A beautiful and inventive take on a classic genre.
Developer Frozenbyte has forayed into two-dimensional territory with their new platformer, Trine. For its high price point, this choice of style may initially be an eyebrow-raiser, but Trine’s deeply striking visuals and meticulous, breathing atmosphere are terrifically complimented by its fresh physics-based game play. Perhaps Trine shows that the 2-D model for a game isn’t obsolete after all; but for whatever that’s worth, Trine is an inventive take on a sword-and-sorcery premise that vortexes you into its magical world.
When Trine begins with the line “in a land far, far away,” it may cue some sighs of boredom, but this storybook narrative approach to the plot is nonetheless charming. You’re introduced to three archetypal fantasy characters – the thief, the wizard, and the warrior – who stumble upon a glowing crystal and soon discover that it has fused their bodies into one. Due to this, you can switch between them at anytime during the game to take full advantage of their skills. The thief is the most versatile of the three, combining offence in the form of a bow and arrow and navigation with her grappling hook. The wizard’s main role is that of support, harbouring the strategic ability to conjure objects and control them with telekinesis. The warrior masters the art of clobbering, doing most of the dirty work with his sword and shield, and is unsurprisingly the brute force of the trio.
Each character’s unique abilities are necessary at different times. The thief’s grappling hook allows her to swing above obstacles, but can also be used to advance upward to salvage potions and chests at precarious heights. When there’s no wooden surface for the thief to grapple onto, the wizard can stack objects to create a platform or conjure a ramp to form a makeshift bridge. The warrior is the most efficient for tearing through clumps of skeletons, allowing for death-free puzzle solving. Unfortunately, the necessity of all three characters can also prove to be a disadvantage when one or two of them die. For example, if both the thief and warrior die, there’s really no chance of advancing further due to the wizard’s lack of offensive abilities. In this case, you need to go back to the previous checkpoint to revive your fallen companions, and this can be frustrating in situations when one character is especially needed (of which there are many). At least checkpoints are placed generously throughout each level, despite occasionally being placed at inconvenient locations.
What makes Trine particularly impressive is its platforming element, and not only is it a joy to simply advance through each level but it’s entertaining to observe the physics engine at work. Every action, whether the wizard is triggering rains of debris from above or the thief is gracefully swinging about, is guaranteed to amaze you at how utterly cool it looks. The physics engine is more than just eye-candy. It’s an integral part of the game play, encouraging manoeuvring through levels to be experimental. Trine’s precise aiming system plays a major role in this experimenting, allowing for a sandbox-like manipulation of the environment. Since the action is 2-D, there really are no limits to where you can aim with a mouse or gamepad, so problem solving possibilities are bountiful.
However, these possibilities can occasionally be overshadowed by Trine’s ho-hum combat. Except for dropping objects on enemies with the wizard’s telekinesis, there’s nothing that makes the combat stand out. Not only that, but it’s distracting when hordes of skeletons and bats surround you in such a small space. Only until the final parts of the game when your characters have obtained all their skills does the combat become balanced and satisfying, and here Trine really shines. The warrior gets a hammer that can annihilate skeletons with ease, and the wizard’s floating crate provides a great vantage point for the thief to shoot arrows from. The final levels place more emphasis on quick thinking, too, making the combat feel a lot more meaningful and less pedestrian.
The single player campaign feels a bit too short, clocking in at a mere six or seven hours, but there’s still incentive to keep playing once it’s over. The starting menu tallies all your collected potions, items, and secrets, so after completing any level you can play through it again to snag anything you may have missed. Trine also offers a co-op mode, where two or three people can team up and play through levels as a character of their choice. There’s a certain dynamic required in the co-op mode, especially with three people, so it’s a fun experience if the people you’re playing with know what they’re doing.
Even if you don’t take a liking to Trine’s action-RPG style of combat, there’s no question that it’s an aural and visual masterpiece. Looking at screenshots is one thing, but observing its dazzling backdrops in action and hearing its many distinct sounds is another. There are times when you almost wish Trine was 3-D just so you can explore the depth of its environment. Rushing rivers, mossy landscapes, and a shimmering feel to everything makes Trine all the more engaging. Plus, it’s tinged with a serenading musical score that puts the icing on the fairy-tale cake. Hardware-wise, Trine doesn’t demand much, so if your PC is moderately equipped you can fully enjoy Trine’s beauty at a smooth rate.
One of the main gripes with games these days is that developers focus too much on making their games look good. But a few minutes of playing Trine can convince anyone that a stellar visual atmosphere thoroughly enhances the experience, especially when the game play is so innovative. Considering all of this, Trine does in 2-D what some games fail to do in 3-D, and the fresh entertainment it provides is worthwhile proof that the 2-D genre hasn’t quite been shelved yet.
By Jacob Forrest - Systemlink Blog