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Review: Trine (single-player) photo

We've been following Trine for a while now, and with good reason: a game that provides mishmash of platforming, action, and physics-based puzzle solving involving three different instantly interchangeable protagonists does tend to catch the eye.

Despite being independently developed, the guys at Frozenbyte have bragged that Trine delivers a "full retail experience" thanks to its multi-hour story mode and prettier-than-you'd-expect graphics. Though only the $30 PC version is currently available on Steam (with a $20 PSN version forthcoming to North America), do the devs' promises have any weight to them? 

Hit the jump for our review of Trine.

Update: This review only covers the single-player portion of the game.

Trine (PC [reviewed], PSN)
Developer: Frozenbyte
Publisher: Southpeak (PC), Atlus (PSN)
Released:
July 3, 2009 (PC; PSN version hits North America sometime later this month)
MSRP: $29.99 for PC, $19.99 for PSN

I can, without a doubt in my mind, proclaim that Trine is a very good game. With an equal amount of certainty, I can say that it isn't a great one. It's quite pretty and its basic mechanics are solid, but it just doesn't go far enough with its own concept.

Trine's core conceit is as follows: a knight, a mage, and a thief, for reasons mostly irrelevant, have been trapped in the same body. Each have their own unique abilities: the thief has a ranged attack and a grappling hook, the knight smashes things and can use his shield to block, and the wizard can either levitate things or make various useful objects appear out of thin air. With the press of a single button, you can switch between any of the three instantaneously.

Upon initially hearing the concept, I thought it sounded very Lost Vikings-ish; three player characters who cannot be controlled simultaneously must work together to accomplish their goals. While Trine is much more action-oriented than the classic SNES title, the description is still more or less solid. You'll need the knight to take out the legions of undead, the wizard to manipulate the environment and create a clear path for his brethren, and the thief to use her acrobatics to jump and swing past danger.

erere

Switching between the three characters is a breeze; there's a weird power in being able to hit a single button and instantly have your entire ability set change completely. The characters all individually control quite well and, under the right circumstances, are a lot of fun to play as individually. If your knight should ever get surrounded by a half-dozen skeleton warriors, or your thief should find herself in a position to swing from platform to platform like Tarzan, you'll find that each of the three characters can provide vastly different, vastly entertaining experiences every once in a while, regardless of the core character-switching mechanic.

Much of the game consists of physics puzzles that, while initially seeming clunky and imprecise, actually allow for a surprising amount of player freedom once you get the hang of the protagonists' abilities. 

Let's say that there's a powerup you want across a chasm too wide to jump across. As the wizard, you can materialize a plank of metal to act as a bridge, or summon a large block and use it as a jumping platform. At one point, I was pleasantly surprised when, finding that bridges and blocks just weren't allowing me access to a really lofty secret part of the map, I found a cube in the environment that was made of some material the thief could grapple onto. After levitating the cube into the little nook where I wanted to go, I switched to the thief, hit it with my grappling hook, and climbed all the way up to the secret area. Upon colleting the powerup I'd worked so hard to get, I felt oddly empowered: I'd used the game mechanics in such a way that it almost felt like cheating (given how hard it was to make the goddamn cube stay up on that ledge, I'm almost certain that was not the intended solution), but was still perfectly fair within the game rules. There's just a hell of a lot that can be done once you start mixing and playing around with the protagonists' different abilities.

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Which is sort of the problem.

While the optional experience potions and secret powerup items strewn about the levels require the sort of creative, multi-protagonist strategies I described above, the general level design is simply nowhere near as imaginative as it should be. Every single level throws together some action sequences, some platforming, and some puzzle solving, but always in a friendly, low-risk kind of way. If one or even two of your heroes die, you'll probably still be able to get through the rest of the level without them (unless you've only got your wizard left and are surrounded by enemies, or something). Your short-term goals can usually be solved with a bit of dexterity and some spellcasting, without much real thought. See a big gap? Materialize a floating platform, build a bridge, or jump over it. Find a big weight that needs to be moved? Use the mage to pull down the attached counterweight. Roughly 50% of the level design consists of "puzzles," but they're so easily and immediately solved that I'd hesitate to even call them that.

Trine doesn't often feel too repetitive throughout its 3- to 5-hour story mode thanks to the RPG-lite leveling system and the intrinsic satisfaction of the character-switching mechanic, but it's incredibly hard to play through level after level of pretty good combat and puzzles without wishing the game were something much more daring, and maybe a little more structured. About halfway through the game, I was done with all the easily-conquered puzzles and platforming. I wanted to see some stuff that would expand my understanding of what Trine's mechanics were capable of. What Portal, Braid, and World of Goo did for their respective mechanics, I wanted to see done with the whole instantaneous character-switching idea. I wanted to frantically switch between thief, mage, and knight, using each of their abilities to solve mind-expanding problems that blended all of their unique play styles into situations that would make me exclaim, as those other three games did, "wow -- that's clever!"

