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Trine takes place in a mythical fantasy world with no name, but
it is a world you will no doubt already be familiar with. It's in
peril you see, that old chestnut of a large group of roaming un-dead
soldiers rising from the grave and systematically attacking anything
and anyone they come across. They're lead by a sinister and omnipresent
evil force, and as is so often the case, only the fighting and magical
skills of three would be heroes can put an end to this menace and
save the day. So hardly breaking any new ground in the art of storytelling
then, but whether or not the plot details are much cop isn't necessarily
something you'll loose sleep over. Trine isn't an adventure game,
curiously and quite refreshingly, it's an old school 2D platformer
powered by modern day graphical technology and focusing on your
aptitude to overcome a variety of physics based puzzles. It's an
oddity and it's part of what makes this budget indie game all the
more likeable.
You
guide three separate characters through the game as they quest to
find and defeat who, or whatever is behind the sudden upsurge of
the living dead. The early levels act as prolonged tutorials as
each character is introduced one by one and you slowly begin to
understand their individual playing styles. It kicks off with Zoya,
a thief out to line her pockets with the various treasures laying
in wait in the local astral academy, being more agile than her counterparts
she favours the safety of ranged bow attacks and can grapple out
of the way objects to swing by impassable gaps in the ground. Amadus,
the wizard, is a ladies man more concerned with fame and fortune,
he posses no actual fighting abilities but can levitate objects
and create boxes and platforms out of thin air to reach places that
remain to far out of range.
Finally,
Pontius the Knight rounds the group off, and as you'd expect from
a man who's all guts and glory, he's the most proficient at hitting
things with swords and mallets, though he can also use his strength
to carry large blocks or just whack them out of the way. Finding
themselves together in the Astral Academy, the trio eventually come
a cross a magical device called the trine, and upon touching it
become linked together. It's through the trine that you're able
to select each of these characters at any time throughout the game,
and everyone's skills come in handy at some point during their journey.
The
tricky task of having to continually switch between such a diverse
group of individuals who's skills and abilities vary wildly, isn't
something that becomes overly difficult to learn. In fact one of
Trines greatest assets is just how easy the game is to fall into.
The act of swapping back and forth so often eventually becomes second
nature, and there's a genuine sense of ease and flexibility that
allows you to approach each of the games fiendish puzzles without
a prevailing sense of dread. A basic levelling system also plays
it's part. Collecting XP vials dotted throughout each level or gaining
them from defeated enemies, levels up each character in unison and
although this is hardly the most in-depth levelling system you'll
find, it does allow each character to improve their existing abilities
whilst also gives them a chance to learn new ones.
But
it's the puzzles that really make Trine stand out. You're never
limited to just one solution, every single character can approach
each puzzle in a different way, and by what is far and away this
game greatest feature, the solutions you use in tackling those obstacles
is only as limited as your imagination will allow. One simple problem
could see with no immediate method of crossing a chasm, in this
case you could simply rely on amadeus to magic up a make shift platform
to bridge the gap allowing a quick and painless jog to the other
side. Alternatively, Zoya could use her rope to latch onto an out
of reach platform and swing by effortlessly whilst even the fighting
centred Pontius could perhaps pick up a large boulder, throw it
down and use it as a sort of basic stepping stone.
Although
most of the time it's better to utilise everybody's abilities to
help each other out rather than selfishly concentrate on one hero.
One thing you discover is that there are some instances where just
grappling or just creating a box out of thin air won't do, hidden
secrets and treasure chests encourage you to be a little more creative
in how you approach certain situations, and before long you'll be
switching back and forth between each character to use their skills
with ease. Even then when the game should be at it's most difficult,
there's a fluidity to the controls that makes progression a painless
and rewarding experience. Before long you'll be using Amadeus to
plonk a conjured up box on a bed of spikes that Zoya can then use
to jump high enough to grapple onto the ceiling, before falling
back to earth as Pontius to thwack a waiting un-dead warrior. The
controls never feel anything less than perfect.
