Showing posts with label RPGs. Show all posts
Showing posts with label RPGs. Show all posts

Tuesday, March 3, 2020

Langrisser 1 & 2 Remake (PS4)

If options are your thing, and JRPGs your fling then this remake of a classic series for modern consoles might just be up your alley. With Langrisser 1, and 2 the way you approach the chapter to chapter story driven scenarios as the hero of the day are up to you. From your indoctrination as said hero, and your plight within the game's given world as a commander of mercenaries you'll find plenty of tactical situations with plenty of options at your beckon call. Done up in a per scenario setup you will find preset maps, and minions with their own commanders that are after you, and other NPCs for a variety of different reasons. As you battle it out alone, or with NPC allies in a familiar grid, and turn based affair while micro-managing your troops', and assisting commanders' every action you will find that strategy is king. That also being equipped with the skills, items, classes, spells, and mercenaries necessary for victory is the only way you'll see the two stories through to their end.

Sunday, October 13, 2019

Indivisible | An RPG And Metroidvania Hybrid Of Colorful Proportions

From Lab Zero Games, the creators of Skullgirls, comes an RPG hybrid about a rambunctious teenage girl named Ajna who finds herself as a part of a haunting mystery that one day comes calling. Training under the tutelage of her father Indr, the village elder, she learns the ways of combat. All while wondering who her father really is, and why her mother died when she was younger. As fate would have it a ruler of a certain kingdom sends his lieutenant to destroy the disobedient population of the Ashwat village shortly after one of Ajna's training sessions. The very village where Ajna, and her father live. In his murderous rampage Dhar, the lieutenant sent to plunder, kills Ajna's father leaving her with a lot more unanswered questions, and a fight that she will thankfully not have to face alone. Utilizing a mysterious undiscovered power activated in the heat of battle Ajna captures certain people of interest including Dhar, and has them fighting on her side as she makes her way to face off against the man who had her father killed. It's with this interchangeable army of individuals, and assisting acquaintances that Ajna will be able to see her mission through to the end. That, and some abilities she gains along the way through her journey of discovery, and maturity.

Wednesday, August 22, 2018

Warhammer 40K: Inquisitor Martyr (PS4)

Going into this review I had preconceptions, and expectations. Knowing of GamesWorkshop's Warhammer table-top RPGs, and the legacy thereof I had initial concerns as to how lore inclusive the game would be. I also assumed it would be an action-RPG akin to the Diablo series. Both guesses weren't too far off the mark when it came to the reality of what the game presented. In regards to the lore it felt, as I feared, like a game that would be more appreciated by diehard Warhammer fans in that the lore wasn't origin oriented so much, and at the same time like a game that Diablo fans could appreciate without prior knowledge of the expansive series/universe. I greatly enjoyed my time with the game despite being lost in some of the lore references at times. It is a beautifully rendered masterpiece filled with some of the most impressive cutscenes you'll ever see, and overall visual design elements that impress in their own right as well as a voice actor cast that truly compliments the characters that are being portrayed. The gameplay itself isn't hard to pick up on, and with the touchpad tutorials shown in the initial singleplayer playthrough players will grow easily accustom to mechanics that feature a unique cover system, weapon swapping, weapon based skills, and combat that is more fluid than you could imagine.

Monday, August 20, 2018

Fall of Light: Darkest Edition (PS4)

Before you read further into this review you need to understand I gave up on it at the very first level/stage, and for a valid reason. This game, which boasts about being like Dark Souls, is made artificially difficult through the control setup. The control arrangement, which cannot be remapped, is so awkward in design that it makes the fights and tasks at hand difficult where they would otherwise not be if the controls were mapped differently. I think the developer knew this, and that's why they chose to not allow the player to change the controls ...

Friday, June 22, 2018

The Lost Child ~ Brief Synopsis Plus Video Review Link

From time to time NISA likes to publish new games that are outside of their flagship series. They sign on with well known Japanese gaming studios such as Kadokawa Games, and publish said titles. Their latest release that is "The Lost Child" follows this usual testing of the metaphorical waters. By that I simply mean they brave the market to see if their game choice pays off among loyal fans. When it comes to the game's presentation, and what it offers I believe "The Lost Child" does good for it's $40 budget price point. While it borrows some influence from other older JRPGs it still manages to do it's own thing at the same time. It harbors many different mixed and matched religious themes including various good deities and interesting evils. All alongside tweaked first person dungeon crawling combat of the turn based sort.

