Saturday 30 November 2013

Blog Quest: Critic-al Hit! Trine 2


Hello internet folks, Today I shall be tackling the task of judging and degrading a game yet again. As before, I’ll be cutting it into bite sized chunks for your reading pleasure, in hopes of passing on meaningful insight as to whether or not you may enjoy the game.

Unlike the last game I reviewed, this game stumbled into my life a mere two days ago. I didn’t play the prequel, I read little to nothing about it, and it was a mere dollar-seventy for three steam copies. For that price, I could scrap together a few friends and get a quick game to critic! I’ll also be Dekonsting this title later this evening, so consider this blog a biased player review, and if you’re interested in learning a more factual analysis, read the blog directly succeeding this one.
From the few words I did hear, I heard it was worth playing, and I was not disappointed.

That game being: Frozenbyte’s: Trine 2


Players

First and foremost, let’s describe the three playable characters. They are Amadeus the wizard, Zoya the thief, and Pontius the knight. 
The wizard is the character you solve most of your physical-puzzles with.  He allows you to create crates and planks of varying sizes (left mouse), as well as levitate certain objects around your screen (right mouse). It should be noted the wizard has no way to physically deal damage, thus being unable to kill monsters. I played this character 98% of the time with my group of friends, so he is my most known. Trust me when I say he cannot kill monsters!
The thief is a bow-using stealth character that also has an amiable grappling hook. She can shoot her bow (left click), as well as imbuing those arrows with secondary effects. The grappling hook can grapple (right click) onto many surfaces in the game environment. The thief is very good at dealing damage from a far, and is very quick at navigating the environment.
The knight is your typical sword-n-board warrior. He can swing his mighty sword (left click) which break environmental blockades and barrels. He is also able to raise his shield (right click) in a direction depending on the mouse location. Being that this character can take the most hits, he is the best way to encounter most combat situations with.

I should note that if you have played the first Trine, these characters should not be strangers to you, as they are reoccurring. In a game like this I feel it to be the best choice with its method of storytelling, however as I didn’t play the first Trine, I did miss some of the bark humor.


Objectives

The game progress in the sense of physical objectives is fairly ambiguous, though very easy to see once you reach it. What I mean is; essentially you’re always moving to the right of the screen along a 2D side-scroller given some context via the prologue/epilogue. Once you complete one chapter, you move onto the next. Though you’re not directly told to “Go kill boss X at the end of tunnel of Y” in each chapter, you can very well assume that some major objective is approaching as you progress along the level. This, though sometimes making you feel confused as to reason, lets the sudden-boss fights give you a jolt of fear. Many “Oh sh!t” moments were had during the Skype call whilst I was playing.

The clearer and more apparent objectives in this game are the “rooms” you encounter that break up the entirety of the level. Often times a level consists of 15-20 rooms that are as simple as jump across this chasm, or as complex as mini Portal-esk level sequences (they were definitely thinking with portals when they were designing the game, and there’s nothing wrong with that!).

The final objective worth noting is the fact that you can level up by collecting these blue bubbles. Upon leveling up, you get skill points that you can spend in your skill tree. These skills unlock perks for the characters, such as more boxes on screen, exploding arrows, or using your shield as a parachute.


Procedures

Woohoo! I’m at the part where I can explain the main mechanic of the game! The main procedure in this game is you ability to switch between any of the characters at any time.
Example: you’re running along as the thief, when suddenly: a fireball is coming right for you! You can quickly switch to the knight, shield block, and all is safe.

I thought it was cool too.

The skill tree I aforementioned in the objectives is crucial as your Trine is the one that levels up, and that leads to you spending points based on which of the favourite heroes you like to play.  This creates a unique mechanic allowing certain room-types to hold more difficulty based on your skill point spread.


Rules

The rules in this game are pretty lax in regards to how many there are. The rule I found the most annoying was not allowing you to have access to all the blue bubbles the first run through of a story quest. This is due to the game knowing you don’t have the properly allocated skills. Which i got a little fussy over. I want those bubbles, dam it!


Resources

There are essentially two resources in this game:

Health – This one is the most obvious, however a bit unique in this game.  Each character has their own health, and when one dies you are unable to switch to them. This means that you may screw yourself over if you allow your wizard to die; only to find out you need him for a levitation puzzle.
You’re able to raise dead teammates at checkpoints, so if one dies you don’t have to restart the whole level. The difficult part is reaching that freaking checkpoint as a wizard while sprinting through hordes of goblins with NO WAY TO KILL THEM- sorry, flash backs from last night.

Blue Bubbles – Though not the official name, this serves as essentially exp that lets you gain levels and spend skill points.  It’s only late in the game where you really need some of the higher level skills to complete the rooms. The blue bubbles in general are a resource for the majority of the game that: is nice to have, you aim to get it, but you’re not sweating it if you miss it.
Unless you feel the need to collect every.single.bubble.
Not like I can relate to that, or anything –cough–


Conflict

The conflict in this game is based off a story mechanic established and - what I’m to understand - fully explained in the first game. The mystical "Trine" has bound the three characters together into one common entity, and thus the player controls only one character which can be switched to the other two at any time.
After saving the kingdom a few years past (the first Trine), the kingdom is in trouble yet again, and the trine has found and recruited Amadeus, Zoya, and Pontius. The trouble this time is to find out why the forest has become uneasy and violent. Though they seem to find answers, they keep leading to more and more questions.

The story in this game is light-hearted fairy tell mischief, and thus isn’t quite my cup of tea. However it does its duty, and though I feel the plot twist was about as obvious as a straight man in a gay bar; I still gave a loud “I knew it!” when it was revealed, which in itself is a good reaction.

Most of the physical conflicts are stretched between a whole two AI types, those being melee and range. One runs at you and the other stays back and lobs a fairly-slow moving shot.
There are bosses you encounter, however I couldn’t believe this but they are literally all the same boss with a different health pool, skin, and environment.

The last boss was a unique encounter, however.


Outcome

The outcome in this game is like the end of a book; there wasn’t a question of what the ending was, just how long it took you to get there. The advancing difficulty of the rooms added a very clean difficulty curve. Though I noticed towards the end, you get either insta-killed or nearly killed. Where towards the beginning of the game a simple mess up would lead you to just having to run back around.


Final Thoughts

I genuinely enjoyed this game.  Something I need to mention that I don’t normally do, is that this game is beautiful. Though the gameplay exists on a 2D plane, the environments are all done in beautiful 3D with stunning textures, lighting, and shaders.  I paused and looked at the environment more so than I have in any other game. Albeit I’m not a gamer to revel in scenery, so take that for what it’s worth.

Until next time,

Jordon

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