly going to devour the Under­world if left unche­cked. Zea­bo­los, unab­le to fight the beast him­s­elf, has to rely on the Over­lords to take the fight to Tril­li­on in his stead. The set­up for Tril­li­on: God of Dest­ruc­tion is fair­ly com­pel­ling, but it only goes down­hill from here.

See, to be able to defeat Tril­li­on and save the Under­world, Zea­bo­los must aid in the trai­ning of each Over­lord he selec­ts. The majo­ri­ty of this is hand­led ent­i­re­ly though menu screens, with the occa­sio­nal event taking place to break things up. Various trai­ning exer­ci­ses are avail­ab­le to the Over­lords, which grant points used to increa­ses their stats. Thus begins the repe­ti­ti­on of trai­ning your Over­lord each day, sup­ple­men­ted with gifts that are used to increa­se affec­tion.

As men­tio­ned, affec­tion is gai­ned most­ly by giving the right gifts, along with a les­ser amount from most choices you make each day inclu­ding trai­ning. Affec­tion acts as a sub­sti­tu­te for HP and MP until hits 0, which beco­mes incredi­b­ly use­ful for spamming abi­li­ties during the Tril­li­on fights. This makes con­ser­ving affec­tion during tho­se fight important, sin­ce get­ting hit once will usual­ly take away a mas­si­ve amount of affec­tion.


The­se menu sec­tions get old very quick­ly, sin­ce the­re is litt­le to them and not much to break them up. Events can occur occa­sio­nal­ly, which will give items or affec­tion points based on your ans­wers. Some of the­se are decent­ly writ­ten, but the­re are only a limi­ted amount of events that can occur for each Over­lord. On top of this, events can (and will) end up being repeated, making pro­gres­si­on in Tril­li­on even more tedious.

Every time you train an Over­lord, you acqui­re tokens which are used to access the Val­ley of Swords. This is a ran­do­mi­sed sin­gle floor dun­ge­on that can be used to find items, equip­ment and fur­ther power up the Over­lord. The­se sec­tions only give you a limi­ted amount of moves to reach the exit, so you’ll end up making use of move­ment abi­li­ties to redu­ce them amount of turns you take. The Val­ley of Swords gets old fast, sin­ce the­re is only one the­me, and enemies will gene­ral­ly die in one hit if you’re plan­ning out your stats pro­per­ly.

Speaking of stats, not much thought seems to have been put into the balan­ce of the upgrades you can give the Over­lords. Stats like DEF and RES are pret­ty much useless, sin­ce you want to focus on avoi­ding attacks, ins­tead of try­ing to sur­vi­ve though them. INT, which boosts magic attack power, also ends up being useless, sin­ce you want to save your MP for move­ment abi­li­ties when figh­t­ing Tril­li­on. This also makes the majo­ri­ty of active skills not worth inves­ting in, sin­ce your basic attack ends up being more than power­ful enough later on, com­bi­ned with the right pas­si­ves. While you can try out a few ways of buil­ding your Overlord’s stats up, it doesn’t feel worth it in the long run with obvious­ly bro­ken skills avail­ab­le to you.


At the end of each week, you face against Moku­jin, a woo­den trai­ning dum­my made to resem­ble the cur­rent form of Tril­li­on. The­se act as ano­t­her way to train up for the real right, and give you an idea of the moves you’ll be facing once trai­ning is over. While you get a slight tas­te of the batt­le sys­tem during the tuto­ri­al and in the Val­ley of Swords, this is whe­re you’ll real­ly have to learn how to move across the battle­field.

You see, each of Moku­jin and Trillion’s attacks are tele­gra­phed by mar­kers on the ground, that turn more red as they’re clo­sed to going off. Avoi­ding tar­get squa­res is what you’ll spend most of the batt­le doing. The main rea­son for batt­le to be set up like this, is to slow­ly drain your affec­tion until you ine­vi­ta­b­ly run out and get hit by an unavo­ida­ble attack. While the way batt­les are set up is fair­ly uni­que for a grid based batt­le sys­tem like this, it starts to beco­me annoy­ing during later pha­ses of the Tril­li­on fights. It can blow you back with wind, sum­mon addi­tio­nal enemies and cau­se por­ti­ons of the floor to turn poi­son­ous, all to stall you for as long as it can.

The rea­son fights with Tril­li­on are set up this way is becau­se of the fact that your Over­lords can per­man­ent­ly die. The only way to play as a new Over­lord, or even access cer­tain ones, is to have your cur­rent one kil­led off. While you can escape a limi­ted amount of times to train fur­ther, if you’ve not been allo­ca­ting stat points pro­per­ly, you will most likely lose at least one Over­lord. This is inten­ded to crea­te emo­ti­on sce­nes as the Over­lord does one final attack befo­re peris­hing, but the­re isn’t real­ly much rea­son to be atta­ched to most of the cha­rac­ters. The limi­ted amount of dia­lo­gue with each avail­ab­le Over­lord means that the­re isn’t much time given for cha­rac­ter buil­ding, and what is the­re paints most of them as annoy­ing or chil­dish.


The ori­gi­nal Vita release of Tril­li­on wasn’t so hot, with awful frame­ra­tes during batt­le. The PC ver­si­on fixes this com­ple­te­ly, run­ning at 60 fps wit­hout much effort, though the 3D models used don’t exac­t­ly look ama­zing in HD. They’re a big step down from the well drawn 2D art­work dis­play­ed in the menus and during cuts­ce­nes. The music used in Tril­li­on is decent too, if a litt­le lacking in varie­ty.


Tril­li­on: God of Dest­ruc­tion is an inte­res­ting attempt at spi­cing up the JRPG gen­re. The set­up was the­re to crea­te some­thing that could be been con­si­de­red uni­que and, more import­ant­ly, fun. But most ide­as were imple­men­ted poor­ly, lea­ding to a tedious and down­right boring game. Hope­ful­ly more time is given to flesh out the pre­mi­se of Tril­li­on for a pos­si­ble sequel, sin­ce it would be a shame for the poten­ti­al of this game to be was­ted.

Tril­li­on: God of Dest­ruc­tion
Gen­re: RPG
Sys­tem: PC
Pri­ce: ca. 28 Euro (digi­tal)
Deve­lo­per: Com­pi­le Heart (Hyper­di­men­si­on Nep­tu­nia series, Fai­ry Fen­cer F)
Publisher: Idea Fac­to­ry Inter­na­tio­nal
This game was pro­vi­ded by the publisher for review pur­po­ses, check our review poli­cy for details.


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