What I think so far, one hour after playing.
Man, I wish this game wasn’t so boring! I picked it up at the
humblebundle, which is a fantastic idea and I love it (have bought every one so far, plan on continuing to do so). So most of this complaining is really not worth anything, because I didn’t pay crap for this game. Now I am going to switch back and pretend that I bought it for $20, which is what it sales for and thusly how much the developer values it.
Go ahead and start complaining, I am writing this review to soon! I should play more! Well then don’t consider it a review! Problem solved.
Perhaps I just am not any good at video games, because it is often hard for me to get into them. I find my main problem launching the games, once I begin I am obsessed like the rest of us, but its ‘I could spend this time juggling’ or ‘I could spend this time interacting with females’. When I do remember that I am a gamer, and subsequently all of those thoughts go ahead and launch themselves out a window and towards a conveniently placed but unexplained spike pit, I launch the game and get going. Speaking of unexplained spike pits, that seems to be a theme, isn’t it? At least in Mortal Kombat you could say “That’s not the point now, is it?” But I am playing an adventure based puzzle based leveling based Physics engine based– wait, what am I playing here? What is this game trying to be? Lets assume it isn’t trying to fit features in one box (which it does not appear to be) and just takes little influences from here and there. There are three characters you can play as. A Magician, A
flexible hot chick thief, and a knight. Not the most original characters, particularly when we refer to them as ‘thief’ or ‘knight’, but this isn’t the point. Pressing the 1,2,3 key on the keyboard switches them out like weapons in any other game. And why do we switch them out? To take advantage of their weapons, I mean, unique abilities. The magician can create boxes. (and platforms, probably other stuff, but I guess I haven't gotten that far yet). You create the stuff by drawing squares with your mouse. The time it takes, and my propensity for having my rectangle be not god-damn-square enough makes this very frustrating. Particularly when I am rushing, lets say this is because 5 or 6 skeletons are attacking me and I need to draw some squares to create my steampunk box that will crush them like ants! oh wait, I missed. Oh wait, I’m dead. No problem, I can just re-spawn as one of my other characters. This is probably one of the only reasons that the game chooses characters over weapons as a mechanic. It is unnecessary gameplay wise, and gives the developers 3 times the number of 3D characters to animate. Already I am tired of the jumping animations, but this is a small complaint.
My real complaints so far are with the actual platformingness of the game. I always hated platform games that made me backtrack, or treated the level as not a simple side scrolling obstacle-get-past level. Fuck you, Castlevania. I despise these large levels where I don’t have a minimap and have to run around back and forth trying to find the puzzle to solve. The whole thing is the puzzle? Go right? Pull the lever (or in this game, step on the hard-to-see/distinguish from background button) and then go left and fall down the opened hallway. Not something I haven't seen before, but I don’t like it! It may be clever to look at the whole level and say look at this neat puzzle, but when you have to zoom in and solve it without knowing where anything it, it just doesn’t work. This is a general complaint, it hasn’t happened much in this game so far.I hate not knowing where the damn key is so I can open the stupid door in yet another dungeon in yet another castle. Thankfully this game does not have a key-door puzzle (yet!). What it does have is annoying physics-based puzzles. It has this, but no real physics engine.

Take this image for example. First I tried using my night character, and pushing the spiny swastika around. This actually got the thing spinning, Newton's second law out taking a piss at the time, but otherwise was useless to me. I became my mage and made some boxes that spun it up. Puzzle solved! haha! Let me just jump off and, oh damn, I fell.
This brings me to my second complaint, one which is pretty much the same for all 3D objects in 2D world platformer games. Its difficult to judge exactly where you are supposed to land. The objects, in their being rendered in a 3d world, stretch across the x axis, and often I try and jump onto one and miss. This is not the game I am supposed to be beating, this is jumping onto a ledge, or mysterious floating plank of wood. The reason I stopped after an hour (I will pick back up, don’t worry) is because I was too damn frustrated. At least give the character a nice wide hitbox, which is somewhat present on the Thief character (the jumpy chick), she is too busy being dead for me to use her. She is dead because all I have done is used her, only switching to knight when I hear one of two different enemies I have been presented with so far. (and one painfully easy boss, in fact, the AI is pretty stupid and predictable. Not that I have a problem with that)

Yar! Shoot that arrow at the floor! Why are those spikes there? Is that a mushroom? What is with the dust camera filter? Why is there a fence? Make sure I don’t suddenly gain the ability to walk along the z axis and fall off? Nope, its just for show, another thing my brain needs to cognitively identify and say ‘not intractable, avoid’.
Here is another thing I dislike about the game:

This element. I know that ever since the half-life series, every physics based puzzler needs a see-saw of some sort, but really, what the hell is this? I have to angle it, jump on to the top of it, then let it keep spinning so I can fall off, or jump just in time to miss another platform. I have already encountered 3 or 4 of these things and I am not far in the game at all. I really hope they go away, it is a game that points out how flawed the platform mechanic is in the game. It makes me frustrated.