Combat
can also be lots of fun too. As simplistic in it's control methodology
as the rest of the game, most of the time you'll only need one click
of the mouse button to unleash an attack and you'll more than likely
rely on Pontius to dish out the punishment when you do so. His strong
attacks and ability to block with his shield make him a formidable
combatant, although Zoya's bow does prove to be a better method
of taking down ranged enemies. Quite amusing too, Amadeus can also
defeat approaching un-dead soldiers by creating boxes over their
heads and squashing them underneath, and there's plenty of satisfaction
to be had in vanquishing the numerous enemies that stand in your
way as the games realistic physics engine bounces their broken bones
around the environments.
The
physics engine being just the tip of the iceberg of the games graphical
quality. Despite it's old school approach and linear level design,
the lands you travel through are rich with spectacular animated
backgrounds and some impressive lighting effects. True, it's essentially
a postcard of every Fantasy environment you can think of, enchanted
forests, mines, fortresses and whilst there's no chance for you
to explore any of it, progressing through the levels is never dull.
Animations are just as professionally presented and the aforementioned
physics effects bring the puzzles to life in a way not possible
if they'd just been static. Some occasional hiccups can crop up
from time to time however, enemy warriors getting stuck in the scenery
and a couple of occasions where objects fail to interact as realistically
as they should, but these are hardly problems you'll be loosing
any sleep over.
One
underlying frustration I did encounter though, was actually with
some of the combat sections. Given the limitations of the 2D game
world there wasn't really a great deal Frozenbyte could do to spice
up the variety of the things you kill along the way. Skeletons are
really the only enemy you'll encounter whilst occasional appearances
by small bats and spiders tend to annoy more than they challenge.
The rarer boss battles that occasionally pop up from time to time
are even less spectacular, basic in their attack patterns and far
too easily defeated, their appearance in the game could have been
dropped altogether, but they at least offer up something different
to fight against.
A
more common and irritating flaw in the combat comes with how the
un-dead horde are forced on you. Most of the time they simply wander
into view and can be dispatched rather easily, but there are some
occasions where they'll spawn almost on top of you and often in
great numbers. This always seems to happen mid way through a puzzle
and their sudden appearance can break the pace of the game, furthermore
there's never any real indication as to when they'll stop appearing,
which means you simply wander from side to side killing indiscriminately
until they stop spawning. Incidents like these don't throw up any
worthwhile challenges and can feel far too much like a chore.
It's
a credit to the developers that Trine is a game that could quite
easily have omitted combat altogether, as no matter how much fun
thwacking the living dead can be, it's the quality of the puzzles
that win out in the end. And while a fun single player experience,
it really comes into it's own during it's co-op multiplayer mode.
This allows up to two or three people to control each character
simultaneously, giving you the opportunity to approach each puzzle
in ways that are just not possible when playing alone.
Whilst
clearly one of the game greatest highlights, it's bizarre that this
is a feature that remains largely hidden from view. There's absolutely
no mention of the multiplayer anywhere on the menu screen, and until
you've actively ticked a box that allows multiple control inputs
during the games launch window and configured the added controllers
in the options menu, you'll not be able to play with others. It's
also offline only, which isn't necessarily a bad thing, but it does
limit the amount of people you can play with to those who don't
just know you, but don't mind crowding around your PC. If you do
have the friends and the space though, it's definitely a feature
well worth trying out if only to see the game in a completely different
light.
There's
aren't many bad things I can really say about the game other than
what I've already mentioned. Sure the combat could have been paced
a little better and certainly co-op could have been a more prominent
feature but even lacking in these areas Trine remains a hugely enjoyable,
and inventive game. However, it would have been nice had the story
and the characters had been fleshed out more, wandering through
Trine's worlds might be a pleasing enough experience, but it also
feels largely empty. An enthusiastic voice over cast and some pleasant
background music just aren't enough to bring the world alive and
far too often I felt that the plight of the characters and the world
they're trying to save just didn't concern me at all. It's not a
massive problem I know, but a more solid plot line might have added
more to the overall experience.
Still,
even with its few problems, Trine remains a game well worth it's
modest asking price. It's simple yet challenging, basic yet beautiful
and allows a certain creativity many other indie 2D platform games
can only merely hint at. It might take place in a world you'll already
know and you may walk away from it without a care for any of it's
three protagonists, but when you do depart it you'll depart craving
more.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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