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.
The Trine series has captured many people’s attention over the years, mostly thanks to the incredibly inventive physics based game play. It’s been a long time between drinks for the series what with the previous installment, Trine 2, being released almost 4 years ago. This can be partly attributed to Frozenbyte focusing some of its efforts on their iOS platform Splot, however most of the long development time has been spent on Trine 3 itself. Indeed when you hear that Trine 3 incorporates 3D into the mix, after the last 2 being 2D platformers, you can get a feel for why it stayed in development for so long. However Frozenbyte’s ambition may have been its undoing as it’s clear that Trine 3 fell short of its ultimate goal.
Once again our heroes: Amadeus, Pontius and Zoya, are trying to live their lives as they were before the Trine started interfering with them. Amadeus was finally spending time with his family, taking them to see the giant turtle migration. Pontius continued to be a hero of the people, ensuring that no thief or neerdowell went unpunished. Zoya continued her quest for treasure, tracking down a giant emerald. However, just like always, the Trine showed up at the most inopportune time to whisk them away on an adventure. Little did they know that this one would take them to the heart of the Trine itself and the darkness which lied within.
Trine 3 makes use of Frozenbyte’s own custom engine and, whilst I’d warn most indie developers about doing that, what they’ve managed to create is, put simply, absolutely stunning. Trine 2 managed to have some great vistas however, due to the 2D nature, they were always somewhere off in the background. With the inclusion of 3D in Trine 3, and the addition of the vastly improved artwork, Trine 3 is yet again another step up from its predecessor. The art style and direction is retained, with vibrant colours and effects everywhere, along with the great soundtrack and voice acting. Indeed Trine 3 feels like a AAA title in almost all respects as there are few indies who can produce such quality work.
The core of Trine remains largely the same with the platforming, puzzle solving and emergent, physics based game play all making an appearance. The abilities of the three heroes are largely the same as well although the game has been radically simplified when compared to its predecessors. Amadeus can summon just one box, Pontious’ abilities have been reduced to a charge and slam and Zoya’s arrows are merely garden variety now, although she can now attach things together through the use of her grappling hook. The talent system is completely gone and progression now comes in the form of collecting shiny triangles which you’ll use to unlock further story and side missions. All in all Trine 3 feels like a far more streamlined game, one that would be far more welcoming to newcomers to the series.
The introduction of 3D changes the core platforming and puzzle mechanics significantly as now you have a whole extra dimension to contend to when attempting to solve the puzzles. It’s not true full 3D in all aspects however as it seems, for simplicity’s sake, that there are some constraints on your movement. If you jump off a wall in one direction you’ll essentially be locked to moving in that direction. For things parts of the environment that spin or move this can lead to some unpredictable behaviour as mistiming your jump means you move in a completely different direction to the one you intended. The same rules seem to apply to using the grappling hook as well, locking you into one direction to swing across (I.E. you can’t say, swing around in a loop). I’m sure I’m not explaining this well enough but once you play Trine 3 you’ll see what I’m getting at.
Combat feels largely the same, being one of the few times that you’ll use Pontius for something. You’ll be able to complete most combat sections by just mashing buttons and jumping around randomly however some of the later fights do require a bit more finesse. The only really challenging combat encounters are the boss fights (of which there are 2 from memory) and the various side quests which lock you into a single character requiring you to figure out how to best use them in combat. For long time fans of the series this will feel largely in step with previous games in the series as combat was always something of an also-ran, a curious distraction to break up the platforming and puzzle solving.
The emergent gameplay is as rampant as ever with most puzzles having numerous unintended solutions. Most of these are born out of their basis on physics, allowing you to exploit various things in order to make the puzzle think it’s solved. One of the most egregious things you can exploit is, yet again, the wizard’s ability to move boxes and other objects around. Whilst you can’t box surf like you once could you can, say, jump off a box and then lift it up with blazing speed, launching you far above whatever obstacle was in front of you. It’s certainly not as crazy as previous Trine games were but you can still pull off some rather crazy feats if you put your mind to it.
Emergent gameplay does have a dark side however, coming in the form of glitches and unintended behaviour. You’ll more than likely come across your fair share of glitchy enemies, puzzles that don’t work for whatever reason or deaths that don’t feel like they’re entirely your fault. There’s nothing in there that I’d consider game breaking, indeed most of the time you can work your way around whatever glitch you’re stuck on, however it does mean that some of the puzzles are far more frustrating than they need to be. Some of the glitches are hilarious too, like when enemies clip through the floor and then rocket back out. I guess when you think in terms of the overall Trine series Trine 3 is the least glitchy of the lot, which is saying something.