The developer manages to innovate quite decently on the gameplay portion of the story being told. It genuinely coincides with the game's storytelling focus in regards to the religious themes therein, but does so in such a way as to make the given plot the most intriguing point of all. It takes the old first-person dungeon crawling gameplay, and applies a "Shin Megami Tensei" inspired demon capture system in which the protagonist, and accompanying angel are able to team up with purified and strengthened demons (Astrals) in a fight against the hidden evils of the mortal world. The occult journalist Hayato (the protagonist) ultimately gets involved as God's chosen one unwillingly, and must use a demonic gun called the Gangour in tandem with a special tablet utilized by his guiding angel Lua to do God's bidding while simultaneously investigating paranormal goings on for Hayato's co-produced LOST publication. Hayato, through various worldly and otherworldly acquaintances, gets caught up in a tug-of-war for his allegiance. It is a tug-of-war that features some key characters whose motives aren't initially clear. Thus is the hook. The thing that keeps you playing through the sometimes repetitive, and tedious traversing of the demon labyrinths known as layers. Overall it's a good gaming experience for a good price, but is one that will cater more to oldschool JRPG fans than those looking for the more modern action oriented type of JRPG.

Wednesday, May 16, 2018

Digerati Distribution's Monster Slayers Proves Fun Is Better Than Facade

Some games look amazing, but play poorly. Other games look somewhat primitive, but are tons of fun. I think the latter category is where "Monster Slayers" falls. It's not particularly the best looking indie, but it's rogue-like elements, and strategy RPG mechanics come together in such a manner as to make each playthrough just as fun as the first. Saying "Monster Slayers" is simply a rogue-like strategy RPG wouldn't do it justice though. It is a game inspired by a particular Hearthstone creator's work, and it has it's own unique card battle system in play along with several randomized elements.

The game, like many games in the genre features a cast of class based characters you can choose from, and visually/audibly customize for personality sake. Each class of characters whether it be the rogue, archer, knight, barbarian, dragon, merchant, or any of the remaining class options therein has an underlying class based perk or perks that change the way the player approaches battles in the game. The knight, for example, is a defensive character that can dabble in spells, and strong physical attacks. Others, of course, are a tilted balance of offense, defense, and a particular set of uniquely applied skills. While they all differ according to class they each can use their given AP (action points), HP (health points), MP (mana points), and card collection in the same manner to best the monstrous baddies that lie in wait in the equally rogue-like dungeon areas. Their action points along with their mana points will allow for the usage of color coded, and function varied cards (Attack, Defense, Support, Magic, Interrupt/Counter Spells). The cards, like just about everything else in the game, are initially randomized, and are offered in a class specific manner. Choosing the cards to play in the turn based combat sequences will weigh heavily on that characters' survival. Along the way they'll also pick up companions with helpful cool down focused skills of their own that can be utilized as well as gear/weapons, and additional cards or attribute boosts that can be equipped to better sustain them as they journey from dungeon to dungeon battling the lesser monsters, and even the monsters of legend.

Monday, May 14, 2018

Rainbite's Playstation Indie "Reverie" Blends Two Nintendo Favorites While Doing It's Own Thing

As the PR description so boldly stated Rainbite's "Reverie" is inspired by games like "The Legend of Zelda", and "Earthbound". It features the retro dungeon exploring, and village antics that such games harbor. While there is definitely some inspirational elements at play from said games Reverie does good to create it's own unique lore via a story unfolding within a story. What I mean by that is that the game at hand begins by telling a tale akin to a Hawaiian fable regarding brothers who set out to sea to catch some fish. One of which fished up an island leaving the other brothers to be envious. In their jealousy the unlucky brothers drowned the brother who had found the island, and in that moment became bound by a curse on the very island that was discovered. Once this tale is established via story panels, and told through a textual conversation between two off screen characters we find out that the protagonist is a young boy named Tai who is aboard a ship bound for that very fabled locale. He is there to visit his Grandfather, and it is through that meeting of different generations that what once was considered legend comes to life in the form of an epic adventure. Tai ultimately sets out to calm the cursed brothers, and bring stability to the island community after an unusual earthquake shakes the land around them. He faces many worldly, and otherworldly threats along the way as he collects the relics needed to put all of the brothers to rest.

