Trinity Universe Review: Skill Points Abound, But Not Enough Difference

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When in the course of role-playing adventures, it becomes necessary to end up playing the same similar styles of game.That’s why, when it came down to Idea Factory teaming up with Gust and Nippon Ichi to make something with a little more body, there was a little silver on that clouds lining. Of course, within the games bubbly and exuberant character development, you begin playing the same thing: over, and over, and over… and over.

Though if you are picking up Trinity Universe then you’re expecting something along that line already. Combining characters and play styles from the Disgaea and Atelier game universes, you play as two primary characters – rambunctious Demon Dog King Kanata or the female Valkyrie Rizelea – as you go about in intersecting, yet unique campaigns. The storylines are separate for each character, with Kanata dealing with his absence from his Demon King duties and finally returning while Rizelea is a peacekeeping Valkyrie in the universe that’s working in Kanata’s section of ‘verse.

While each have their own destined paths, both characters have one primary goal: to figure out what is causing space debris to fall on the Netherverse – the area where Kanata reigns and where Rizelea is interested in. From here, they will both take their selected parties and investigate each section of debris, uncovering the mysteries of the universe.


The magic of the game is how the dungeon-systems are set up: and that’s within the debris that fall from the sky. Things ranging from traffic cones, donuts, libraries and pieces of rubble become the staging point for your battle area, giving you a different location each time you delve into the debris towards the ‘gravity core.’ Once you reach the core, taking care of the device jettisons the offending trash back into space and saves the day. The issue though is that there was little difference between say, a billiard ball or a shortcake. With such an array of things falling, changing up the layouts of the dungeons would have made play through so much more appealing and enjoyable

Instead, what we’re offered is a level that’s full of one long corridor to another even longer corridor. After several hours, the paths become routine and the tedium, mechanical. In addition, with the amount of enemies in a level, you don’t get very far, or fast. Thankfully, the battle system is built up enough to give you something worth using – once you’ve built your characters and equipment up enough.

With the idea of combination and unification apparent from Disgaea, you get the opportunity to string attacks and magic ability together to create combo abilities, depending on how much AP you have and the type of attack. This means that you either end up hoarding your AP between characters to unleash a barrage of hell on an enemy, or little pit-shots that will chip away throughout a fight.

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