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While Tepeu does use the nail that sealed the Majin’s power as a sword analogue, his attacks actually don’t cause the enemies formed out of the Darkness to flinch, meaning that they can easily counter you while you’re mid-swing if you aren’t careful to dodge and pick the right time to strike. The Majin’s abilities are the core of most of what you’ll be doing in Majin and the Forsaken Kingdom. Sometimes Teotl will trip while running around, and while this at first seems like a nice little touch to make this naive giant feel like he’s just as prone to a simple mistake as anyone, it becomes less charming once you’ve seen it twenty more times over the course of the adventure and realize it must be some programmed stalling behavior to perhaps let the game’s AI processes catch up rather than a natural occurrence. Naturally he won’t perform an action you ask him to if he literally can’t, but mostly he’s attentive and helpful and if he doesn’t come running to execute an order you gave him, it’s probably because there’s something blocking his way. Teotl being such a simple but kind creature makes him easy to love, his speech almost like a child who is still learning grammar but his behavior never going against what the player needs him to do. The two become surprisingly fast friends who don’t ever seem to bicker, and that close relationship does mean it’s rather sweet to see the two dancing to celebrate a solved puzzle or praising each other for a job well done in a battle. Tepeu is mostly a spectator, his personal connection to everything minimal save for his growing friendship with Teotl. The information about the kingdom’s fall is actually doled out at a good pace, almost every flashback helping to better understand the Majin, how the kingdom fell, or introduce other characters who are important to the redemption of the forsaken kingdom. Teotl carries much of the story on his shoulders, the beast waking up with no memory of his past serving the kingdom before The Darkness attacked but regaining it at key points over the course of the adventure.
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Thus, it falls on the pair to travel across the tainted kingdom to find the fruits the power is sealed in and restore Teotl to the point he can truly cleanse this world of The Darkness. The Majin’s true name is actually Teotl, and after bequeathing the name of Tepeu to the nameless thief, the two prepare to fight The Darkness only to find that the servants of it have split up the power of the beast and hid it across the land. Finding this mythical beast with relative ease and freeing him of the seal stabbed through the Majin’s arm to restrict his power, the thief soon discovers that the Majin is actually a dopey giant closer to a friendly troll than a destructive demon.
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While some survivors were able to flee Q’markaj and survive, everyone dreamed of a day The Darkness could one day be destroyed, this hope driving an unnamed thief to leave his home in the forest to seek out the one creature supposedly capable of harming the Darkness: The Majin. Not only can it leave a corruptive substance on anything it touches, but that black gunk can come to life as a variety of soldiers who cannot be killed with normal weapons. Many years ago a kingdom known as Q’markaj was overrun by a malevolent force called only The Darkness, this destructive blight spreading out across the land with ease. Majin and the Forsaken Kingdom however devoted its efforts to making your companion the major focus of most of the experience, the Majin truly feeling like the focus of the plot and the action. A few games capitalized on this to create memorable characters like Elizabeth from Bioshock: Infinite and Ellie from The Last of Us, but those two ladies are mostly remembered for their importance to the narrative rather than their actions as an assistant. During the seventh generation of video game consoles, character AI had hit a point where developers could make believable AI-controlled companions to assist the player on their journey.