Monday, April 23, 2018

MegaDimension Neptunia VII Returns With Some New Virtual Reality Features

If fan service were a Neptunia game this reworking of "MegaDimension Neptunia VII" would be it. It takes the already improved game formula, improves further upon it, and adds in VR character interactions as a means to draw the player further into Gamindustri than ever before. It's like the ultimate interactive edition of the previously released entry. As far as VR features go the game can be experienced with or without a VR headset. The VR portions of the game are limited only to the new player's room area which can be accessed between gameplay sections through the world map. It is a supposedly real world place where you get to interact with the CPU Goddesses on a more personal level. You, as "The Player", are introduced to the ladies of the Gamindustri as that enigmatic guiding presence that they finally get to meet. Through continued interactions the Goddesses are able to change the items in your room, and carry a conversation through your motioned "Yes" or "No" answers as well as through the movement of the camera's focus. By focusing on certain parts of the Gamindustri gals it will sometimes provoke a response. Sometimes the response is that of embarrassment, and other times of shock if you look down towards their legs. Even the environmental objects will evoke a response if focused on in the correct moment. You'll even find that some of the conversations are deeply involved while some are flirtatious, and others meaningful in the sense that the player finally gets to meet those he/she has watched over throughout the history of the Neptunia series.

Sunday, February 18, 2018

NISA's "The Longest 5 Minutes" Lives Up To It's Name

The moment of epiphany, and the moment of reflection in passing is a lot like @NISAmerica's "The Longest 5 Minutes". We often get to a point in life where we stop, and think how did I get here? That's what makes this game both different, and brilliant in regards to the JRPG genre's usually set formula. It is, in a way, a mirroring of self-reflection. In the game you get to take on the role of a heroic leader of a band of party members who has arrived at the final battle against the evil of all evils. For whatever reason you lose your purpose, and memory to a point that only with each attack against you are you able to relive your adventure in an episodic manner and recall all that you learned along the way. In doing so you slowly regain the will, and ability to fight the formidable foe that stands before you. The premise is simple, and the gameplay oldschool or retro in the turn based/pixel constructed sense, but in it's presentation it becomes a metaphor for life's key moments where we must reflect on how it is we got to this point in time, and how we are to move forward. As such the tale being told is a story that most can relate to even if it is directly unrelated. Like a lot of NISA games, especially the more indie titles, it makes you think on a deeper level if you even care enough to take it's underlying theme that far. The game has the usual NISA charm, and continues with the quality content NISA always puts forth. It is why, in this micro-review, I give it a good to buy rating. If you own a PS Vita definitely pick it up! I think it's also available on the Switch for those of you who own that console. I enjoyed it, and I believe you will too.

Friday, January 12, 2018

Tiny Metal (PS4)

Area35 & Unties' "Tiny Metal" is a cutesy military grade SRPG made possible by a controversial kickstarter campaign. It is a turn based tactical RPG supposedly not originally planned by the developer. A turn based tactical gaming experience in which you command, control, and conquer with various military units on a tiled map that has special terrain and capture points made available. You basically fight enemy units as one of the game's warring factions while capturing points to spawn new units, heal, and bank METAL coins for spawning the new units. The inclusive gameplay also uses special terrain to add in other tactical/strategic options such as height and cover advantage. Tiny Metal currently includes two modes of play including a story driven 'Campaign', and a 'Skirmish' mode outside of that. It says it has a multiplayer coming soon as well, but that has yet to be implemented as of the posting of this review.

The game's campaign story which is the core focus of the game involves the warring America-like Artemisia, the Japan-like Zipang, and some suspicious mercenaries for hire who are all involved in an ongoing war resulting from the aftermath of a Great Global War. A great war that left in it's wake an electronic corrupting miasma which rendered electronics useless. There is betrayal, suspicion, and misunderstanding involved between the two included warring nations as the stakes of the fight continue to escalate. It is through key characters such as Nathan Gries of Artemisia that the plot unfolds in a point-by-point series of battles that get progressively harder, and progressively more inclusive when it comes to features and mechanics. The art style within this inspired plot setting is kind of anime in nature as one might expect from a Japanese developer, and includes multiple language/audio options for both English and Japanese gamers.

