![]() The result is that, by design, Trine isn't very difficult even the enemies, which come in greater numbers with bigger health bars towards the end of the game, are somewhat trivialised by the overabundance of health-replenishing checkpoints. Perhaps this was a deliberate move to make sure all areas can be overcome with every character, since they all have separate life meters and it is possible that the required one may not be accessible at times. Most height-based problems are easily solved by the wizard, and the thief can swing up and onto anything the grappling hook can attach to. The other side of the coin is that none of the puzzles will have anyone scratching their heads. There's a pleasing element of freedom since many of the puzzles don't have just a single solution to overcome a section with thin wooden beams, platforms can be drawn to connect them all with the wizard, or just swing underneath them using the thief. The abilities of each character are nicely varied and lead to different playstyles the wizard can move objects and create new platforms to overcome great heights, while the thief uses a grappling hook to attach to and swing from wooden surfaces, and the knight has a melee-combat style of play with a sword and shield. The central mechanic of the game is the player's ability to swap between any of the three characters at will, using their individual abilities in tandem to overcome an array of platform-based puzzles. These characters come to meet over the titular Trine, an ancient artefact that ends up binding the souls of the three together, and so they set out on a quest to free themselves, as well as rid the world of evil. ![]() What makes Trine's gameplay so unique? Upon beginning the game, the player is introduced to three fairly stock characters: a thief, a wizard, and a knight.
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