The thief has become uglier...and it seems she is a gypsy now.
haha cookie games. I'm still waiting to see new classes. Maybe trine 5 -)
The thief has become uglier...and it seems she is a gypsy now.
All the character have ugly faces, I don't know why the devs went that way. The thief could have been a gypsy before thoug, it's the first time we can see her faceThe thief has become uglier...and it seems she is a gypsy now.
Nah,it was see plenty of time in the first two,don't remember about the third one. I don't know about gypsy,but she was pretty white.All the character have ugly faces, I don't know why the devs went that way. The thief could have been a gypsy before thoug, it's the first time we can see her faceThe thief has become uglier...and it seems she is a gypsy now.
Nah,it was see plenty of time in the first two,don't remember about the third one. I don't know about gypsy,but she was pretty white.All the character have ugly faces, I don't know why the devs went that way. The thief could have been a gypsy before thoug, it's the first time we can see her faceThe thief has become uglier...and it seems she is a gypsy now.
Trine 4 review: the biggest and best Trine yet
Fourth Trine's the charm.
Outrageously pretty and newly refined, Frozenbyte's series finally strikes gold.
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.
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.
TRINE 4 REVIEW
Trine 4 is a fairytale with a sort-of happy ending.
It's not often that the fourth game in a series is considered to be an ideal jumping-in point. That’s the case here though, for a few obvious reasons. Firstly, the controls and systems are taught with a wonderful understanding of pace and communication. Secondly, the story requires no knowledge of the previous games. Thirdly, things are so similar to the first two games in the series that Trine 4 is arguably best enjoyed by players who are experiencing it all for the first time.
It almost feels unfair to highlight the similarities to what has gone before. After all, Frozenbyte attempted to address the grumbles around Trine 2’s similarity to its predecessor by moving to 3D environments for Trine 3. The result was identifiably the weakest game in the series, so it’s back to 2.5D for Trine 4. Series fans will find that it’s still the same characters, with largely the same abilities—but perhaps that’s a good thing after Trine 3.
For the benefit of the uninitiated, Trine concerns three playable characters, each with unique abilities. You can play with other people, or switch between your gang solo, puzzles often changing when there’s more than one of you. There’s some platforming, and a bit of combat, but the puzzles lie at the heart of the experience.
I’ll occasionally cheese my way past a problem, as I so often do in life, with a simple but effective fix. In Trine 4’s case, this means using the wizard to conjure up a box, and levitating it to a position where the thief can jump, attach her rope in mid-air, and pull herself up. Take that, spiky pit of death! Thought you could make me use my brain, eh? Hah!
Mind you, it’s clear that the developers know people will be doing this. Many high platforms have barriers specifically designed to prevent placement of any of the wizard’s items. Just as well too, as the puzzle design is superb, and deserves to have players explore it. While the fundamentals may sound limiting—reflecting sunlight, making rope bridges, diverting water, weighing platforms down, and other familiar concepts—they are used in all sorts of ingenious ways. Sure, many puzzles I solve very quickly, but more than once I hit a roadblock that initially seems utterly insurmountable. I always persist, never frustrated, and always end up working out the solution. It’s at times like these that I experience an immense rush of satisfaction, and an intense hit of admiration for the evil geniuses behind these setups.
The Knight Before
Combat fares much less well. Rather than dotting enemies throughout each level, the developers have created enclosed single-screen arenas for fights with multiple foes, triggered when a player walks past a certain point (look carefully, and you might spot telltale purple smoke). The best tactic is usually to get the knight in there, mashing the attack button and using his shield to deflect any projectiles. The thief’s bow and arrow is a fair second choice, while hitting things with boxes as the wizard is awkward and silly. My reaction to each and every one of these fights is a roll of the eyes and a desire to get it out of the way as quickly as possible. It’s just not fun.
The blow of the terrible combat is softened somewhat by the overall determination to make the whole experience gentle and friendly. Checkpointing is generous, characters resurrect almost instantly outside of combat, and during those horrible fights, a fallen comrade can be brought back to life within a few seconds. Not once during my 12 hours or so playing Trine 4 did I see a game over screen. For a game that leans on its superb puzzles for its appeal, this is very much a good thing.
Nonetheless, something soon starts to feel off about Trine 4, and it takes me a while to identify what it is. There’s so much to like. The puzzles, which I really do love; the art, which nails the dreamy fairytale vibe; the music and sound effects, which support the atmosphere of the graphics perfectly; the inclusion of a talking badger with a curious number of platforming puzzles in his house. Then I consider things holistically, and it clicks—or, rather, it doesn’t.
As a whole, the experience doesn’t feel complete and consistent. The final boss is anticlimactic and overly simple, whereas the second boss had me stumped for a while due to its reliance on puzzles. I breezed through most of the final stage, while three hours earlier I was struggling with how to progress. The story offers no cohesion either, being far too lightweight to sustain interest. Trine 4 is a series of middles sewn together with the thread of great puzzle design.
THE VERDICT
73
TRINE 4
Puzzle design does the heavy lifting for Trine 4, a fun but ultimately hollow experience.
---------------------------
Unhandled exception
---------------------------
Exception code: 0xc0000005
Address: 0x00000001401B68EC in trine4.exe:00000001401B6000
Related modules: trine4.exe ntdll.dll kernel32.dll
Failed to load dbghelp.dll from tools\dbghelp_x64\dbghelp.dll. Will try with plain name next
Success with DbgHelp.dll
Minidump: C:\Games\Trine 4\trine4.exe_5fb4816.dmp
There's like a billion checkpoints per level. Look in the map view where you select levels.I'm about halfway through so far. Music is as great as ever, art direction is great, graphics seem a little bit, not sure how to put it - they seem to be very crisp and detailed but somehow not quite as good as before. I like the level variety a lot better than 2, which I found really dragged on in terms of endless jungle/swamp.
The gameplay is piss easy. You face a lot less punishment for dying than before, as Valky has said. I'm playing on Normal and I literally have not seen the "everyone's dead" screen once. I'm not even sure if the game has checkpoints because there's no visual indication of it and you just respawn at the nearest surface if one character dies. That being said I don't really fault the game for this because at its heart the Trine series is a puzzle series, not a combat series, and after Trine 2 shat all over puzzle difficulty (once you get anti-gravity arrows, with some basic gaming skill you can basically just climb around the air as Amadeus and briefly switch to Zoya whenever you need to reposition the bubble, bypassing most puzzles as challenges), Trine 4 bringing puzzle difficulty back is a welcome change - even if it's nowhere near as good as the original. I don't like some aspects of the gameplay such as not being able to draw a box where you want it, but I can sort of see where they were going with that since being able to put it anywhere on creation would make combat even easier and bypass some of the puzzles. The blink ability certainly is nice.
Overall so far I'd rate the series 1 > 4 > 2. Frozenbyte's clearly back on their game. Just need to bring back checkpoints and increase difficulty for 5. I suspect the difficulty loss is due to designing the game too much for multiplayer convenience.
Trine 4
Trine 2
At some point, it gets insulting
Example of a magnetic source on the ceiling which makes connected objects magnetic as well, and the fairy rope reversing gravity on a box
Trine 4: Melody of Mystery is a 6-level story campaign coming soon for Trine 4: The Nightmare Prince that continues the travels of Amadeus, Pontius, and Zoya. The new adventure features new upgrades for the heroes' skills, and new puzzles with new gameplay elements for our heroes to take on.