Trine 4 is a game I didn't know I wanted until it was on the screen
before me. Three Trine games was more Trine than I ever thought I'd
need, and given the title it seemed fitting to end the series as a
trilogy, even if the last one was a bit duff. Trine 4 sounds like a
Douglas Adams joke, only humour has never been Frozenbyte's strong
point.
As
it turns out, Trine 4 is more like Trine 3: Trine Harder. It dispenses
with the erroneous experiment in 3D platforming of its predecessor,
offering a more traditional sequel that doubles down on the stuff that
made Trines 1 and 2 such absorbing platformers. It presents a fairytale
world so rich and indulgent it's likely to give you gout, and offers
physics-based puzzle platforming that's edges ever closer to being a
Rube Goldberg simulator.
Trine 4 sees the heroic trio of Amadeus
the Wizard, Zora the Thief, and Ser Pontius the Knight reunite to track
down a missing prince suffering from night terrors so vivid that they
come to life. Having escaped from the wizard's academy where he is equal
parts student and lab rat, the Prince vanishes into a giant magical
forest, forcing our heroes to track him down in what essentially amounts
to a 12-hour long chase sequence.
Frankly, the story could be
better, by which I mean it could be a story, rather than an excuse to
string together the game's wide variety of levels. This isn't to say
it's not enjoyable. It's genially written and the characters are as
likeable as ever, bad jokes and all. But it's not what you'll be playing
for. It also has zero relevance to the previous game's plot which ended
on a cliff-hanger. Apparently Frozenbyte want to pretend Trine 3 never
happened, which seems a little harsh, but functionally it doesn't make a
huge amount of difference.
One advantage of the loose plot is it
lets Frozenbyte run wild with the environment design. And in this area
Trine 4 is positively feral. Not only is it the longest Trine yet -
somewhere between 10 and 15 hours - it's also the most varied, taking
players from icy mountain plateaus to sun-dappled autumnal forests,
pumpkin-spotted farmlands and magical elven groves. Frozenbyte have
always demonstrated a passion for folkloric woodlands, but Trine 4 is
truly one of the best-looking platformers - no, one of the best-looking
games - I've ever played.
Pretty games aren't exactly rare these days, but it's also important
to emphasise just how pleasant Trine 4 is. There's something warm and
comforting about the whole design - a fireside fairytale on a snowy
winter's eve, all gingerbread cottages, Sleeping Beauty castles and
anthropomorphic animals. One level takes place inside a hobbit-like
badger's burrow, filled with rustic furniture and teetering stacks of
books. In another, you help a grizzly bear pull a thorn from its paw,
who then proceeds to follow you throughout the level. My favourite
animal encounters involves a friendly seal who acts as big blubbery
bouncepad to help you reach higher vantage points. In case that sounds a
little cruel, the game briefly puts down its storybook to point out
that it's a special magic seal, and that, generally, animals shouldn't
be jumped on.
The chocolate-box visuals are matched by the
mechanics, offering an impressive level of puzzling variety within its
2.5 dimensions. The fundamentals remain the same. Amadeus conjures
boxes, balls and planks to create platforms and bridge gaps. Zora's
arrows can trigger distant switches, while her grappling hook lets you
create tightropes to cross chasms. Ser Pontius is all about smashing
obstacles and bashing enemies - always your first choice in combat. But
Frozenbyte elaborate considerably on these basics, introducing a new
ability or puzzling element in virtually every level. Around the middle
of the game, Zora acquires a "fairy rope", that lifts objects into the
air, while Ser Pontius can create a spectral version of his own shield,
allowing him to bounce light and water off it at multiple positions.
To
solve Trine 4's many puzzles, these abilities need to be combined with
countless different objects. Scales, seesaws, elevators, rotating
wheels, sticky snowbanks, electrical currents, magnetic force-fields,
portals, the list goes on. Some puzzles have hard solutions, while
others allow you to essentially build your own, erecting a Meccano-like
structure out of boxes and floating planks, then tying them together
with ropes. The power of Trine's puzzling toolset occasionally works
against it. Some puzzles that involve getting to a higher vantage point
can essentially be "skipped" by placing a plank on the high platform and
then grappling up to it. But personally, I've always liked the spongy
fringes of Trine's play, and there are more than enough puzzles that
require you to engage directly.
It's as well Trine 4's puzzling is
so rich. Combat has always been Trine's weakest area, and in Trine 4 it
might as well not have turned up. All the enemies in the game are
"nightmares" made manifest by the prince, which translates to "Six or
seven enemy types repeated across the entire game." Rather than being
baked naturally into levels. These combat sections "appear" suddenly at
set points, almost like a minigame overlaid on top of your
puzzle-platformer.
There
are plenty of ways to tackle these battles, from chucking boxes at
enemies with Amadeus, to freezing them with Zora's ice-arrows. Yet
because enemies attack all at once, it's very difficult to use these
more elaborate powers. Consequently, I ended up relying overwhelmingly
on Ser Pontius' stomp, squashing these phantasms into dust like an
obese, tinned Mario. The combat becomes rote after a few encounters, and
by the end of the game you'll sigh every time the screen turns purple.
If
the combat is bad, the boss battles are worse. I don't understand why
Trine has boss battles. The Ugly Duckling doesn't end with the duckling
battering the swans. Admittedly, Trine 4 tries to make these encounters
thematically appropriate, with our three heroes confronting manifest
versions of their fears. But the stakes never feel particularly high.
Ser Pontius fears being ridiculed by fellow knights we've never met
before, while Amadeus fear some creepy witch aunt of his that might
actually be his mum. Speaking of Amadeus, that particular boss battle,
which is puzzle based, might well be one of the most frustrating things
I've played all year.
Fortunately, the boss battles are few, and
the combat, while tedious, is also fleeting when it occurs. Like Toy
Story 4, Trine 4 wasn't a necessary sequel, but I'm nonetheless glad it
exists. Here's to Trine 5: We Increasingly Regret Calling It Trine.
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