Julkaistu 21. toukokuu.
Trine is the simple fairy tale of a knight, a thief, and a wizard that are bound together by a shared, but selfish, purpose that spirals in a classic battle against evil to save the world. Just like most fairy tales, it's light on character motivation and heavy on heroic deeds. And that focus serves it. Whether it's crouching behind a shield to advance through a jet of fire, flinging a grappling hook into a support beam above to swing across a pit, or levitating a huge stone fist to drop on an offending skeleton, it's all so satisfying and it flows so well. Every puzzle is integrated seamlessly as an obstacle blocking the way to the next part of the three's quest, an obstacle that can be dealt with in any variety of ways. The thief might be able to easily swing to the next platform, but the wizard might just as easily be able to pull that platform into his jumping range and the knight might be able to break through the debris that made the jump difficult in the first place. It's this interchangeability of usefulness but specialization of means that makes the consequences of failure so enjoyable. If a character dies that character can be brought back at the next checkpoint, but until then a set of tools has dropped off your belt and you're forced to overcome any obstacles on the way without them. It's never impossible to proceed, but in the absence of a preferred strategy, you're forced change your approach, forcing you to look at those puzzles and characters left in a different light. Sure, with flawless execution you can blaze through the entire game on a single set of tactics. It's only when you don't stick that landing or dodge that attack that this short, simple game really gets to show how well it's designed. And that's when you want a game to shine. Things can be beautiful and interesting when you're frolicking along, but when you're repeatedly falling on your face, that's when you appreciate clever, polished design.