The story is where Trine 3 falls down, not for the content mostly, that at the very least retains it’s mostly passable qualities, the real issue comes with its length. You see Trine 3 was Frozenbyte’s most ambitious game getting triple the budget of its predecessor. Whilst this is most certainly reflected in the quality of the game it still wasn’t enough for them to finish the game in the way they wanted to. Thus the game ends at what feels like the first third of the story, leaving you on a cliffhanger that feels like it should’ve been somewhere in the middle of the game rather than at the end of it. This is what has led to much frustration from the wider gamer community, something which Frozenbyte has acknowledged and provided some insight on. In my mind the quality of the game they’ve created isn’t in question however it’s obvious that Trine 3 has fallen far short of their vision.
Trine 3 is an absolutely stunning game, one that keeps true to the Trine roots but unfortunately fell prey to the sin of ambition. The artwork, soundtrack and cinematography are still top notch, showcasing production values that I’ve come to expect from the series. The core mechanics and gameplay are still there, just streamlined a bit in order to reduce friction. However the game is clearly only a third of the creator’s original vision, with numerous levels and story left undeveloped, never to be explored by us gamers. It’s really quite unfortunate as parts of Trine 3 we’ve got are just incredible but that quality has obviously come at a cost. Hopefully this isn’t the death of the series as it would be a real shame to see it go just as Frozenbyte was reaching its peak.
Trine 3 is available on PC right now for $21.99. Total playtime was 4 hours with 64% of the achievements unlocked.
I was a real late comer to the Trine party, only getting around to playing it early last year after it had been out for almost 2 years prior. Looking back over the review I wonder how much my opinion of the game would have changed had I played it soon after its release as for its time it would have really been quite a stand out title. In 2011, with the indie revolution in full effect, it’s unique take on the platformer genre was probably lost among other titles like Super Meat Boy. Still the game stuck with me and whilst I might be somewhat late to the party again I decided to venture back into the Trine world yet again.
Trine 2 puts you back in familiar territory, starting off with the wizard Amadeus being awoken from his slumber by an unearthly glow coming from his windows. Rushing out to investigate he finds that the glow was coming from the Trine itself, the magical artifact that had bound him in the previous games to Pontius the Knight and Zoya the Thief. Upon reaching the Trine Pontius appears from within the artifact and informs Amadeus that they have to once again save the kingdom from an as of yet unknown threat.
Everything about the look and feel of Trine 2 feels so much more ambitious than its predecessor. Whilst you could chalk much of this up to the 2 and a bit years between releases it still feels like a lot more effort went into the art direction, cinematography and art work. There’s heavy use of advanced lighting effects, depth of field and extensive camera work that I don’t remember being present in the original. The original Trine was colourful and vibrant and Trine 2 builds on that base to create something that, whilst possibly being a bit too colorful in some points (making it hard to determine what’s what on occasion), is a definite step up.
The core physics based platformer/puzzle solving game play remains true to the core of the original Trine whilst streamlining some aspects and adding in new types of puzzles that makes the sequel quite distinct. The wizard still conjures up objects, the thief can still grappling hook onto things and the warrior is still used purely for combat and has little to do with puzzle solving unless it involves smashing through a wall (although even that is made redundant by certain talent choices). The changes are for the most part positive with only a few minor issues that I feel need to be raised.
Both Trine and Trine 2 have the same shared experience leveling system but Trine 2’s deviates from the original’s significantly. Instead of getting 1 point to spend in each character’s talent tree you’re instead given 1 point per level to spend on any one of the 3 talent trees. The difference is quite stark as whilst in the previous game the puzzles could be designed around knowing what kind of abilities a player might have in Trine 2 you can pretty much short circuit most challenges by going a specific build. To be upfront about it you can pretty much make the game easy mode by dumping all your points into the wizard, letting you do things like this:
Now I have no idea how the developers intended to have that puzzle solved but I have the feeling it wasn’t supposed to be anything like what you’re seeing above. That’s part of the charm of the physics based game play, letting you create solutions that weren’t exactly intended, but when most of the puzzles were trivialized by a power leveled wizard it made me wonder why there weren’t some limits in order to stop you from doing this. I guess Frozenbyte thought that was part of the fun and I can’t say I disagree with them on this.
