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* DisappointingLastLevel: The final level ditches puzzle elements entirely for a NintendoHard timed platforming section with infinitely respawning enemies.
** Given that the last level is only tested by 1 person outside the development team, this is a given.
* EvenBetterSequel: At the very least, ''Trine 2'' is much more polished than it's predecessor.
* GameBreaker: Zoya breaks combat in the original once she's shooting three arrows at a time [four with a certain treasure]. Give her the poison vial and each of those is doing double the damage. She can take down most ''bosses'' in two hits. Once Amadeus gets the ability to summon 5 or more planks, 6 or more boxes, and a flying wooden block for Zoya to swing from he breaks puzzles as much as Zoya breaks combat.

to:

* DisappointingLastLevel: The final level ditches puzzle elements entirely for a NintendoHard timed platforming section with infinitely respawning enemies.
** Given that the last level is
enemies. Apparently it was only tested by 1 one person outside the development team, this is a given.
team.
* EvenBetterSequel: At the very least, ''Trine 2'' is much more polished than it's its predecessor.
* GameBreaker: Zoya breaks combat in the original once she's shooting three arrows at a time [four (four with a certain treasure].treasure). Give her the poison vial and each of those is doing double the damage. She can take down most ''bosses'' in two hits. Once Amadeus gets the ability to summon 5 or more planks, 6 or more boxes, and a flying wooden block for Zoya to swing from from, he breaks puzzles as much as Zoya breaks combat.



** Zoya's low gravity arrows in the second game, coupled with Amadeus's boxes can pretty much get you through the entire game once you get the timing down.

to:

** Zoya's low gravity arrows in the second game, when coupled with Amadeus's boxes boxes, can pretty much get you through the entire game once you get the timing down.



* ScrappyMechanic: The physics are simultaneously the most fun ''and'' the most frustrating thing about the game. It can be nice to just drop a block on foes to kill them, but around the point where you miss a jump and get hurt for the sixth time because the engine refuses to acknowledge that your character has reached the ledge, it starts to wear a bit thin. Averted somewhat in the sequels with the implementation of better designed puzzles and a climbing mechanic that has the character hoist themself up if they're close enough to a ledge.

to:

* ScrappyMechanic: The physics are simultaneously the most fun ''and'' the most frustrating thing about the game. It can be nice to just drop a block on foes to kill them, but around the point where you miss a jump and get hurt for the sixth time because the engine refuses to acknowledge that your character has reached the ledge, it starts to wear a bit thin. Averted somewhat in the sequels with the implementation of sequels, which implemented better designed puzzles and a climbing mechanic that has the character hoist themself up if they're close enough to a ledge.
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Added DiffLines:

* DifficultySpike: The last level of the first game.

Added: 711

Removed: 682

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* AudienceAlienatingEra: ''Trine 3: The Artifacts of Power'' suffered from the developers greatly underestimating the budget necessary to give ''Trine'' the [[VideoGame3DLeap 3D Leap]] and retain all gameplay mechanics simultaneously. As a result, several gameplay mechanics found in the first two ''Trine'' games are missing from the third, and it was also criticised for its [[ItsShortSoItSucks very short length]], even in comparison to the first two which aren't long games to begin with. ''Trine 4: The Nightmare Prince'' returned to the 2D gameplay of the first two ''Trine'' games while being the longest entry thus far, receiving an enthusiastic reception and ending the Audience-Alienating Era for now.



* DorkAge: ''Trine 3: The Artifacts of Power'' suffered from the developers greatly underestimating the budget necessary to give ''Trine'' the [[VideoGame3DLeap 3D Leap]] and retain all gameplay mechanics simultaneously. As a result, several gameplay mechanics found in the first two ''Trine'' games are missing from the third, and it was also criticised for its [[ItsShortSoItSucks very short length]], even in comparison to the first two which aren't long games to begin with. ''Trine 4: The Nightmare Prince'' returned to the 2D gameplay of the first two ''Trine'' games while being the longest entry thus far, receiving an enthusiastic reception and ending the Dork Age for now.

