It is an action role-playing game where the player takes the role of The Master's servant, to destroy monsters and release the captured souls of a world's inhabitants. The servant can be named by the player; however, in a later game developed by Quintet, Illusion of Gaia, he is referred to as "Blazer".

The player frees a series of towns by fighting monsters in traditional dungeon crawl battles. Destroying monster lairs in the dungeons causes a soul belonging to a former town occupant to be liberated and reincarnated. This is often a human, but it could be anything from a dolphin to a talking tulip. As souls are freed, the town is reconstructed around the people. The new town occupants give the player advice and items. When the player defeats the boss monster imprisoning the soul of the head of each town, the area is cleared and the player can continue. After the hero frees the first six villages, he is granted access to the "World of Evil", where the final villain awaits.


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The Master sends one of his heavenly divine companions in the form of a human warrior to the Freil Empire, where the evil spirit Deathtoll has destroyed all villages and incarcerated the souls of all living creatures in his monster lairs, leaving the world empty. The warrior must defeat the monsters and liberate the inhabitants from the lairs, gradually repopulating the kingdom.

On the way, the warrior falls in love with Lisa, the daughter of a brilliant inventor named Dr. Leo. The warrior learns that the world's devastation came about after King Magridd imprisoned Dr. Leo and forced him to make a machine to contact Deathtoll. After being summoned, Deathtoll offered the king a gold piece for each soul from his kingdom, and under the counsel of his wife, Magridd agreed, but was eventually imprisoned himself. Dr. Leo is still in Magridd Castle's prison after the warrior frees him, and Leo later sacrifices his life to kill the queen, who still wanted to bargain with Deathtoll.

Soul Blazer is a SNES role-playing game developed by Quintet and published by Enix. Soul Blazer was released on January 31, 1992 in Japan, on November 27, 1992 in North America, and on January 27, 1994 in Europe. Similar to the company's previous game ActRaiser, the player takes the role of a divine angel, deity or lesser-deity, or avatar, sent by a divinity, called The Master, to destroy monsters and release the captured souls of a world's inhabitants. Soul Blazer was scored by Yukihide Takekawa.

The player frees a series of towns by fighting monsters in traditional dungeon-crawl battles. Destroying monster lairs in the dungeons causes a soul belonging to a former town occupant to be liberated and reincarnated. This is often a human, but it could be anything from a dolphin to a talking tulip. As souls are freed, the town is reconstructed around the people. The new town occupants give the player advice and items. When the player defeats the boss monster imprisoning the soul of the head of each town, the area is cleared and the player can continue. After the hero frees the first six villages, he is granted access to the World of Evil, where the final villain awaits.

The game's history concerns the Freil Empire, a kingdom ruled by King Magridd. Magridd learned of an inventor named Dr. Leo in his kingdom who could invent almost anything. He imprisoned Dr. Leo and forced him to create a machine that could be used to contact the evil spirit, Deathtoll. Deathtoll offered the king one gold piece for each soul from his kingdom and, under the counsel of his wife, Magridd agreed. As a result, the villages were destroyed, all living creatures became incarcerated souls in Deathtoll's monster lairs, and the world became empty. The Master of the world saw the devastation and sent one of his heavenly divine companions to the kingdom in the form of a human warrior to defeat the monsters and liberate the inhabitants. The hero defeated the monsters in each of six areas and gathered the six magic stones (which are brown, green, blue, silver, purple, and black, respectively) needed to open the path to Deathtoll in the "World of Evil", and along the way fell in love with Dr. Leo's daughter, Lisa. He also found the three sacred artifacts that he used to call upon the power of the phoenix to defeat Deathtoll. The kingdom was restored and King Magridd was horrified by his actions. The hero then returned to heaven, but one year later the Master realized that the hero missed life as a human. The Master sent the hero back to the Freil Empire, but under the condition that the hero would not have any memory of his past. The hero woke up in the first town, Grass Valley, where Lisa recognized him. Though he did not remember her, they left together and renewed their relationship.

The Master (God?) sends you, the Soul Blazer, from heaven down to earth to free all the living souls that were captured by Deathtoll and his army. The story promises intrigue, mystery, and an adventure to be remembered.

The player character, the soul blazer is sent down from the heavens by The Master to remedy the situation in the Freil Empire. As the soul blazer I was capable of defeating the numerous monsters throughout the dungeons of the empire as well as communicating with the souls I released.

