Illusion of Gaia
Systems:
- (SNES)
- Releases:
- JP: 1993, NA: 1994, EU: 1995
ESRB Rating:
- No Rating Available
Graphic Style:
- Detailed Pixel Art
Gameplay:
- Action RPG
- Real-time combat
- Third Person
- Single-player
Illusion of Gaia is an action RPG for the SNES in which the young hero Will, and several of his companions travel around their world, motivated by a search for his father, pursuit by royal guards who are seeking to "reclaim" one of his friends, a runaway princess, and at the suggestion of a mysterious being called Gaia that Will meets after stumbling into a portal to another realm. Along the way, Will and his friends must battle against an approaching evil forewarned by Gaia that threatens all life. The game takes place in a cartoonish amalgam of the real planet Earth, containing mishmashes of various cultures, locations, and time periods.
Contents
- 1 General Comments
- 2 Alcohol
- 3 Animal Abuse
- 4 Animal Death
- 5 Aquatic Violence
- 6 Body Horror
- 7 Bones
- 8 Cannibalism
- 9 Claustrophobia
- 10 Darkness
- 11 Dead Bodies
- 12 Death of Family/Friends
- 13 Dehumanization
- 14 Disease
- 15 Disruptive Home Life
- 16 Existential Despair
- 17 Explosions
- 18 Eye Horror/Eye Trauma
- 19 Fire
- 20 Ghosts
- 21 Heights
- 22 Insects
- 23 Kidnapping
- 24 Murder
- 25 Needles
- 26 Nudity
- 27 Parental Abandonment
- 28 Physical Abuse
- 29 Psychological Trauma
- 30 Racism
- 31 Rats/Rodents
- 32 Reptiles
- 33 Sexualization/Objectification
- 34 Slavery
- 35 Snakes
- 36 Spiders
- 37 Suicide
- 38 Supernatural Evil
- 39 Torture
- 40 Undead/Zombies
- 41 Verbal Abuse
- 42 Violence Against Children
- 43 Weapons
General Comments
The following links show the sprites of in-game enemies and boss enemies for viewers to review prior to encountering them in the game itself. If one is particularly sensitive to the material at hand, GamePhobias encourages acquiring the assistance of another who will be able to look at the material and help determine whether or not such material is safe.
Alcohol
Animal Abuse
Animal Death
Aquatic Violence
While Will and Kara are on the raft, they are briefly threatened by sharks, though they end up not being attacked.
Body Horror
Bones
Ribber, Skull Chaser, and Steelbones are animate skeletons.
Flasher enemies are ghost-like and have skeletal hands.
Ramskull enemies are bone-constructs.
Skullker and Yorrick enemies are animate skulls.
Skeletons can appear as background tiles in ruins, and can sometimes be interacted with to get backstory the person the skeleton belonged to.
Cannibalism
Will finds the journal of a dead adventurer in Ankor Wat, which reports that when he and his party entered the village, they were put up for the night by the villagers, and some of the party died there mysteriously overnight. This could be a cannibalism reference, or it could be a reference to the diseases reported by slaves who used to live in the village.
Claustrophobia
Darkness
Dead Bodies
Zombies enemies are non-standard zombies; they have a snake-like head and a humanoid body.
Haunt enemies are animate mummies.
Skeletons can appear as background tiles in ruins, and can sometimes be interacted with to get backstory the person the skeleton belonged to.
Will and his friends encounter the skeletons of the long-dead crew of an Incan ship, along with the mummified body of the Incan queen.
When Will is saving Kara from being captured by the Jackal, he triggers a fire trap which lights the mercenary on fire and kills him.
Death of Family/Friends
Will’s friend, Neil, is briefly reunited with his parents, but they turn out to be disguised moon spirits and that his parents have been dead all along.
Will's mother died many years before the game opens, and he later discovers that his father, Olman, had been physically dead the whole time Will presumed him missing and had instead ascended to a spirit form, in which Olman continues interacting with his son.
Will’s friend Seth is presumed alive after the accident with the Inca ship and even talks to his friends and tells them that he has, somehow, become the fish that ate him. Come the end of the game, Olman draws up several spirits to give Will extra power, and Seth is one of them, along with Hamlet, Neil’s parents, and Will’s opponent in the Russian Glass game in Watermia.
Dehumanization
Disease
Some of the slaves Will encounters report that terrible diseases that petrify the infected were becoming common near their homes when they were made to leave.
Disruptive Home Life
Kara’s parents, King Edward and Queen Edwina, are cruel and keep her locked in her room. Kara is desperate to get away from them.
