Trillion: God of Destruction

Innovation can be difficult in the current generation of RPGs, largely because most ideas have been exhausted to the point where companies churn out titles, whether part of greater franchises or not, that are essentially rehashes in spite of new coats of paint with regards to their visuals, expectant to be updated with the increasing graphical capability of videogame consoles. However, once in a while comes a title that does bring new things to the development table, among these being Compile Heart and Idea Factory’s Trillion: God of Destruction, which hybrids roguelike and strategy RPG elements. Does this combination work?

Trillion follows a methodical structure where the player must train various women to battle the titular God of Destruction, with several training options netting a character a certain amount of experience in various categories allowing the player to increase their stats or grant them passive or active skills, these sessions lasting a day and elapsing time. Every seven days, the player can attempt a mock battle against a dummy called Mokujin, with the player controlling the current girl and moving her across a grid-based field, with the roguelike element of Mokujin and enemies he occasionally summons onto the battlefield moving simultaneously.

Once the girl approaches Mokujin or one of his minions, the player can execute normal attacks against them, whereas killing an enemy grants the player a free turn to move or effect another attack against another nearby antagonist. As the player battles, tiles on the battlefield gradually turn red to indicate a danger zone across which Mokujin will execute an area-affecting attack, with the player needing to retreat to safety onto blank tiles before the assault occurs. In addition to HP and MP, the current girl also has a certain amount of affection points, increased by providing the girl presents gained from a vending machine necessitating coins the player gains from training her, which doubles as life and magic points until they expire.

Whether or not the player is successful against Mokujin, the participating girl gains experience, and it’s back to another week of training. For every successful training session, the player gains a special medal alongside the vending machine tokens, five of which are necessary to access a special roguelike training field with various minions, enemies, and chests with items. Here, the player has a certain number of turns to kill as many enemies and collect as many items as possible, with a special portal allowing the player to keep their gains, although dying in these battlefields deprives players of their rewards.

These fights are nothing compared to those against the titular destruction deity, who attacks after a certain number of weeks, and has a trillion HP. If the odds are against the player, they can attempt retreat from the battle, although in some cases the girl will want to remain on the battlefield, although successful retreat allows the player to train her for another few weeks. Should the girl die in the fight against Trillion, they can execute one of several selectable last-ditch attacks, after which she’s permanently dead, and the narrative advances to another maiden. This gameplay setup works well for the most part, although it can feel somewhat repetitive, making Trillion better digested in smaller doses.

Aside from some issues with constant scrolling down active and passive skill lists to see if a girl can learn one of them with current experience, interaction serves the game well, with a linear structure always leading players in the right direction.

Trillion is fairly story-heavy, and does a good job weaving an engaging tale about the various women tasked with defeating the daunting deity, although there are some minor derivative elements in the narrative. The translation is functional, although there are some occasional noticeable errors and use of honorifics that seems out of place in a game that doesn’t even occur in or reference Japan.

Tenpei Sato, known for his work in most of Nippon Ichi’s offerings, provides the soundtrack, which is well above average, and while the player can choose between English and Japanese voices, the former are surprising nice, with no weak performances.

The visual style is nice, as well, with most of the cutscenes dependent upon character art that shows occasional animation, and the three-dimensional graphics during battles aren’t half-bad either, with only occasional incongruities, for instance, in skills that knock enemies or the current maiden back, whereas the knockback happens before the actual attack.

The game lacks an in-game clock, so playing time is indeterminate, although replay value is tremendous, and multiple playthroughs will most of the time be necessary to conquer Trillion.

In the end, Trillion: God of Destruction is for the most part a solid RPG that hits most of the right notes, particularly with its enjoyable gameplay combining roguelike and strategic elements, excellent interaction, an interesting narrative, superb aurals, and a polished visual style, although there are some elements that leave room for improvement, such as the potential repetitiveness of the gameplay, the need to replay multiple times to fulfil the game’s objective, and the weak localization. Given the aforementioned redundancy of gameplay, one would best experience the game in small doses, with one’s possible tenure with the game nonetheless solid.

The Good:
+Good roguelike/simulation gameplay.
+Solid control.
+Nice narrative.
+Excellent music and voicework.
+Great visuals.

The Bad:
-Can become repetitive.
-Beating Trillion likely necessitates multiple playthroughs.
-Weak localization.

The Bottom Line:
Great in small doses.

Score Breakdown:
Platform: PlayStation Vita
Game Mechanics: 8/10
Controls: 9/10
Story: 9/10
Localization: 7/10
Music/Sound: 10/10
Graphics: 9/10
Lasting Appeal: 10/10
Difficulty: Hard
Playing Time: No in-game clock.

Overall: 9/10

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