Tuesday, July 18, 2017

Fallen Legion: Sins of an Empire (PS4)

YYT, or YummyYummyTummy as they are known is a development studio who is trying to break the mold of action RPGs by setting the stage for "Fallen Legion: Sins of the Empire" with a sort of reactionary 'dial-a-combo' system. Something that kind of takes in account a turn-based strategy, but not entirely so. At the heart of this story, choice, and action driven game you follow, and play as a fallen emperor's daughter who goes by the name Cecille, and/or Octavia. It seems the reluctant successor Octavia finds herself in a bit of a mess as her father's kingdom is facing economic ruin, and all out warfare, because of the state of things. Greedy for her father's position as the next rightful ruler is one of Octavia's acquaintances, Legatus. Legatus wants the throne, and power for all the wrong reasons while Octavia wants to get in power long enough to set things right. At least in her own point of view. Thus is the struggle, or rather the fight focus of the protagonist, and antagonist of the plot. Through the inheritance of a talking Grimoire Octavia discovers how to cast spells via soulmancy as well as how to summon exemplars from Elysia, or souls of long lost warriors who can fight alongside her in battle. She uses this newfound power to fight her way to her father's throne while facing the army of Legatus. Along the way she makes choices for the kingdom that will either boost morale, or cripple said morale while effectively changing the ending of her tale once she succeeds in doing what she does.

Friday, June 16, 2017

GOD WARS Future Past (PS4)



NISA's, and Kadokawa Games' new strategy JRPG, "GOD WARS Future Past" blends the old Disgaea formula with a more straightforward story presentation. That story being one that takes the hero, and heroine of the tale being told on a journey through a land bound by old sacrificial traditions, and against the judgement of Japanese gods. At the beginning, through comic panels and anime sequences, we are clued into the narrative which has a particular shrine maiden named Tsukuyomi sacrificing her own youngest daughter (Sakuya) to the angered gods of Mt.Fuji in hopes that it will calm their imposing wrath, and restore peace to the native villages. Being distraught by losing her young daughter in the act Tsukuyomi breaks down, and eventually turns from her duty assigning Kitsune as the village overseer while eventually vanishing thirteen years after the fact with another of her daughters being held as a potential sacrifice to satiate the anger of the gods should their temper flare up again. This daughter (Kaguya), by fate, meets a concerned villager named Kintaro who promises to free her from her prison so that she can see the world, and the beautiful flowers that reside upon Mt.Fuji. In light of an uprising caused by village famine Kintaro seizes the opportunity alongside his bear-like companion Kuma, and frees Kaguya from her prison fulfilling his promise. It is at this point the two realize they have an uphill battle ahead of them, and that to find out the truth behind the gods' anger they will have to seek Kaguya's missing mother, Tsukuyomi. Along the way Kintaro, and Kaguya's friendship grows as they face off against insurmountable odds to defy the gods, and ultimately free their people from the oppression thereof.

Thursday, May 25, 2017

Pox Nora (Micro Review)

Desert Owl Games' PC card based strategy RPG was released this week on the PS4 as a free-to-play experience. Alongside it's base release came paid for starter bundles ranging from $30 - $50 with some paid for currency and card DLC thrown in for good measure. While I had zero intention of paying anything for the experience I went into the game to see if it was even worth bothering with at the no pay level. In doing so I was met with gameplay that was so confusing that it made me want to delete it only part of the way into the tutorial. The main flaws I encountered came in the form of a poorly crafted control layout, an equally poorly crafted user interface, and the over-complication of mechanics that have no reason at all to be so complicated. When it comes to said mechanics, or point of the game you are basically meant to use your bought or earned card troops to farm Nora (the game's main resource for troop usage), fight the opponent's troops, guard your spire, and destroy the opponent's base. All in a turn based sense. Somehow the developer made this simple series of steps extremely complicated through menu navigation though. So much so that I stumbled around the tutorial's guided first section tour for a good thirty minutes like a blind bat. Even with the tutorials in place (in small obscurely placed dialogue boxes, mind you) I found myself lost numerous times. Sometimes even in searching for the tutorial hints.