I had thought about this a while back, but held back as i hadn't come up with a good way to create the buildings when souls were released, however i just recently found a solution using CBWrapper and commandblocks/computercraft.

You have been called by the Master to restore life to the Friel empire. The ruler, King Magridd, struck a deal with the evil Deathtoll - in exchange for the soul of one living being, Deathtoll will give him a piece of gold. Magridd's greed got the better of him, and, thinking of the millions of souls of every living creature around the world, readily agreed to the deal. But Magridd himself has since disappeared, and the the land is now devoid of life - instead only filled with Deathtoll's monstrous minions. Will you be able to save Friel's subjects from their horrible fate?

Soul Blazer is an action RPG in the style of The Legend of Zelda. Like Zelda, battles are not turn-based - the player directly attacks enemies and dodges them. As they progress, they also unlock special items which allows them to complete tasks for characters or access special areas (such as the Dream Rod, which transports you into someone's - or something's - dream). Unlike Zelda, the game has an experience meter, and the player levels up and becomes stronger as they defeat enemies. The game's unique hook is that there are "Monster Lairs" spread all over the land of Friel. When they destroy all the enemies in a lair, they don't come back, and when they step on the empty lair, it restores part of the game world, bringing back anything from plants, to animals, to people, to buildings and more. Each restored soul helps in some way - for example, the player can climb regrown ivy to reach new areas, reunite families by bringing back husband and wife, rebuild cities by restoring architects, and talk to characters to complete even more quests.

The player's main goal is to find six Stones, which allow them to gain access to the World of Evil, where Deathtoll resides. These stones are guarded by key characters in different parts of the world, usually the rulers, who require the player to defeat a boss character to rescue them. While most of the game allows them to progress in a linear fashion, there are certain souls that can only be restored by killing monsters that can't be harmed with their earlier weapons. The player will need to find special weaponry and then backtrack to previous areas to rescue these souls. It's also advisable to revisit previous locations, as certain characters may have new sidequests to complete which can reward them with new items to make them even stronger.

The Good

Let me say that right off the bat, I love the concept of this game. The world starts out empty, everybody's souls in the world have been captured by monsters. Only by defeating these monsters and conquering their "lair" will you be able to reclaim a soul and put it back on earth. And the restoration of these souls is needed to progress. A ladder might not appear until the character who stands next to it is restored, a house will not be built until somebody who lives there returns to life.

The game also has a sense of humor, and it won't be long before you find yourself rescuing some rather strange souls. Dogs and cats might be needed, or dolphins, or rats, or flowers may have the information you need. At one point in the game, you're even restoring the souls of chairs and tables. It's all rather surreal.

Unique however is the glowing ball of light that orbits your character. This represents the souls who have chosen to aid you directly, and more practically... it's the object from which all your spells originate. Not only does this add to the whole 'soul' feeling, but it also makes spells more complicated since the you're required to aim the spell from the circling ball.


The Bad

The game isn't difficult, that is until you reach a boss. Most of the bosses seem to be exceptionally tough and difficult to combat from your overhead view. As such many of them seem to have an unfair advantage in battle.

The world is divided into six regions. Each location is void of any life until you enter a dungeon and destroy monster seals. These seals spawn a set number of demons that release a soul once destroyed. Every soul has some tangible effect in the world. More often than not someone in the local town will be revived but also new passages and shortcuts. The people in town provide clues, offer items, and some join you and provide new abilities. Not everyone is crucial but eventually you will complete the region before moving.

Now, this isn\u2019t to say Quintet\u2019s philosophy of respect and understanding for all life meant they were fine with evil and evil acts because that\u2019s just like, evil\u2019s opinion, man. It becomes pretty clear, through their oeuvre, what Quintet\u2019s developers felt about evil and evil behaviors: the thing they were against was senseless destruction and killing, with every death in these Gaia trilogy titles needing to mean something. That\u2019s why, in Soul Blazer, your foes are minions of evil created for that purpose, whose very existence locks even the potential for good behind locked doors. And why in Terranigma, every enemy you defeat has trapped the soul of something living with the potential for good inside of it, and destroying these evil vessels is the only way to revive the world. And why, in Illusion of Gaia, there is just the one death of a human at your hands, but oh wow, is it hard to argue against their deserving it. 006ab0faaa

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