Existential Despair
Explosions
Several enemies fight with explosions.
Will’s friend Eric gets strapped to a bomb at one point during a boss-fight. Will must defeat the enemies within two minutes to prevent the bomb from exploding and save his friend.
Eye Horror/Eye Trauma
Eyesore and Firebug enemies are fiery eyeballs.
The Zombie enemies feature an eye-less snake head on a humanoid body. When the head is defeated, an eye opens up on the monster’s chest and must be attacked for the monster to be killed.
Fire
In the back alleys of the town of Freejia, a man will offer to provide an interesting demonstration for Will. He will breathe fire, but his hair will be accidentally lit on fire, and he will run offscreen.
When Will is saving Kara from being captured by the Jackal, he triggers a fire trap which lights the mercenary on fire and kills him.
Ghosts
For a time, Will interacts with the crew of an Incan ship who believe him to be their king. He goes to sleep and awakens to find that the crew had been dead for a long time and that he had interacted with their ghosts.
Flasher enemies are ghost-like and resemble dementors from Harry Potter: hovering cloaked figures with skeletal hands.
Will interacts with the long-dead inhabitants of the island of Mu and the Tower of Babel who appear as small ghostly wisps.
Haunt enemies are haunted mummies which will, when they’ve received enough damage, unravel and reveal the ghost haunting the mummy.
The Mummy Queen boss of the Pyramid will burst into several small ghosts when she is struck. The ghosts will then coalesce, at which point she can be attacked again.
Will discovers that his father, Olman, has been physically dead the whole time Will presumed him missing, and had instead ascended to a spirit form, in which Olman continues interacting with his son.
Heights
The Sky Garden dungeon is a floating garden high above the Nazca Lines. While traversing the dungeon, Will has to jump between the top and bottom sides frequently to complete it. Will cannot mis-jump and fall.
Insects
The Sand Fanger boss is a centipede.
Zip Fly enemies resemble flies.
Wall Walker enemies resemble large ticks.
During the Ankor Wat level, Will ends up jumping down into a dark room which, when the lights turn on, turns out to have a floor covered in harmless beetles.
Kidnapping
Kara is taken by the angel painter, Ishtar, and sealed into a painting, from which Will must rescue her.
At one point, Will has to rescue slaves whose backstory is that they willingly left their tribal home when the animals died off and were hired as laborers. They were tricked and sold as slaves instead.
Kara’s father sends a bounty hunter called the Jackal after his daughter. Kara is eventually captured, but Will saves her.
Murder
Needles
Nudity
Parental Abandonment
The father of Will’s friend, Lance, also went along on this trip and was lost. Lance was raised by his mother who had remained in South Cape. Lance’s father turns up alive in the town of Watermia.
Neil lives apart from his parents, but that seems to be more his personal choice, rather than a case of abandonment.
Physical Abuse
The Flayzer enemies which are in charge of keeping the slaves of the Diamond Mine in order are depicted as carrying large whips, which implies that the slaves are whipped.
Psychological Trauma
The father of Will’s friend, Lance, is discovered part-way through the game, having suffered amnesia during his trip with Will’s father.
Racism
When characters who ought to be POC based on their attested cultural affiliations are depicted, their skin is usually as white as Will’s.
Will has a white-savior plot-line. He is a blond, white male who is “the chosen one” and must dig through the ruins of ancient cultures which would belong to POC in our world. Throughout the plot, Will has to rescue slaves whose backstory is that they willingly left their tribal home when the animals died off and were hired as laborers. They were tricked and sold as slaves instead. Will also travels to the home of these slaves and must save them from starvation, disease, and the monsters plaguing them.
During the Freejia arc, Will has the option to turn in a runaway slave for a reward: one of the fifty collectable Red Jewels which unlock a secret final dungeon. This is not required, but if the player wants to 100% complete the game, this Jewel is necessary, and Will must turn in the slave.
The game features a region based on Incan mythology and architecture. This part is relatively inoffensive. The biggest issue is that Incan people are depicted as white, and most of the women are even shown as blonde; however, other members of the Incan crew have blue or purple hair so realistic depictions were obviously not a priority.
A region based on China features a zone called China’s Great Wall which Will has to explore. It features a large wall, vaguely reminiscent of the Great Wall of China, full of living clay soldiers. The music for the zone draws from Chinese musical traditions. Will does not encounter any people there, and it seems as though the mishmash of the area is not a pan-Asian mishmash and sticks merely to Chinese tropes.
