Thinking about my journey as a gamer it’s interesting to note how I’ve ebbed and flowed between being focused on single player experience and those enjoyed with others. To be sure part of this was due to the way I came to games in the first place, sharing the family PC with my brother and later moving onto the first generation NES console which we’d waste endless hours on. Later on, when I was blessed with my own personal PC, that I started to find an interest in gaming by myself. That was upended when I got into the LAN scene and continued in strength as the world of online gaming was unlocked when I was graced with the wonderful gift of broadband. The last decade has been a good mix of the two although I’ll admit that most of my gaming time is more on the single player side than otherwise.
Suffice to say I don’t often go looking for co-operative experiences these days, especially if they don’t come with a single player option. However Degrees of Separation caught my eye early last year and it had long been in my review queue to play with my wife when we got the time. Well, once again thanks to the bushfires that continue to rage on, we managed to sit down and make our way through it. Whilst it’s core mechanic is somewhat novel it is a rather run of the mill puzzle platformer. That being said it can be a good bit of fun when you’re playing with another, especially if they aren’t exactly experienced with this kind of game.
Ember and Rime are from two different sides of the same world: hers a warm one of endless sunshine blessed with boundless heat and his, a world of frozen beauty. They are separated by an enigmatic force, unable to reach each other nor visit each other’s world. It’s clear however that their world has suffered some great tragedy at the hands of despotic ruler and they set out together to uncover the mystery of their shared world. Working together is the only way that they’ll be able to uncover the mystery of what happened and why they both are separated from one another.
Degrees of Separation is crafted in the style of Flash games of yesteryear with its flat 2D environments, simplistic animations and limited use of modern effects. There’s an unfortunate amount of asset reuse which makes a lot of the areas feel very samey, even though they’re supposed to be completely different environments. That being said it’s not like it’s an ugly game, more that it’s just very simplistic in its implementation. I can hazard a guess that’s likely due to the developers needing to create 2 of everything: one for Ember’s world and one for Rime’s. Combine that with the various interactions that needed to be coded in and I can see why they wanted to keep things simple from a visuals perspective.
The game’s claim to fame is the two worlds of the main characters: one world is hot and the other is cold. Initially that’s all there is to it and solving most puzzles is just figuring out the order in which things need to be done with the various worlds so you can progress forward. The later worlds start to play on the divide a lot more, bringing in mechanics that make use of it in some way. However all of these new mechanics are contained within the level that they’re granted in, so this isn’t some kind of metroidvania style game where you’ll be unlocking different parts of past levels with new skills. The only metroidvania style thing in here is the main overworld which is non-linear, but realistically you’re going to have to complete a number of levels in order due to the number of unlocks required to open them.
The puzzles are almost all self-contained and we only came across one that required us to bring something in from another puzzle in order to solve it. I personally prefer it this way for a co-op setting as otherwise you end up second guessing each other’s ideas endlessly, spending countless hours trying to drag things from other puzzles around in order to try and solve them. It also means that you’ll need to be aware of the developer’s logic as you progress through the levels as if you lose sight of that then there’s going to be puzzles that you won’t be able to solve. Thankfully those seem to be few and far between as I can only remember skipping maybe 3 or so in our full playthrough.
The puzzles are also predominantly physics based with a good chunk of them requiring precise platforming and/or timing in order to complete them. Given the game’s less than stellar control implementation this can make some puzzles a little more frustrating than they need to be as objects might not react the way you expect them to or you’ll find yourself having to repeat sections over and over again because you mistimed a jump. Even I, the seasoned puzzle platform gamer that I am, struggled at times much to the delight of my wife. This could also partly be due to us playing it on console as, I’ll admit, I don’t usually do most of my platforming with a controller.
All this being said the puzzles are, for the most part, pretty straightforward and most of them should be doable for even novice gamers. Thankfully not every puzzle must be solved as you’ll only need a certain amount of scarves (the game’s collectible) to progress to another level. The only improvements I’d seek to make would be the inclusion of a map and a reworked checkpoint system as it’s something of a pain to get back to where you were after you’ve put the game down for the night.
The story is told via a voiceover that’s triggered on every new puzzle screen, which is nice, but the story itself is pretty forgettable. I think this is partly because it’s told in the third person and the characters themselves rarely interact on the screen so it’s hard to really empathise with them at all. To be sure I prefer having the story told to me as I’m playing it rather than being presented with walls of text every so often, but having the entire thing told in the third person just seemed to take a lot of the emotional investment out of it.
Degrees of Separation is a solid co-op platformer with a novel take on the genre’s mechanics. Whilst its visual style and story err on the side of simplistic the puzzle/platform mechanics are on point, requiring some real lateral thinking and cooperation to solve. Its casual nature will make it attractive to those who are looking for something to play together but can only do so in short bursts. Other than that there’s not a terrible amount to say amount Degrees of Separation and hopefully, if you’ve read this far, you know if it’s for you.
Degrees of Separation is available on PC, Xbox One, PlayStation 4 and Nintendo Switch right now for $28.95. Game was played on the PlayStation 4 with a total of approximately 4 hours playtime and 38% of the achievements unlocked.
My history with the Trine series is long, stretching all the way back to 2011. However it could have never happened at all as I missed the game when it first came out, it not really registering as a blip on my radar back then. It was on the recommendation of a friend, one who had noticed the uptick in my gaming consumption, who recommended that I give it a shout. What’s bloomed from that is a love of the quirky series that I’ve seen go through ups and downs over the decade of its existence; from it’s awkward beginnings as a quirky physics based platformer all the way through to its latest incarnation which, I’m happy to say, is the best one in the series to date.