Friday, May 19, 2017

Dark Rose Valkyrie (PS4)

IFI rarely ever branches off from their mainstay Neptunia series features. Their battle mechanics usually adhere to similar setups as does their animation style. While "Dark Rose Valkyrie" is unique in regards to the studio's staple animations, and stories it too harbors similarities with some of IFI's previous games. I think there's a little bit of "Omega Quintet" thrown in alongside some "Hyperdimension Neptunia" influence. Dare I say it I also think some inspiration was taken from games like Koei Tecmo's, "God Eater". In fact like "God Eater" there is a protagonist within the game recruited into a certain military agency with a unique ability tied to wielding special weapons. Large over-sized experimental weapons called Valkyrie which are to be used against Chimera infected people, and animals. As far as the gameplay goes most of the game has you learning, and earning your role as a commanding officer in the "Special Force Valkyrie" unit under the leadership of ACID (Anti-Chimera Interception Division) while taking on missions in relations to the Chimera virus threat. As a commanding officer who has an ability which enables him to wield the new weaponized technology you must effectively boost troop morale, and trust while completing the objectives given to you by your own commanding officer. This is done through headquarters interactions, and through mission outings that are kind of like what the Neptunia series has set in stone. Not only that, but there is at one point an infected subordinate who must be found in order to save the world. This will require a deeper understanding of the cast of characters, and attention to detail.

Saturday, January 28, 2017

Tales of Berseria (PS4)

Bandai Namco's "Tales of Berseria" is a thematic story driven action RPG that delves deep into the human psyche through a varied storytelling presentation that includes a plot of revenge taken on by an exorcist's apprentice who was wronged in the worst sort of way. Velvet, that wronged protagonist, starts off in a semi-happy life tending to her ailing younger brother Laphicet while abiding by Arthur's guidance, and instructions. The latter of whom is a man of the utmost seriousness, and who is loyal to his duties as the town's unwelcome savior/exorcist. While the world in which Velvet, and the trio of main role-players is oppressed by a surrounding demonblight, or rather an unexplained plague which turns humans into daemons, the lot of them push to make the most of their humble lives. Like many people in the real world they aspire to do great things in the midst of dark times, but suffice to make ends meet through hard work. Unfortunately for them the aspiration, and dreams for a better life are cut short one fateful red mooned night due to a certain character's selfish decision, and the resulting seeking of vengeance by the wronged, Velvet. As it were Velvet's quest, and thirst for revenge is what set's the stage for the bloodthirsty battles ahead, and drives those who join her cause to fight alongside her.

Friday, January 20, 2017

Quest of Dungeons (PS4)

Upfall Studio's "Quest of Dungeons" is a procedurally generated, and turn based rogue-like RPG in the more classical, or retro sense. It takes the top-down dungeon-like formulas of games like 'The Legend of Zelda', adds a bit of humor, and a cliche adventuring focus along with endgame stats to make each playthrough notably different. You are given a choice of four different heroes including the warrior, the wizard, the assassin, and the shaman, and are placed inside a dungeon with the simple goal of surviving the perils therein as long as you can. You'll encounter plenty of traps, monsters, and boss creatures as you explore the rooms, and floors of each given area. Each hero in the game specializes in specific forms of combat according to character class, and can carry/use only character specific weapons. This along with your mortal coil that is a single life is to get you through to the end, and hopefully to the top of the game's global leaderboard rankings. As you tread the dungeon floors in the footsteps of your chosen protagonist you'll also be able to break objects, and loot chests for things like coins, health items, or even equipment. All of which can be used, and  equipped via a slot oriented inventory, or which can be sold/bought at the mysterious hooded merchant that resides in certain rooms within each dungeon floor. Whether or not you see the game to completion your stats will be tallied up at the end, and your ranking will be given accordingly.

Thursday, September 29, 2016

Zenith (PS4)

Badland Games' "Zenith" is a self-aware, and self-loathing RPG which incorporates not only older JRPG elements, but also includes comedic rip offs of said JRPG material as well as hilarious mockery of some of the 80's to early 90's greatest cult film classics. While it does bare it's own story centered around a foul mouthed mage known as Argus Windall, and his unfortunate dealings with an ancient scepter for the sake of the empire he serves under it continuously displays all sorts of cliches with tons of fourth wall breaking moments meant to stir a reaction from the gamer who is intently playing through the oddly orchestrated adventure. Nothing in the game is overly complicated, and after having played through it myself I realized the main focus was mostly about the developers' underlying message to gamers. Their personal opinion regarding the various cliches, and tropes found within most of, if not all RPGs. It's a proper adult comedy that gamers who grew up playing RPGs can appreciate, and enjoy ... to a certain point. Unfortunately the game does have it's issues, and those issues tend to break the immersion that should have been more smoothly delivered.