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There is exactly one moment in all of Trine that comes close to accomplishing this. As a rising flood of lava threatens to melt your entire party and a malevolent, unseen force continually summons objects to block your path, you must frequently and frantically switch between the three heroes to go up, up, up as quick as possible to avoid your enemy's blockades and the fiery death below you. The knight will have to destroy obstacles before immediately switching to the thief, who will grapple up as high as possible before switching to the wizard, who must quickly create bridges or floating platforms. During this sequence, the three characters truly worked together as one cohesive whole, and though I ended up dying a lot, I was truly wowed. As I played through this level, I thought, "Yes! This is finally becoming the game I wanted to play! I wonder what comes next!"

As it turns out? The end credits.

Trine has a fantastic core concept and occasional flashes of true brilliance, but it just doesn't go far enough in exploring its own mechanics. It delivers a perfectly entertaining few hours of gameplay -- much more time than I was expecting from an indie game, honestly -- but I could never shake the feeling that it just plain wasn't as good as it could have been. It'll more than likely be worth the $20 asking price when it comes out on PSN later this month. Whether the currently available PC version is worth $30 ultimately depends on how much you value a few hours of very fun, if not mind-blowing, entertainment.

Update: Evidently, the PC version includes a fiendishly hidden multiplayer mode. Inaccessible from the main menu, it can only be enabled through the controller options: as a result, I went through the entire game completely unaware that the PC version even had a multiplayer component. As a result my review score will not change, but just consider this a single-player only review.

Score: 7.5 -- Good (7s are solid games that definitely have an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun.)


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37 comments | showing # 1 to 37

walkyourpath's Avatar
walkyourpath at 07/06/2009 18:10
So, a cool game-play mechanic but done with bubble-gum execution? I'll probably pick it up on PSN.
Elsa's Avatar
Elsa at 07/06/2009 18:19
Sounds interesting! There's co-op play as well isn't there?? It's always interesting when you play that type of game with a completely useless friend who will stand there and do nothing while cackling wildly "only I can save you!"... and then you all die.
mrsatan's Avatar
mrsatan at 07/06/2009 18:34
I'll pick this up on PSN as long as the coop is included.
TheCleaningGuy's Avatar
TheCleaningGuy at 07/06/2009 18:35
Probably a PSN download for me, but I'm hoping for a demo first. Good review, Anthony.
Psy-Phi's Avatar
Psy-Phi at 07/06/2009 18:41
Waitin for PSN as well, but also Steam's inevitable weekend sale eventually.
8bit Coder's Avatar
8bit Coder at 07/06/2009 18:45
Yeah, the demo left a lot to be desired, apparently that carries over to the full title.
D Sane's Avatar
D Sane at 07/06/2009 18:46
definitely gonna get this on PSN despite it being more shallow than i had hoped
RonBurgandy2010's Avatar
RonBurgandy2010 at 07/06/2009 18:51
The Steam demo was fun as hell for me, I think I'll pick it up on PSN for the cheaper price.
Chad Concelmo's Avatar
Chad Concelmo at 07/06/2009 18:56
Great review! Thanks, Anthony! :)
grafkhun's Avatar
grafkhun at 07/06/2009 19:04
If there's a mac version maybe I'll check out the demo, but being without a PS3 and PC I don't think my chances of playing Trine are very good. Seems pretty fun though, although the game isn't that deep.
Tino's Avatar
Tino at 07/06/2009 19:05
Anthony did you play the multiplayer? You didn't even mention it. At all.

It changes the game completely when you need to move multiple characters from point A to point B rather than just one.
Dexter345's Avatar
Dexter345 at 07/06/2009 19:13
Sounds pretty good. I'll definitely grab the demo when it comes out on PSN.
Ghil's Avatar
Ghil at 07/06/2009 19:26
too...much...blur...!!!

I'll have to try it later :p Thanks for the review!
Snidesworth's Avatar
Snidesworth at 07/06/2009 19:38
Got it as soon as it came out, finished it in a day, enjoying replaying it casually. It's nothing exceptional, but it oozes charm. I cannot imagine playing the game on PSN, though. A friend and I tried some co-op (which increases the fun exponentially) and trying to conjure items with the 360 pad was cumbersome when a flick of the mouse could produce the same result in a split second. The Knight was the only character that was really playable with a controller, so my pal stuck to that while I levitated him around on platforms.
Anthony Burch's Avatar
Anthony Burch at 07/06/2009 19:43
Tino:
I didn't actually know the PSN version had a multiplayer mode. As far as I can tell, it's missing entirely from the PC version (or they've hidden it from the main menu).
KaL YoshiKa's Avatar
KaL YoshiKa at 07/06/2009 19:46
I expect to use the multiplayer you have to do something stupid like Shadowgrounds (and that is press start on an Xbox controller while the games running). Haven't tested it but if it's there that's probably it.
greks224's Avatar
greks224 at 07/06/2009 19:49
Anthony, I'm pretty sure the multiplayer requires gamepad(s). *checks Steam*
http://store.steampowered.com/app/35700/
-System Requirements
-Bullet points under "About the Game"
-"Coop" listed under "Game Details"
Tino's Avatar
Tino at 07/06/2009 19:49
@Snidesworth

