Protoculture Review: Trine



In a nutshell, Trine is a physics-based platformer that plays very much like an updated version of The Lost Vikings with Diablo-like visuals tying the whole package together. Beyond that, there isn't a whole lot to this game, but it provides enough entertainment to make it feel like you got your money's worth.

The game starts by introducing the player to the three main characters in the game: a thief, a wizard, and a knight in a introduction/tutorial level where each character eventually happens upon a mysterious object called the Trine. Once the three touch the object, there is a blinding flash of light that magically fuses all of them together, thus setting the stage for Trine's gimmick: the ability to switch between any of the three characters at any point in the game.


From here on out, the 3-in-1 combo of adventurers set out to try and undo this mysterious spell by adventuring through ghost towns, mines, and forests that have been overrun with hordes of skeletons. Not surprisingly, none these characters seem to have what it takes to navigate a level solo, thus forcing the player to utilize different powers that each character possesses in order to overcome obstacles or kill skeletons. Here's a quick breakdown of skills: the thief can attack from afar with her bow and swing across gaps using her grappling hook; the wizard can conjure boxes, planks, and floating platforms in addition to being able to levitate other objects; and the knight has the ability to lift and throw objects as well as a sword, shield, and hammer.

The really neat thing about all these abilities is that they can be used in a variety of ways due to in-game physics engine. Environments in Trine react fairly realistically in response to each ability, so that puzzles can be solved in an extremely wide variety of ways to the point that there doesn't seem to be a right or wrong way to progress through the game. For a simple example, say you need a box to reach a ledge, but your wizard is out of energy and your knight is dead. Using the thief, you could either go back further in the level to find a box lying around and shoot it till it moves where you want it to go, try to grapple up the ledge, or--if you're feeling frustrated--simply go back to a checkpoint and revive your knight so he can pick up and move the box.


For any confused about that 'checkpoint' option, let me clarify: if a character dies, they can be revived by reaching any of the various checkpoints spread throughout a level. If all the characters die, the player will be sent back to the last activated checkpoint, but the checkpoints operate somewhat like Vita-Chambers in Bioshock, as the progress you made after passing that checkpoint seems to remain intact. Perhaps this kind of thing doesn't happen on some of the higher difficulties (I was playing on Medium), but I would not necessarily say that this mechanic makes the game 'too easy.' Actually, if I had to describe how this checkpoint system impacts the game, I would say that it single-handedly keeps Trine from playing like a frustrating piece of garbage.

Why do I say this? Well, to put it simply, I died a lot in my playthrough of Trine, but the miserable thing was: most of the time, I felt like my death was caused by some weird physics-based thing that was beyond my control. Uncontrollable grapple swings into spikes, boxes randomly toppling over sending me off a cliff, spike balls that suddenly start rolling over me even though I took pain-staking care to stop them before placing them on level ground: these are just three things that annihilated my group of three for what seemed like weird physics glitches that were beyond my control.


So, even as cool and responsive as they are, Trine's physics are a double edged sword. While on the one hand, they make for neat puzzle set-ups that encourage experimentation to find a solution, they also make frustratingly stupid things happen. Thankfully, that forgiving checkpoint system is in place though, because otherwise the game would suffer greatly for it.

Beyond the physics stuff, there are a few other novel aspects thrown into the mix, but none of them seem to add a whole lot to the experience. There's a very elementary character customization element that allows players to upgrade certain each characters' abilities, a few hidden items that can make certain elements of the game easier, and an option to play three player co-op locally, but they all just feel a little tacked-on. The game is just so short (6-8 hours) that most the abilities and items don't seem necessary, and the co-op seems like it would just add to the frustration by tripling the possibility that something could go wrong physics-wise.


However, as a downloadable game priced at $30, you get what you pay for. If a somewhat short, but beautiful physics-based platformer sounds like something that's up your alley, I would feel obligated to recommend it, physics anomalies and other weaknesses notwithstanding.

Trine is already available for PCs and is slated to arrive on the Playstation Network and Xbox Live Arcade soon.

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