
Grappling hook? Check.
I’m not a game designer, and it’s probably for the best that I play games and don’t bother making them. But if I was a game designer, I’d want my game to be like my first taste of Trine. Had it not been for the demo blurb in Steam’s RSS feed, I probably wouldn’t have even paid it any attention at all. While you’re reading this, open up Steam and grab the demo. Seriously. Its free and you get a good thirty minute feel of what Trine is all about.
Trine is developed by “indie” Finnish studio Frozenbyte. The game is a side scrolling 3D action platform puzzler, with a heavy emphasis on physics enabled objects, like rotating platforms and weighted boxes. Stuff like that.
The basic story premise is nothing short of generic – which is the general idea. A wizard, thief, and knight all by chance meet up at this mysterious artifact, known as the “Trine”, and end up melded together and presumably have to go through the kingdom slaying undead and destroying evil. Horray. The nice thing here is that the story is presented in a Fable-esque narrator voice, setting the tone and mood of the game early on.
The story is really just a explanation for the gameplay, though. You end up controlling the three heroes – although one at a time, running through the kingdom. Each hero has their own strengths and weaknesses, as well as personality. The meathead knight has a bunch of weapons (although you only get to use the sword in the demo) and a shield – he’s big and strong, but dumb as rocks. The thief uses a bow and a grappling hook, which lets her swing to higher, unreachable places. The wizard can conjure up magical items (mainly boxes, which are used to have other characters jump to new areas, or to hold down floor switches.)

Wizards? Check.
Again, the beauty here is that all three of these characters aren’t used together – the game uses a mechanic where you can switch characters at any time. Undead coming at the wizard? Switch to the knight, since the wizard can’t attack directly. Need to hit a target across a bridge? Switch to the thief and use her bow. Its done rather seamlessly, much like switching weapons in a FPS. Even in the short demo, there were plenty of places I’d end up going back to because you see an item just out of reach – an “Oh shit!” moment.
The nice thing about the puzzles is that they are physics driven – or, rather, Physx driven, and probably the best use of Physx I’ve seen since Nvidia snatched the tech up. There are multiple ways to tackle puzzles. For instance, a see-saw midway through a level could be wedged in a ramp position by pushing a box underneath with the knight, and then summoning a second box on top of that one with the wizard – although I could have just as easily used the Thief to jump up and around the platform and over the see-saw.

Knights? Check, and check.
While you don’t get to see it much in the demo, you collect experience throughout the levels to power up and improve the three heroes’ attacks and mechanics. The two upgrades I used gave the knight and increased crit chance, while I opted to give the wizard the ability to summon two magical boxes in tandem.
Trine’s graphics are excellent for a side scrolling game. The 3D perspective makes the game feel more modern than Braid. Graphically, the levels are colorful – lots of HDR lighting and greens and purples to look at. The soundtrack and the sound effects, from what I’ve heard, are just as good and fit the game nicely.
After an hour of playing, the demo sold me – Trine is quite a pleasant surprise. If you preorder it on Steam now, you get Frozenbyte’s other game, Shadowgrounds, which is like a top down Doom game, although I can’t say I was all that impressed with the demo of it.
Trine is thirty bucks, and is supposed to be released for the 360, PSN, and PC at the same time, so no matter how you game, you should be able to check this out at some point. Hopefully the full game is as enjoyable as the demo was.