The combat of Trine 2 is pretty much identical to that of its predecessor; being a fun distraction from the core puzzle based platforming but not a whole lot more than that. For the most part it’s very hack ‘n’ slashy with you being able to spam your way through hordes of enemies even without the aid of additional talent tree upgrades. The boss fights start off interesting although they’re also prone to being beatable through mouse and keyboard spam. The final boss fight was actually pretty intense even if it felt like it was designed with only one of the 3 characters in mind. Overall I’d rate combat as passable, being more of a distraction than a core piece of the game play.
There are some notable bugs with combat however. Some enemies are easily confused by standing near or on top of them and not in an intentional this-is-part-of-the-game way. The type that I most often found this worked with was the dual fire blade wielding goblins who if you got close enough to then jumped behind would think you were still right in front of them. They’d then get stuck in a loop of attacking in that direction, allowing you to wail on them from behind with no consequence. Some of the boss fights bugged out in a similar way to a lesser extent but it was obvious that the enemies were coded with a rather simplistic AI. It’s a relatively small complaint in the grand scheme of things but it was definitely noticeable.
As a I alluded to earlier the talent tree has also been greatly simplified allowing you to level each character as you see fit. The choice of power leveling the wizard was a simple one, the more I leveled him earlier the more experience I got access to, leveling the others faster. As you can see from the screen cap above, taken about an hour before the end, I had nearly all the abilities. In the end I think there was only 2 I didn’t manage to get but even that doesn’t really matter considering that there’s a respec button at the bottom, one that can be used as often as you want with no consequences.
Additionally All the ancillary aspects of Trine 2 have been stream lined from the original. The mana bars for every character are gone completely which I thought was weird to begin with but after playing through the entire game without it I’m glad they took it out. All the mana bar did was add tedium to the game, forcing you to go back to check points in order to restock if you accidentally created the wrong object (which was far too easy in the original) or lost it all from spamming flame arrows.
The story of Trine 2 is somewhat thin on the ground, at least in comparison to recent releases, but it is serviceable enough to keep the game driving forward. Although there’s not a whole lot of dialog in the game the voice acting is above the level of what I’ve come to expect from games like these, with each of the character’s voices fitting well with their perceived personas. Just like the original Trine I’ll have to commend Frozenbyte for not taking the cheap option and leaving the ending open for yet another sequel, something that never fails to annoy me.
Trine 2 is a definite improvement over its predecessor in almost all respects. The visuals and art direction are a lot better, a definite sign that Frozenbyte has confidence in the IP and is willing to invest more heavily in it. The streamlined game play takes away the tedium making the game much more enjoyable overall. Overall I was quite impressed with Trine 2 not feeling the compulsion to play through to the end just for the review like I did with the previous one. Even if you haven’t played the original I would still recommend Trine 2 as it stands alone well, especially if you’re a fan of platformers or puzzle games.
Trine 2 is available on PC, PlayStation 3 and Xbox360 right now for $14.99, $14.99, and 1200 Microsoft Points. Gane was played on the hard difficulty with around 7 hours of total play time with 23% of the achievements unlocked.
It seems like the classic genres of games are undergoing something of a renaissance thanks to the now extremely viable independent game developer market. Whilst a lot of gamers will still go for the current staples (FPS, RTS, RPG) many independent developers are making a good living out of things like top-down shooters, adventure games and the good old fashioned platformer. What’s really surprising though is what sets them apart from their classic brethren and one such example of this is Trine which takes the idea of a platformer and turns it on its head by adding in all sorts of curious game mechanics.
You start off the game by being introduced to the 3 characters you’ll be playing throughout the game. They are (from left to right in the picture above) simply named as The Wizard, The Thief and The Warrior. The thief, in attempting to steal treasure from the Astral Academy, stumbles across a mysterious artifact that when touched bound her to it. Hearing the noise the warrior runs down to protect it, only to himself be bound to the object. The wizard, who has remained in the academy to study the skies, also came down to see what was going on and upon touching the object all of them vanished. From then on only one of them could exist physically while the rest would have to reside in the artifact, which the Wizard recalls being named The Trine.
It’s an interesting set up for the core mechanics of the game which are heavily physics based. You can only control one of each of the three characters at any one time and each of them has their own set of unique abilities. The wizard has the ability to conjure objects (platforms and planks) and control them via levitation. This also extends to a good number of environmental objects throughout Trine which will need to be used in order solve certain puzzles. He also lacks any form of direct combat ability being only able to thwart enemies by dropping things on them or conjuring objects that fall on them. The Wizard then is almost wholly dedicated to solving puzzles.