This time our intrepid trio of heroes isn’t summoned to adventure by the Trine, instead the request comes from the Astral Academy. Prince Sellius, one of their “students”, suffers from intense nightmares. This would be one thing but he’s also gifted with potent magic abilities and those nightmares are starting to invade the waking world. So the call goes out once again to the Wizard, the Thief and the Warrior to help save the kingdom from this threat and, hopefully, save the prince in the process.
Trine has always had amazing visuals and the latest instalment is no different. The trademark dreamlike quality is retained, coming to us through the liberal use of bloom and bright lighting effects. The 3D backgrounds and set pieces have become even more elaborate, becoming bigger and more detailed than they ever have before. The game still runs on the in-house proprietary engine and it appears that Frozenbyte has done a great job in improving its capabilities and optimising the implementation as the whole game runs very smoothly, even on old hardware. Suffice to say that Trine continues to be one of the most visually impressive platformers in the market and I’m glad the developers keep pushing themselves to improve upon what they’ve delivered before.
As anyone who played Trine 3 could predict the game has returned to its 2D platformer roots, removing the 3rd dimension and going back to what they know. For fans of the series this is a great thing as whilst the 3D version of Trine was indeed a step up the fact that they could only deliver a third of the game they wanted to with 3 times the budget of Trine 2 says a lot about the effort required to make it work. So in that respect Trine 4 is much more of an evolution of what Trine 2 was rather than a rework of 3 and the mechanics are all back to their roots. There have been some changes to make all characters more equally a part of the overall experience however, notably with the Wizard now having substantial combat capability and the Warrior being a key piece of numerous puzzle mechanics. Progression is now split into 2 tiers: one from combat and one from finding experience jars. The former is effectively the unlock for new puzzle mechanics whilst the latter unlocks augments to those abilities, effectively being quality of life improvements. Frozenbyte describes this as the “most complete Trine” experience they’ve ever created and, I’m glad to say, I wholeheartedly agree with them on that.
Combat is, as it always was, something of an also ran in the Trine experience. To be sure, there’s a more comprehensive combat experience to be had there than there ever has been, but pretty much all the engagements play out in the same way. The addition of more combat abilities to the Wizard, in the form of abilities that allow you to slam objects and levitate enemies, does make for a more varied experience but in all honesty most of them will get done with a lot of hack and slashing. The resurrection mechanic is also very, very forgiving ensuring that you’re unlikely to actually die and need to go back to a checkpoint at any time. To be fair this kind of combat fits into the whole overall zeitgeist of what Trine aims to be: a casual puzzle platformer that could be enjoyed by anyone. In that respect I don’t ever envision the combat aspects getting much more complicated than they already are.
The puzzles have gone back to their roots with physics based problems being the name of the game. The wizard still has the ability to conjure boxes and platforms, the thief grappling hook things and now the warrior’s shield forms a core part of the experience with its reflecting ability. There are numerous augmentations to all of these abilities which bring with them a wide variety of challenges for you to solve. For the most part though the majority of puzzles are going to be heavily focused on the last mechanic you unlocked with only a couple other abilities required to solve them, at least for the main puzzles. The secret ones do ramp up the challenge somewhat although they, like pretty much every puzzle that’s ever been created in Trine, is subject to the whims and whiles of the emergent gameplay that the series is well known for.
Initially you’re pretty limited in the shenanigans that you can get up to as your abilities are significantly limited. However once you’re able to summon 2 items things start to get pretty interesting and only start to rocket up from there. Indeed the combination of multiple boxes plus the fairy rope means you’re able to make platforms of arbitrary height that you can grapple onto, meaning that no matter what the height of something is you’ll be able to get to it. Combine that with the fact that the developers have still not solved the likely unsolvable issue of the Wizard levitating things he’s standing on in some capacity (this time you can grapple 2 boxes together and then levitate one of them, which can fling you basically anywhere) and you’ve got a recipe for some rather whacky solutions to the puzzles at hand. Additionally, and I don’t remember noticing this in Trine 2, but the co-op aspects have obviously played a bit into the level design as there are some puzzles that have multiple solutions, most only requiring one character. So for those it’s usually very easy to get past them with all 3 abilities at your disposal.
Despite all of that though the game is very well polished, not really suffering from any major game breaking issues or glitches. I mean sure, there were times where something happened that I wasn’t exactly expecting but I was deliberately trying to find ways to break the game’s physics engine in order to solve a puzzle in an easier way than intended. Perhaps my most enjoyable moments was when I was trying to grappling hook 2 boxes together, one of which was directly on top of the other. Doing that is fine however the second you start to levitate them things go wildly out of control as they start to clip and bounce off each other. I’m sure there’s easy fixes for edge cases like that but honestly, I think the game is better off with them in.
The story is perhaps the most well fleshed out of the Trine series but it’s not like that was a high bar to get over. The focus of Trine has always been on the visual and puzzle experience, notsomuch the characters or the world that they reside in. To be sure this does expand the world of Trine a little but it’s a pretty standard affair with a rather predictable outcome. Thankfully the story doesn’t get in the way of the game at all, mostly playing as background to what’s happening on screen.
Trine 4 is a return to form for the series, taking the essence of what made it great originally and building that up significantly. The more varied and deeper puzzle mechanics make for some truly interesting game play, especially with the trademark exploitable physics engine that allows you to do all sorts of things that the developers never intended you to do. The visuals are once again of AAA quality, retaining the same stylings that have become a trademark of the game. The usual not-so-great features are still present in this instalment with the middling combat experience and a run-of-the-mill story that you’re likely to forget shortly after playing. Still what makes a Trine game great is here in spades and for fans of the series this is a definite must-play.
Trine 4 is available now on PC, PlayStation 4, Xbox One and Nintendo Switch right now for $42.95. Game was played on the PC with a total of 9 hours playtime and 53% of the achievements unlocked.