The game revolves around three central characters that fight
through levels as a team. The player can change between each of
the three and may need to do so to overcome certain obstacles
(like setting stuff on fire or knocking down walls). The trio include a
midrange dude with a sword who can perform both fire and ice
attacks, a sexy female ninja with ice and airborne attacks, and a
burly guy with no magic whatsoever -- but he can pick up things and
throw them, so it evens out.
Souls of Zill O'll lacks co-op play, but the A.I. that controls the two
inactive characters is fairly competent, so you don't have to
babysit them. The A.I. doesn't solve puzzles for you, however, so if
the two characters are hanging out by a log, doing nothing, you
should probably try to set the log on fire with the appropriate
character.
You can change characters whenever you feel like it, which comes
in handy when your active character gets stunned or turned to
stone. If your character is knocked out completely, the game
automatically switches you to another character, and you cannot
go back to the first one until their knockout gauge runs down.
The main emphasis of the game is the story.The developer made
sure that it'd be self-explanatory enough so that the U.S. audience
isn ’t missing out because they couldn't play the original game.
During combat, a circle reticule appears and zeroes in on certain
enemies before disappearing altogether. Attacking the enemies while
the circle is on them increases the amount of damage you inflict.
Triangles also appear on enemies, prompting you to perform a
trinity attack with a single button press.
The visuals are very pretty -- like an oil painting with a bit of
sketch work underneath. Unfortunately, it looks like this might cost
the game in terms of frame rate, but the developer said the team
keeps it consistent at 30 frames per second.