The warrior is at the complete opposite of the spectrum, being almost entirely used for combat. His initial abilities are quite simple, he has a sword which he uses to kill things and a shield that he can use to deflect things trying to kill him. As you progress he gets the ability to charge at enemies, useful for when they get a bit tougher and have shields of their own, as well as a two handed hammer that does more damage and can be charged up to shake the ground when released. Considering there are times when you’re swamped with enemies the Warrior is far from useless in this predominantly puzzled based platformer.
In the middle of these two extremes is the Thief being both a capable fighter as well as an essential part of the solution to some of the puzzles. Her main weapon is the bow which can be upgraded to fire up to 4 arrows in one shot. She also has a grappling hook which can latch onto any wooden or other appropriate surface which she can then use to swing around from. Her bow can also be upgraded to fire arrows for those few levels where there’s little ambient light but torches sprinkled around for convenience. Out of all the heroes I found myself using her the most since she was so versatile, even if I don’t have a single screenshot of her here (thanks to her being a bit tricky to use whilst also mashing the screenshot key).
The game itself is quite pretty especially when you consider that it was released back in late 2009. All of the environments are lush and rich with little bits of detail from the forests with plant life littering every corner to the dank dungeons with bones and all sorts of nasty things strewn everywhere. Trine also has an extremely vibrant colour palette which is amplified by the extensive use of bloom throughout the game. Whilst this might be seen as gaudy by some Blizzard has shown that a lively colour palette keeps people interested whilst also making it a lot easier to distinguish enemies from a bland background. Personally I quite enjoyed it, even if it seemed a little too outlandish at some points.
Trine also combines a few RPG elements so that they can throw ever increasingly harder puzzles at you as the game progresses. Littered through each level are green experience jars that you have to pick up with some of them dropping directly from enemies. Every 50 of these will grant you a level and a point to spend in upgrading your characters skills. These allow you to do things like conjure more boxes as the wizard, shoot more arrows as the thief and be more effective in combat as the warrior. There are also various chests hidden around each level that contain special items that can augment your abilities, grant special powers like resurrection or reduce downtime like restoring health if it drops below a certain level. Whilst you can complete the game without hunting all of these down they do make the game quite a lot easier if you do, as you can see below.
Thanks to its heavy reliance on physics for the basis of nearly all its puzzles Trine is also subject to the same emergent game play phenomena that all its predecessors were prey to. Whilst it’s obvious that the level designers had a certain solution in mind it’s obvious that there are easier ways of doing them if you mix certain abilities in an unusual way. The screenshot above showcases one such idea where I built a bridge using 5 of the wizards objects which I carefully counter balanced so it wouldn’t fall to pieces when I ran over it. This starts to take on a whole new level when you get the conjure floating platform ability as the wizard, especially when upgraded so the thief can hook onto it.
Whilst this game play idea does make the game infinitely intriguing at points it is also its ultimate down fall. The heavy reliance on the physics engine means there’s always quirks in the way it functions such as when you hit a ledge there’s a moment when your character is considered “standing” for a brief moment allowing you to jump again. This trivializes many of the puzzles and whilst you can avoid doing it the tendency to spam the space bar is not unique to me, so I’m sure many people have found it before. Additionally whilst the game designers coded a fail safe to stop you levitating objects you’re standing directly on you can put a single platform on top of anything and the levitate to your hearts content, wizard surfing your way past almost anything.
Combat, whilst well done for the most part, also let’s Trine down in some parts. Initially it feels like any other part of the game but towards the end there are points where enemies will continue to spawn endlessly until you get far enough away from that point. That’s all well and good but when you’re right at the end of a puzzle and the next check point in sight it’s a damned shame to have to cut through 50 skeletons just to get there, especially if you’ve killed 45 of them not 5 minutes ago. It’s the same complaint that many had with Dragon Age 2 spawning multiple waves of guys, ruining the idea of planning a strategy out before engaging.
Despite these complaints however I still enjoyed Trine throughout the 7 hours I spent with it. The wonderfully lush environments and emergent game play made me feel like I was figuring out solutions that had never been thought of before. Whilst there would be some frustrating times where I’d die over and over again I still kept coming back, trying every avenue I had available to me. The story, whilst simple in its ideas and execution, was enough to carry Trine through to the end and wrap it up succinctly, a rarity in today’s market. Overall Trine is an enjoyable experience for both the things it gets right and the flaws you can so lovingly exploit.
Trine is available on PC right now for $19.99. Game was played on the Hard difficulty with about 7 hours of total play time. I’d guess I got about 80% of the total experience and secretes available in the game.