Being the hero is so dull. I mean... it's always the same: Grab your sword, run to the castle of evil, fight against the boss, easily beat him, save the world, everybody loves you, right?Well, perhaps it's time to play from another angle. After all, playing for the other team has its benefits, too.In 1996, for the Sony PlayStation, Tecmo released Tecmo's Deception: Invitation to Darkness, which, while not a smash success by any stretch of the imagination, allowed the player to do something not often seen in video games: play as the bad guy. The goal of the story was to resurrect Satan, and instead of doing so with direct combat, you utilized a series of deadly traps that you placed throughout your castle. The game did well enough to spark a small series.The series in general follow the same patron, with you having to protect your castle for one reason or another, with Death Trap and gizmos. The biggest selling points in general is the same: play from an unusual point of view (the Trap Master) and kill your enemies in goresome ways. In most of them you are plain evil, but some of them try leave you in a more ambiguous position, where it's not clear which side is the good one. This actually makes the experience stronger, as one is not sure if what you are doing is right or wrong.The Deception games consist of:
Tecmo's Deception: Invitation to Darkness (Kokumeikan) — Released in July, 1996. As a nameless prince of Zemekia, the player has been framed for the murder of the king by his brother Yurias in a bid for the throne, and he is spirited away by a demoness named Astarte to make a Deal with the Devil to get his revenge.
Kagero: Deception II (Kagero: Kokumeikan Shinsho) — Released in July, 1998. A girl named Millennia is caught up as a Meat Puppet in a power struggle between the Timenoids and the humans over whom they reign.
Deception III: Dark Delusion (Soumatou) — Released in December, 1999. A girl named Reina has been abducted, along with her family, to be sold into slavery in a neighboring kingdom. She is freed by a rebel faction and must decide whose side she is on.
Trapt (Kagero II: Dark Illusion) — Released in June, 2005. Princess Allura has been framed for the murder of her father and flees to a dark castle to escape execution, and while there, a demon offers her a chance for revenge.
Deception IV: Blood Ties (Kagero: Darkside Princess) — Recently announced for the Playstation 3 and Vita, planned to be released in March 2014. Centered around a girl named Laegrinna, an "animated fragment of the imprisoned Devil's soul", she operates under the guidance of three servants: Veruza, Caelea, and Lilia.
Demonstrating how inviolate The Wiki Rule is, the series now has a fledgling wiki here.
This series provides examples of:
Action Girl: Curiously, female PCs outnumber the males four to one.
Aerith and Bob: While some characters have normal names, such as Gordon, the series also has some truly ridiculous names, such as Goatbone, Scuba, Loongear, and others, too numerous to list.
An Adventurer Is You: Or rather, the invaders are adventurers. Each game in the series has a different set of classes the invaders can be comprised of, each of whom have different attacks and react to traps in their own ways.
Antiheroic Mime: The player-character in Invitation to Darkness, Millennia.
The Atoner: Possible for the player, if the correct Dialogue Trees and courses of action are so chosen throughout the games.
Awesome, but Impractical: The Red Dragon summoned monster. It does tremendous damage to multiple foes, but it's so large that it usually cannot fit into rooms in the castle, plus one of its components is rare.
Black Comedy: Quite a bit. For instance, in Chapter 3 of Invitation to Darkness, you kill a family who are coming to collect a bounty on you for an operation to save their child.
Blue Blood: Both literally and figuratively in Kagero. The Timenoids are a race of beings with blue skin who rule over humans.
Bonus Boss: Pretty much any gaiden character in Trapt, but especially the final bosses of each path: Millennia (trap-tripper) and Kendal (creates illusions), each more inexplicable than the last. (That last one is very "Congratulations"-y.)
Boring, but Practical: The vase traps. They'll what will net you your highest combos early on, especially if you never repeat yourself in a combo.
Burn the Witch!: Invitation to Darkness starts with the player-character being burned at the stake for murdering his father.
Came Back Wrong: Fiana if Wizbone kills her and you accept Astarte's offer.
The Cameo: Suezo from Monster Rancher appears in Kagero as an unlockable trap. Previously, Ardebaran from Invitation to Darkness appeared in a Monster Rancher game as a secret monster.
Cast from Lifespan: In Deception III, this is the price for using traps too much—you'll wind up killing yourself eventually. Unfortunately Reina doesn't have any choice because a whole lot of people keep trying to kill her.
Charge Meter: Traps in the sequels must recharge between uses, but can otherwise by used indefinitely.
Combos: Introduced to the series in Kagero to fantastic effect. Chain together more traps and receive more points.
Content Warnings: Invitation to Darkness only garnered a T rating from the ESRB, but it includes a separate blurb on the jewel case noting the satanic elements of the storyline.
Continuity Nod: Each game takes place in its own little universe. However, one of Kagero's endings implies that Millennia would go on to become Astarte. Also, Ardebaran's mask appears in Kagero as an unlockable trap.
Easter Egg: Rename Millennia "Astarte" and you start with some extra Ark to spend.
Enemy Scan: Each game lets you check out the statistics of invaders before you enter into combat with them.
Equipment-Based Progression: Invitation to Darkness has a leveling system whose only real purpose is to unlock new breeds of trap and monsters for you to research (the stats in that game mean very little overall). The sequels focus strictly on traps and forging new ones from old templates.
Subtitle Name Change: The change from "Alicia" to "Allura" was strictly in the text. The voice acting still very obviously uses "Alicia".
Suicidal Overconfidence: Played straight with most invaders, but a few will realize what they're up against and make efforts to escape. Whether they succeed or not can possibly change the storyline.
Summon Magic: Only available in Invitation to Darkness, the player-character can call forth special monsters which damage invaders. What's scary is that one of them is possibly Princess Fiana depending on how you play.
Supernatural Elite: In the second game, humans are basically second-class to a nobility consisting of 'Timenoids' - blue-skinned immortals. As the player, you are initially a slave to the Timenoids, but eventually, you must decide whether to help them brutally suppress an emerging human uprising, help La Résistance destroy the Timenoid elite, or just Kill 'em All.
Talking Is a Free Action: Even when they're out for your blood, when an enemy invader finds you, time will gladly stop around you to give them a chance to say what they need to.
A Taste of Power: The first game lets you utilize Volt Cages to capture Ardebaran and Idorigo (and optionally Doneal). You don't get access to such traps again until Chapter 11, and even then you have to spend gold to create new ones.
Explicitly personified in Blood Ties. Laegrinna's three accomplices rate your kills in three terms — Sadistic Torment, Elaborate Death, and Humiliating Demise.
Villain Protagonist: Each and every main character holds an explicitly evil power and spends most of their time ruthlessly slaughtering anybody unlucky enough to enter their homes. Later protagonists end up in a more morally gray area, but none of them are ever close to being heroes.
What Measure Is a Mook?: The games often go to some bother to make it clear that you're not killing anonymous mooks, but people, with actual names, backstories and personalities. The terrible acting keeps this from having the effect Tecmo was going for, however.