Me and a friend played through co op. He exclusively controlled the knight on the mouse/keyboard and I played with a ps3 controller and switched between the Wizard and the Thief.

While I do admit, drawing platforms is MUCH easier with a mouse when it comes to the wizard, the thief is just as playable, if not more playable with a controller. Due to it auto aiming the grappling hook you wont ever swing and miss ever again. I'm actually surprised how well it adapted to a controller to be honest.
Anthony Burch's Avatar
Anthony Burch at 07/06/2009 19:51
Alright, I just found it. Jesus Christ, that's the most well-hidden multiplayer mode since Enter the Matrix.
Tino's Avatar
Tino at 07/06/2009 19:53
@Anthony,

Check the control section of the options menu. You should have P2 and P3 under there, defaulted to disabled. I hope you have a wired xbox 360 controller lying around. Getting a ps3 controller to work is a chore.
greks224's Avatar
greks224 at 07/06/2009 19:55
If any of you have played with the gamepad, is there still the bug that was in the demo where if I assign a button to the same button that is "exit menu," then I leave the "customize controller" screen? That was a huge pain.
Tino's Avatar
Tino at 07/06/2009 20:02
Greks -

YES.
peej's Avatar
peej at 07/06/2009 20:08
Was $19.99 on Steam for about 2 hours on release date, picked it up immediately, haven't regretted it one bit. The Ninja Rope is much more fun with a mouse, despite the gamepad auto-aim.

$29.99 is a rather lofty entry fee, I'd continue to play whatever it is that you're currently infatuated with. Unless you've got cash to spare, a Steam Weekend Deal is when to pick this up.
sicPOS's Avatar
sicPOS at 07/06/2009 20:12
I bought the game mainly because of multiplayer. I was immediately disappointed when I learned multiplayer could be done on one PC. Multiplayer over LAN/steam should be standard in a game like this.
greks224's Avatar
greks224 at 07/06/2009 20:14
Fix is appreciated, Anthony.
peej's Avatar
peej at 07/06/2009 20:16
@sicPOS; Latency in a physics based platformer would be fun to write netcode for, I bet!
Tubatic's Avatar
Tubatic at 07/06/2009 21:05
Interesting. I'll check this out when it hits PSN.
Qraze's Avatar
Qraze at 07/06/2009 21:39
psn buy for me.
Wedge's Avatar
Wedge at 07/06/2009 22:49
Oh damn it was $20 on release for a bit? OH well, I'll wait for the weekend deal.
Naim Master's Avatar
Naim Master at 07/06/2009 22:54
A multiplayer review please?

@anthony burch
WRONG ! Sand Andreas is the most hidden multiplayer mode !
DaedHead8's Avatar
DaedHead8 at 07/06/2009 23:06
I'll get the demo. I'm not expecting to be wowed. ::shrugs::
ajaxender's Avatar
ajaxender at 07/06/2009 23:31
The demo gave me exactly that impression; a good, well-made game, with great presentation and some interesting ideas, but nothing really special once you get playing. Also, the Knight pissed me off, I hate that kind of retarded oaf character.
Chronic Logic's Avatar
Chronic Logic at 07/07/2009 00:17
A fiendish multiplayer you say? That's a plus in my book. I'll get the game, but I'm still a little perplexed as to the extra ten dollars.
Los255's Avatar
Los255 at 07/07/2009 03:02
"...that's the most well-hidden multiplayer mode since Enter the Matrix"

lol

It's a shame they didn't do more with it. Maybe DLC will fix the problem?
Davram's Avatar
Davram at 07/07/2009 09:47
My only disappointment has been the boring gameplay of the night. The other two have some clever moments, but the knight is just 80s style hack n slash. Without the big hair and loud music.
toastjam's Avatar
toastjam at 07/07/2009 13:28
The article mentions needing all the characters in the last level, but that's not true. Just stick with the archer armed with fire arrows. You can blow up everything that blocks you way faster than switching to the knight.

You might want to use the mage to grab the spiky balls before they roll over you, but I'm not sure if that's even necessary given well-timed jumps.
KorJax's Avatar
KorJax at 07/09/2009 16:47
It's not really multiplayer though (in the online sense). It's only local co-op, which is pretty much useless for the PC.
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