Added: 250

Changed: 1

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* GoddamnBats: Despite being one of the rarer enemies in the game, bat swarms [[CherryTapping slowly chip away at your health]] and move too quickly to be easily hit with a sword or bow. They'll also frequently fly offscreen and then come back to torment you again a few seconds later. Fortunately, Zoya should have the triple-arrows (or exploding arrows, which requires maxing out your skill with ArrowsOnFire) by the time they show up, which makes short work in a few clicks. Without her, however..

to:

* GoddamnBats: Despite being one of the rarer enemies in the game, bat swarms [[CherryTapping slowly chip away at your health]] and move too quickly to be easily hit with a sword or bow. They'll also frequently fly offscreen and then come back to torment you again a few seconds later. Fortunately, Zoya should have the triple-arrows (or exploding arrows, which requires maxing out your skill with ArrowsOnFire) by the time they show up, which makes short work in a few clicks. Without her, however..however...
* ItsShortSoItSucks: ''Trine 3'' received criticism for its short length in comparison to the first two games (which weren't long games in the first place). The game's shortcomings, including its short length, were a result of budget underestimation.
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Added DiffLines:

* DorkAge: ''Trine 3: The Artifacts of Power'' suffered from the developers greatly underestimating the budget necessary to give ''Trine'' the [[VideoGame3DLeap 3D Leap]] and retain all gameplay mechanics simultaneously. As a result, several gameplay mechanics found in the first two ''Trine'' games are missing from the third, and it was also criticised for its [[ItsShortSoItSucks very short length]], even in comparison to the first two which aren't long games to begin with. ''Trine 4: The Nightmare Prince'' returned to the 2D gameplay of the first two ''Trine'' games while being the longest entry thus far, receiving an enthusiastic reception and ending the Dork Age for now.
Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: The physics are simultaneously the most fun ''and'' the most frustrating thing about the game. It can be nice to just drop a block on foes to kill them, but around the point where you miss a jump and get hurt for the sixth time because the engine refuses to acknowledge that your character has reached the ledge, it starts to wear a bit thin.

to:

* ScrappyMechanic: The physics are simultaneously the most fun ''and'' the most frustrating thing about the game. It can be nice to just drop a block on foes to kill them, but around the point where you miss a jump and get hurt for the sixth time because the engine refuses to acknowledge that your character has reached the ledge, it starts to wear a bit thin. Averted somewhat in the sequels with the implementation of better designed puzzles and a climbing mechanic that has the character hoist themself up if they're close enough to a ledge.

Added: 447

Removed: 447

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Not contested if everyone agree it's inferior.


* ContestedSequel: Even fans who accepted the move of ''Trine 3'' into full 3D movement were disappointed by several gameplay simplifications (like the complete removal of the skill system), the very short duration and the abrupt cliffhanger ending. [=FrozenByte=] openly acknowledged that the latter two problems are due to lack of funding - the needed budget was underestimated and a lot of the envisioned features and levels were just not made.


Added DiffLines:

* {{Sequelitis}}: Even fans who accepted the move of ''Trine 3'' into full 3D movement were disappointed by several gameplay simplifications (like the complete removal of the skill system), the very short duration and the abrupt cliffhanger ending. [=FrozenByte=] openly acknowledged that the latter two problems are due to lack of funding - the needed budget was underestimated and a lot of the envisioned features and levels were just not made.

Added: 1322

Changed: 1498

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* DemonicSpiders: In Trine 2, on Hard/Hardcore mode, pretty much every enemy is this, as befitting the difficulty. Most things kill you in one or two hits in this mode, and death is more permanent (you need to reach a ''new'' checkpoint to resurrect anyone, and then only to 50% health), so everything is innately more dangerous. Making this worse, the common goblins appear quickly, randomly, and often with little warning, especially when they come from the background behind you. Immediately upon arriving, they are ready to attack, and their aim is absolutely perfect, no matter how insane the arc to reach you is. Be prepared to die from dodging one enemy, only for another to appear and throw a spear at your position before you can land and dodge again. This doesn't even include the times where the camera is concealing a goblin just off screen, who will of course throw a weapon at the worst time, or the occasional moments where their perfect aim allows them to [[TheComputerIsACheatingBastard attack through otherwise solid platforms]]. When fully upgraded, you can wipe them out pretty fast, but it only takes one slip up or second of bad luck to lose a character (the fickle respawn system often means your next character will spawn next to an attacking goblin and die before you get the chance to react).

to:

