In most fights, before a boss can be damaged you’ll have to figure out a trick to bring their armor down or destroy their barrier of protection, and as the fight progresses the boss does their best to stop you from repeating the same method of bypassing their defenses. The exception to the unwelcome combat encounters are the boss battles, which usually make for a good time since they incorporate puzzle elements. Luckily, you don’t spend a ton of time on it, and for the most part quickly find yourself back to glorious platforming. Instead of serving as a breath of fresh air between platforming sections, those fights just interrupted my flow and dragged down an otherwise good time. There’s no strategy to it, and no mechanics are added over time, either, aside from a few new abilities that help you smack around the enemies more effectively – you basically just let Pontius go ham until it’s over and you can move on. I sighed with annoyance every time I was locked into a room with a handful of the same boring robots and rat warriors who mostly succeeded in wasting my time as I slapped them with Pontius’ sword or Zoya’s arrows until I could get back to doing puzzles. Read the full Trine 4: The Nightmare Prince reviewĬombat continues to be by far the weakest part of Trine, and I’m still not quite sure why Frozenbyte continues to include it. Some lackluster puzzle designs, technical issues, and a lack of difficulty stand in the way of it overtaking Trine 2 as the best of the series, but Trine 4 still remains a shining example of how cooperative gaming should be, and is one of the most gorgeous looking 2.5D games of 2019. Coming back to the traditional style of co-op gameplay and puzzle solving that made the first two games so delightful is exactly the kind of refocusing that the Trine series needed after the misfire of Trine 3. Trine 4: The Nightmare Prince is a sequel that plays it very safe – which, in this particular case, is for the better.
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