Monday, June 20, 2016

Grand Kingdom (PS4)

Prior to getting my hands on the full version of NISA's "Grand Kingdom" I was on the fence about it. I really was. At first I saw little promise due to the game's overall indie appearance, and deviation from the NISA norm, but going back into it during it's BETA phase I saw some potential. A glimmer of hope, if you will. I think it was the combat system that intrigued me the most of all during that time. The fact that it was a tactical RPG built around multiple forms of lane offense/defense, and strategy really made it stand out from other games in the genre. While the combat was simple in a lot of ways it harbored a much deeper functionality, and role in the provided gameplay than I imagined it would. Not only do you have objective war oriented quests to play through, but as the title suggests everything about "Grand Kingdom" is grand in scale within the finalized product. I liken it to a complex, and decisive chess game in which there are four warring nations moving their pawns about on a continent sized chess board in order to achieve ultimate victory, and/or global domination. In fact the game itself is heavily war focused with lengthy skirmishes/wars playing out at your direct command or through AI driven troops sent out in your stead. You have plenty of tasks to take on in the form of detailed troop management, campaign initiatives at the capital of your chosen nation, and even field operations with battles that will sway your influence over the shattered continent on which you, and your guild take on mercenary tasks.

Friday, March 25, 2016

Trillion: God of Destruction - The Verdict

Idea Factory's "Trillion: God of Destruction" is one of those special gaming experiences that is slow to start, and hard to grasp at first, but is one that grows on you the more you play it. It's a game that takes in account persistence, endurance, faith, sacrifice, relationships, love, and loss and weaves it all into a heartfelt fantasy about overcoming seemingly impossible odds. It's a lot like real life in that sense. While I do understand the game on such a level now I will be honest in saying that it took me a while to warm up to it, myself. Once I did though I fell in love with the characters involved as well as the story being told, and was rooting for them from deep within as they each faced insurmountable opposition in the form of a God who was out to destroy their home.

When I first began playing all I could think about was how story heavy 'Trillion: God of Destruction" was, and about how much time was spent on character development. I felt that the little time spent fighting Trillion, and Mokujin wasn't significant enough to make me call the game an "RPG", or even a purchase worthy game. I felt that it was more of a visual novel, and that due to it's lack of explanation and provided direction that it was poorly designed. Those were my initial thoughts. As I continued to play and build upon character relations along with the character stats though I found myself caring more for the characters involved, and was utterly heartbroken when some of them died by my own careless mistakes. When I realized these untimely deaths of my favorite characters were meant to be to a certain extent it took away my grief of the loss somewhat, and had me hoping that all would not be lost for Zeabolos, and his lady overlords. Thankfully not all is doom, and gloom when it comes to fighting the all consuming Trillion, and supposing you can fight the good fight you will be able to see one of the better endings out of the available ten that are there for unlocking. You'll also find plentiful moments of heartfelt emotions, laughter, and relationship building that will make each decision you apply all the more important to you.

Monday, March 21, 2016

Trillion: God of Destruction - Early Impressions

For the sake of keeping focused, and keeping you in the know I'm going to do this early impressions review about "Trillion: God of Destruction". I am free to write/type as I please since there is no embargo, so no worries there. Just take these impressions for what they are. It's not a definitive review just yet as I am still trying to figure things out.

When it comes to categorizing this particular PS Vita exclusive I have found it to be more akin to an interactive visual novel due to it's heavy dialogue, deeply involved character interactions, and deep seeded character development. Sure, it has some gameplay in it, but that RPG style gameplay is very limited. What you'll be doing with most of your time in 'Trillion: God of Destruction' is micro-managing your current overlord during a series of cycles, or weeks. This cyclic training ties in with the story's premise which basically involves a last ditch effort to save the underworld from total destruction. The game's story, as it were revolves around the inhabitants of an underworld that is much like the hell of Christianity, and slightly like the Hades/underworld from Greek mythology. It has a leading demon overlord (Zeabolos), and his overlord underlings which are each seven deadly sin stereotypes. During the games introductory narrative, and following tutorials it is made known that a god of destruction that is called "Trillion" is consuming the underworld in which these denizens of the damned reside from the surface inward. Zeabolos, in his vanity thinks he can deal with the problem easily, but in attempting to do so along with his brother he suffers a near fatal wound. After being fatally wounded a mysterious person of interest (Faust) enters the scene to do some devilish bargaining. For his soul, and flesh she offers to help him exact his revenge on Trillion, and save his underworld from destruction. Thus the underworld's fight for survival ensues.