How Does Soul Blazer Rebuild the World?
Soul Blazer (Japan, January 31, 1992, as Soul Blader; North America, November 27, 1992) starts from an emptied world. The demon Deathtoll has bought every soul in the Freil Empire from its king, one gold piece per soul, and sealed the living in his monster lairs. The Master sends down a warrior who can speak with anything alive. The game's engine is a single verb: release.
Every dungeon is a set of monster lairs. Destroying a lair frees the soul bound to it, and the soul reincarnates exactly where it belongs: a mayor returns to his house, and the house returns with him. A freed soul might be a person, and it might be a dolphin, a snail, or a talking tulip, each with information, gratitude, and small errands. Towns literally assemble around the player as the dungeon below them is cleared, and the boss of each region holds the soul of the town's head. Six regions, six magic stones, then the World of Evil and Deathtoll himself.
Under the charm sits Quintet's recurring bleakness. The world was emptied by a bargain: King Magridd, counseled by his queen, sold his subjects' souls and was imprisoned by his own customer. The inventor Dr. Leo, whose machine summoned Deathtoll, dies undoing the deal, and his daughter Lisa is the hero's one human attachment. The ending grants the warrior his wish to live as a human, at the price of every memory of who he was. He wakes in Grass Valley; Lisa recognizes him; he does not know her. They start over.