* ContestedSequel: Even fans who accepted the move of ''Trine 3'' into full 3D movement were disappointed by several gameplay simplifications (like the complete removal of the skill system), the very short duration and the abrupt cliffhanger ending. [=FrozenByte=] openly acknowledged that the latter two problems are due to lack of funding - the needed budget was underestimated and a lot of the envisioned features and levels were just not made.
* DemonicSpiders: In Trine 2, ''Trine 2'', on Hard/Hardcore mode, pretty much every enemy is this, as befitting the difficulty. Most things kill you in one or two hits in this mode, and death is more permanent (you need to reach a ''new'' checkpoint to resurrect anyone, and then only to 50% health), so everything is innately more dangerous. Making this worse, the common goblins appear quickly, randomly, and often with little warning, especially when they come from the background behind you. Immediately upon arriving, they are ready to attack, and their aim is absolutely perfect, no matter how insane the arc to reach you is. Be prepared to die from dodging one enemy, only for another to appear and throw a spear at your position before you can land and dodge again. This doesn't even include the times where the camera is concealing a goblin just off screen, who will of course throw a weapon at the worst time, or the occasional moments where their perfect aim allows them to [[TheComputerIsACheatingBastard attack through otherwise solid platforms]]. When fully upgraded, you can wipe them out pretty fast, but it only takes one slip up or second of bad luck to lose a character (the fickle respawn system often means your next character will spawn next to an attacking goblin and die before you get the chance to react).
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* GoddamnBats: Literally. Despite being one of the rarer enemies in the game, bat swarms [[CherryTapping slowly chip away at your health]] and move too quickly to be easily hit with a sword or bow. They'll also frequently fly offscreen and then come back to torment you again a few seconds later. Fortunately, Zoya should have the triple-arrows (or exploding arrows, which requires maxing out your skill with ArrowsOnFire) by the time they show up, which makes short work in a few clicks. Without her, however..

to:

* GoddamnBats: Literally. Despite being one of the rarer enemies in the game, bat swarms [[CherryTapping slowly chip away at your health]] and move too quickly to be easily hit with a sword or bow. They'll also frequently fly offscreen and then come back to torment you again a few seconds later. Fortunately, Zoya should have the triple-arrows (or exploding arrows, which requires maxing out your skill with ArrowsOnFire) by the time they show up, which makes short work in a few clicks. Without her, however..
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None

Added DiffLines:

** Zoya's low gravity arrows in the second game, coupled with Amadeus's boxes can pretty much get you through the entire game once you get the timing down.
Is there an issue? Send a MessageReason:
Elaborated on my point


* DemonicSpiders: In Trine 2, on Hard/Hardcore mode, pretty much every enemy is this, as befitting the difficulty. Most things kill you in one or two hits in this mode, and death is more permanent (you need to reach a ''new'' checkpoint to resurrect anyone, and then only to 50% health), so everything is innately more dangerous. Making this worse, the common goblins appear quickly, randomly, and often with little warning, especially when they come from the background behind you. Immediately upon arriving, they are ready to attack, and their aim is absolutely perfect. Be prepared to die from dodging one enemy, only for another to appear and throw a spear at your position before you can land and dodge again. This doesn't even include the times where the camera is concealing a goblin just off screen, who will of course throw a weapon at the worst time, or the occasional moments where their perfect aim allows them to [[TheComputerIsACheatingBastard attack through otherwise solid platforms]]. When fully upgraded, you can wipe them out pretty fast, but it only takes one slip up or second of bad luck to lose a character (the fickle respawn system often means your next character will spawn next to an attacking goblin and die before you get the chance to react).

to:

* DemonicSpiders: In Trine 2, on Hard/Hardcore mode, pretty much every enemy is this, as befitting the difficulty. Most things kill you in one or two hits in this mode, and death is more permanent (you need to reach a ''new'' checkpoint to resurrect anyone, and then only to 50% health), so everything is innately more dangerous. Making this worse, the common goblins appear quickly, randomly, and often with little warning, especially when they come from the background behind you. Immediately upon arriving, they are ready to attack, and their aim is absolutely perfect.perfect, no matter how insane the arc to reach you is. Be prepared to die from dodging one enemy, only for another to appear and throw a spear at your position before you can land and dodge again. This doesn't even include the times where the camera is concealing a goblin just off screen, who will of course throw a weapon at the worst time, or the occasional moments where their perfect aim allows them to [[TheComputerIsACheatingBastard attack through otherwise solid platforms]]. When fully upgraded, you can wipe them out pretty fast, but it only takes one slip up or second of bad luck to lose a character (the fickle respawn system often means your next character will spawn next to an attacking goblin and die before you get the chance to react).
Is there an issue? Send a MessageReason:

Added DiffLines:

* DemonicSpiders: In Trine 2, on Hard/Hardcore mode, pretty much every enemy is this, as befitting the difficulty. Most things kill you in one or two hits in this mode, and death is more permanent (you need to reach a ''new'' checkpoint to resurrect anyone, and then only to 50% health), so everything is innately more dangerous. Making this worse, the common goblins appear quickly, randomly, and often with little warning, especially when they come from the background behind you. Immediately upon arriving, they are ready to attack, and their aim is absolutely perfect. Be prepared to die from dodging one enemy, only for another to appear and throw a spear at your position before you can land and dodge again. This doesn't even include the times where the camera is concealing a goblin just off screen, who will of course throw a weapon at the worst time, or the occasional moments where their perfect aim allows them to [[TheComputerIsACheatingBastard attack through otherwise solid platforms]]. When fully upgraded, you can wipe them out pretty fast, but it only takes one slip up or second of bad luck to lose a character (the fickle respawn system often means your next character will spawn next to an attacking goblin and die before you get the chance to react).

