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And all of a sudden, we saw Trine 3 for what it likely was: an extended technology proof of concept, evidence that Frozenbyte could make ‘functional’ 3D movement worlds, stapled onto a beloved brand name.
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A 3D-movement game based almost entirely on rope physics.
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We wondered aloud at the time why Frozenbyte would have made this move: surely, we figured, they couldn’t have thought that this would make for a better Trine game?Īnd then Shadwen came along. Particularly the rope-swing physics, a strong point of both former Trine games, was wonky, glitchy, and unreliable.
#Shadwen accidentally killed series
The move to 3D has poor results for a game series known for carefully crafted 2D platforming experiences. As expected, we had a blast with the first two - if you haven’t played Trine 1 or Trine 2 yet, you know, blanket recommendation right here to get on that. I’ve played all three games cooperatively with a friend. If the name ‘Frozenbyte’ doesn’t ring any immediate bells, that’s fine - but you should know they’re the studio behind the Trine series of games. A 3D free-movement grappling-hook-based assassination simulator, by none other than Frozenbyte? This game was always going to draw my major attention - though not necessarily for the positive reasons you might be thinking of. And with about equal chances of me resisting their intent, too. A flash reveal out of nowhere, Shadwen leapt into my games awareness much in the same way an acrobatic rooftop assassin would onto their target du jour.
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