A man in a village near the Great Wall makes a crack about how weird Chinese medicine is, apparently drawing the line at “the bodily fluids of insects” even though the particular variety he’s criticizing do prove to be a cure-all.
Will and his friends encounter an indigenous tribe who has been all but wiped out by famine. The tribespeople have darker skin than most of the game’s characters and cannot understand or be understood by Will and his friends. In the Japanese version, this tribe turned cannibalistic and ate their sick and dead when faced with starvation. They attempt to eat Will and his friends in the Japanese version and merely capture them in the American release, only releasing them upon a sacrifice by Kara’s pet pig, Hamlet.
The town of Dao is supposed to be based upon the Middle East. This is probably the most problematic part of the game. Snake charming is apparently a sport in the town, and Will can participate by whacking charmed snakes to get Red Jewels. Tough-looking, turban-wearing, pot-bellied, mustachioed slave-traders, who look more non-white than almost every other character in the game, read as Arab stereotypes. These men control part of the town and force female slaves who cannot speak the same language as Will and his party to weave decorative carpets for rich, whiter people in a far-off part of the world in what reads as a sweatshop for 40 years.
Rats/Rodents
Reptiles
Draco enemies are small, reptilian dragons.
Sexualization/Objectification
Slavery
During the Freejia arc, Will has the option to turn in a runaway slave for a reward: one of the fifty collectable Red Jewels which unlock a secret final dungeon. This is not required, but if the player wants to 100% complete the game, this Jewel is necessary.
This slave-rescue plotline reappears once the party reaches the town of Euro.
In the town of Dao, the slave trade is more openly practiced, and Will can go into a sweatshop staffed by female slaves who cannot speak the same language as Will and his party. These women weave decorative carpets for rich, whiter people in a far-off part of the world, nonstop for 40 years.
Snakes
In the village of Dao, Will can encounter snake charmers.
Spiders
Suicide
In the town of Watermia, Will has to play a drinking game that’s basically Russian roulette. When he and his opponent have worked their way through four of the five glasses and have not been poisoned, the spectators realize that the final glass must be the poisoned one and try to dissuade the opponent from drinking the final glass. As he’s been disgraced as the champion and is also terminally ill, as Will will later learn, he insists on drinking the cup and dies, leaving behind a sizable inheritance for his pregnant wife.
Kara’s pet pig, Hamlet, sacrifices himself for a village of hungry people by jumping into a fire and cooking himself.
Supernatural Evil
Torture
Undead/Zombies
Flasher enemies are ghost-like.
A pair of Vampires are the boss for the Mu island region.
Skullker and Yorrick enemies are animate skulls.
Goldcap and Frenzie enemies are animate mummified heads.
Zombie enemies are non-standard zombies; they have a snake-like head and a humanoid body.
Haunt enemies are animate mummies.
The Mummy Queen boss is undead, but she is not decayed.
Verbal Abuse
Violence Against Children
Weapons
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- Alcohol
- Animal Abuse
- Animal Death
- Aquatic Violence
- Bigoted Language-free
- Blood-free
- Brainwashing-free
- Body Horror
- Bones
- Claustrophobia
- Clowns-free
- Cannibalism
- Darkness
- Dead Bodies
- Death of Family/Friends
- Dehumanization
- Depiction of War-free
- Disease
- Disruptive Home Life
- Drowning-free
- Emotional Abuse-free
- Existential Despair
- Electrocution-free
- Explosions
- Eye Horror/Eye Trauma
- Fire
- Gender Dysphoria-free
- Ghosts
- Gore-free
- Graphic Violence-free
- Guns-free
- Heights
- Homophobia-free
- Incest-free
- Insects
- Jump Scares-free
- Kidnapping
- Medical Malpractice-free
- Mental Health Institutions-free
- Mind Control-free
- Murder
- Mutilation-free
- Needles
- Nudity
- Offensive Language-free
- Parental Abandonment
- Physical Abuse
- Psychological Horror-free
- Psychological Trauma
- Racism
- Rats/Rodents
- Reptiles
- Self Harm-free
- Sex Shaming-free
- Sex-free
- Sexual Assault-free
- Sexual Harassment-free
- Sexualization/Objectification
- Sex Slavery-free
- Slavery
- Snakes
- Spiders
- Stalking-free
- Substance Abuse-free
- Suicide
- Supernatural Evil
- Torture
- Transphobia-free
- Undead/Zombies
- Unreality-free
- Verbal Abuse
- Victim Blaming-free
- Violence Against Children
- Vomiting-free
- Weapons
- Game