Added: 257

Removed: 246

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* DisappointingLastLevel: The final level ditches puzzle elements entirely for a NintendoHard timed platforming section with infinitely respawning enemies.
** Given that the last level is only tested by 1 person outside the development team, this is a given.



* XenSyndrome: The final level ditches puzzle elements entirely for a NintendoHard timed platforming section with infinitely respawning enemies.
** Given that the last level is only tested by 1 person outside the development team, this is a given.
Is there an issue? Send a MessageReason:
None


** Trine 2 balances combat by making the goblins much faster than the skeletons ever were (giving players not enough time to fully charge Zoya's arrows) and taking away Zoya's SpreadShot capability, making Pontius much more preferable when mobs of enemies are involved. Amadeus got a hard limit of four summoned items and having his floating platform taken away, but he still can blow through the puzzles when fully upgraded.

to:

** Trine 2 balances combat by making the goblins much faster than the skeletons ever were (giving players not enough time to fully charge Zoya's arrows) and taking away Zoya's SpreadShot capability, making Pontius much more preferable when mobs of enemies are involved. Amadeus got a hard limit of four summoned items regardless of type and having his floating platform taken away, but he still can blow through the puzzles when fully upgraded.
Is there an issue? Send a MessageReason:
None


* GameBreaker: Zoya, once she's shooting three arrows at a time [four with a certain treasure]. Give her the poison vial and each of those is doing double the damage. She can take down most ''bosses'' in two hits.
** Once Amadeus gets the ability to summon 5 or more planks, 6 or more boxes, and a flying wooden block for Zoya to swing from he breaks puzzles as much as Zoya breaks combat.

to:

* GameBreaker: Zoya, Zoya breaks combat in the original once she's shooting three arrows at a time [four with a certain treasure]. Give her the poison vial and each of those is doing double the damage. She can take down most ''bosses'' in two hits.
**
hits. Once Amadeus gets the ability to summon 5 or more planks, 6 or more boxes, and a flying wooden block for Zoya to swing from he breaks puzzles as much as Zoya breaks combat.combat.
** Trine 2 balances combat by making the goblins much faster than the skeletons ever were (giving players not enough time to fully charge Zoya's arrows) and taking away Zoya's SpreadShot capability, making Pontius much more preferable when mobs of enemies are involved. Amadeus got a hard limit of four summoned items and having his floating platform taken away, but he still can blow through the puzzles when fully upgraded.
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None

Added DiffLines:

* EvenBetterSequel: At the very least, ''Trine 2'' is much more polished than it's predecessor.

Added: 4

Changed: 210

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None


* GoddamnBats: Literally. Despite being one of the rarer enemies in the game, bat swarms [[CherryTapping slowly chip away at your health]] and move too quickly to be easily hit with a sword or bow. They'll also frequently fly offscreen and then come back to torment you again a few seconds later. There ''is'' a trick for killing them, but it requires maxing out your skill with ArrowsOnFire (an ability that's [[NotCompletelyUseless useless against virtually everything else]].)

to:

* GoddamnBats: Literally. Despite being one of the rarer enemies in the game, bat swarms [[CherryTapping slowly chip away at your health]] and move too quickly to be easily hit with a sword or bow. They'll also frequently fly offscreen and then come back to torment you again a few seconds later. There ''is'' a trick for killing them, but it Fortunately, Zoya should have the triple-arrows (or exploding arrows, which requires maxing out your skill with ArrowsOnFire (an ability that's [[NotCompletelyUseless useless against virtually everything else]].)ArrowsOnFire) by the time they show up, which makes short work in a few clicks. Without her, however..



** Given that the last level is only tested by 1 person outside the development team, this is a given.

to:

** Given that the last level is only tested by 1 person outside the development team, this is a given.given.
----
Is there an issue? Send a MessageReason:
None


* GoddamnBats: Literally. Despite being one of the rarer enemies in the game, bat swarms [[CherryTapping slowly chip away at your health]] and move too quickly to be easily hit with a sword or bow. They'll also frequently fly offscreen and then come back to torment you again a few seconds later.

to:

* GoddamnBats: Literally. Despite being one of the rarer enemies in the game, bat swarms [[CherryTapping slowly chip away at your health]] and move too quickly to be easily hit with a sword or bow. They'll also frequently fly offscreen and then come back to torment you again a few seconds later. There ''is'' a trick for killing them, but it requires maxing out your skill with ArrowsOnFire (an ability that's [[NotCompletelyUseless useless against virtually everything else]].)

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