I think its sad that when I first raw the cobblestone floor the character is standing on, my first thought was “shoot a portal!”. I am good at portal, at thinking with portals, but it has infected me while playing other games. “This level would be easier if I could just portal up to that ledge”. Also, is that a D-pad back there? Maybe I am dying in this game because I am too easily distracted by all the flashing lights and sounds.
I knew from the beginning I wouldn’t even try to get all the potion's (which come in a few flavors thus far, health, energy, experience, and the like). I found out the game has a level-up-some-traits part to it and now I realize I probably should go back and get all the little green glowy vials. I really don’t want to do this. I have never been one for 100% completion because it is boring. I am playing the game to beat it. I know I have beat it because usually credits roll and it says “the end, congrats” in sparkly flashy letters and maybe some confetti drops down and cheery music plays. I won’t turn around and play the whole damn thing again just so I can tell my friend I collected every coin. Coincidently, I did collect every coin in Super Mario Galaxy, well, that’s not true. I did it with my friends during a 24 hour marathon. After which we looked at each other and said ‘That was neat, now what’ and then ‘Lets do it again with Luigi’. Many hours later, we looked at each other again, said ‘that was neat, now what’ and then left my basement and had our eyes burst into flames by the bloody sun.
Where was I? Oh, right. Trine. I guess my complaints are not really with this game but with this genre of games in general. The last time I played a 3D, 2D platformer was when I beat Lost Winds on the Wii a few years back. I enjoyed that game, but sometimes had the same problem I do here with edge-recognition. Other games all have this same problem. My question is why not go 2D? making a 2D game does not make you a cheap developer. You may think that it puts you in a category with online flash games, but trust me- it doesn’t! (no fears). Not that there aren’t
good online flash games, but I digress (for once). Just because the game is 2D does not mean it isn’t good! For example, Braid. And yet it Moves. VVVVVV. Super Meat Boy. The Misadventures of P.B. Winterbottom. Toki Tori. And this is just going through my game catalog (2D platformers). Sure, you may want to set yourself apart from the indie crown and present yourself as a ‘rea'l’ game company, and there are a lot of successful platformers that blend 3d and 2d well. (say, New Super Mario Bros). But notice how thin those are. It’s 3d, but only just. The platforms are for the most part perfect cubes, no artistic angly bits of non-land-on-able brush that hangs over the end (the latter not a problem with trine specifically)
I do not know the back story, I skipped through the intro bit (ok, the intro was actually a character introduction, playable (a good idea, high-five), but I skipped through the cut scene parts)

I stopped playing Trine when I got here, Moving the spikey balls (really? any explanation given? No? Maybe I am not far enough to know why the hell there are a bunch of booby traps (hehe,
booby)in what looks to be the MASSIVE basement of the wizards, and the knights house!) But why has never been a problem before! (Stop making jokes that princess peach got captured again, you don’t play Mario for the story, do you?) (Not that story is something to be ignored in games. Case in point: Portal). The
worlds worst testicles spikey balls killed both my knight (shield only stops one direction, balls all around me!) and my thief. (jumping over didn’t work). I reluctantly grabbed the mage and started fondling the games balls. I mean, I rubbed them around the screen. I mean, I clicked and dragged them (ooh, magic) to the other side of me. This happened until one hit another, rolled back my way. I stopped my current magic ball molestation to stop the one heading towards me, but I seemed to forget that the one I was currently molesting was now hovering directly over me, no longer being kept aloft by my curser. Oh crap, died.
The level design of this game looks like it was stretched out, to provide more gameplay. Repeated level bits everywhere and it is long and boring. I can see that I will have to backtrack (lazy, really, just a time-filler) to solve some puzzles.
I did watch one trailer with co-op, and saw what the game wants to be in its heart. The co-op of this game looks so fun, I actually bought it for a friend. (Instead of buying them
Bloody Good Time, which is a bargain bucket game). Yet to try it, but it looks promising.
Hopefully the screens have shown you how pretty the game is, I will credit it to that. Sadly, the pretty-ness is terribly distracting.
More later when I play more. Later.