Conclusion: But regardless as to that misstep, you'll likely know what to expect here. Zill O'll is neither a technical marvel nor particularly innovative within its chosen genres, but that doesn't mean it's not decent service for a built-in audience that'll probably just be happy with a scenery change.
Conclusion: Trinity can run anywhere between 25 to 30 hours, but with so many good titles coming out in just a few months, this game isn’t worth 30 hours of your time. It’s not worth one hour of your time. We couldn’t even recommend this game to the most enthusiastic of JRPG fans. The story is a joke, the combat is uninspired, the quests are utterly banal and the characters are about as likeable as deep sea anglerfishes.
Summary: A stately turn-based RPG series from Japan gets turned on its head with a hack-and-slash interpretation by Dynasty Warriors developer Omega Force. The result definitely feels different, but after a few hours you might discover there's still not a lot new here despite all the changes.
Pros: Complex melee combat, Balanced quest progression, Different take on the RPG formula
Cons: Heavily repetitive dungeon crawls, Camera mostly works against you, Another "avenge-my-daddy" story, Nothing to do besides fight
Summary: Trinity: Souls of Zill O’ll is just massive. There is a TON of stuff to do outside of the main quest that could easily keep you occupied upwards of 60 hours. There are plenty of side quests, hidden areas, arenas that don’t get unlocked until late in the game and powerful side bosses with big rewards. It is very much like a classic JRPG made into an action game.