Saturday, October 5, 2013

Trine 2: The Complete Story

Honestly, Trine 2 is one of the best games I’ve played in quite a while. Just figured I’d get that out there right away, in the unlikely event that you are unable to extract my glowing praise and overall satisfaction with Trine 2 as a 2.5D platformer done right from the rest of my review. At this point you can either go buy the game now, or complete the rest of this review and then go buy it.

As stated, Trine 2 is a 2.5D platformer. In it you navigate levels that range from spooky forest, deserts, ice mountains, or boggy swamps, while playing as one of three characters – a wizard, a thief, and a knight. Each character has his or her own unique abilities and uses. For example, the knight, Pontius, is particularly useful when fighting enemies, what with his sword and shield, and is generally good whenever you want a nice strong character. Zoya, the thief, can also be used in combat, as she is equipped with a bow and arrow. However, she is far more important for her grappling hook ability, which will let you navigate up to higher points or just traverse chasms. The wizard, Amadeus, isn’t much use in combat, since he can’t even conjure up a fireball (a running joke from the first game). He is much more suited towards solving puzzles, either using his ability to conjure boxes or platforms to weigh down a switch, or his levitate ability to manipulate objects so that vents line up or a door is opened. The catch with Trine is that, while you may, in single player, only use one character, you can instantly switch to the other ones, assuming you haven’t gotten any of them killed by, say, misjudging a swing and ending up in a lava pit.

It isn't a good thing when you're fighting a giant goblin and the only character left alive is an impotent wizard.
Bound together when each character touched the Trine, an ancient artifact, at the beginning of the first game, this unlikely group of heroes has been tasked with once again protecting the realm. In this game things are a little bit different than simply defeating an invading sorcerer’s skeleton army though, and the story will take them through a variety of beautifully rendered environments that pretty much put everything else I’ve ever seen to shame. You’ll have to face off against a goblin army, man eating plants, and several other nasty creatures if you want to find out why the Trine has brought you to this bizarre part of the world. Then, since you should be playing Trine 2: The Complete Story, you can play the included DLC levels, which will add a few more hours to your experience as you attempt to stop the goblin army from taking over your homeland.

The story and the journey it takes you on is great because of the vastly different parts of the world it takes you to, again circling back to all those beautifully rendered environments. However, the fundamentals of the game are found in the mechanics, which in this case covers things like the puzzles and combat. Here you’ll see that the game is just as brilliant as it is beautiful. That is largely due to the number of ways you can approach any problem, which depends on how you customize your characters. You see, as you explore, kill monsters, and find hidden areas, you’ll discover vials that grant you experience when you pick them up. Collect 50 vials and you gain a talent point. Each character has his or her own talent tree, with various tiers. There is even a top tier talent for each character that only unlocks when a sufficient number of upper tier talents have been unlocked across all three characters.

While the talent tree is a simple one is this game, what you can accomplish with those talents is far from simple.
The talents are an interesting feature because of the way the drastically alter your ability to solve puzzles. Having played the original Trine, which included the same experience/leveling system, I favored expanding Amadeus’ ability to summon more and more objects, until I could ultimately have 4 objects simultaneously, including a platform, after I unlocked that additional talent. The reason for this is that I got rather good in the original game at carefully stacking two boxes, then a platform, and then a final box that had to placed quickly and precisely, lest the platform tip over due to it’s unbalanced nature. With this combination I could pretty much overcome any jump, reach to the highest points where experience or other secrets were hidden, or just carefully manipulate objects so that doors would be propped open. So yes, I liked the wizard.

However, that is just one route you can choose, and soon I came to realize just how useful some of those other abilities really are. While I’ve always liked Zoya for her grappling hook, enabling me to swing through an area quickly or just generally reach new highs or even a few well placed secrets where the only way to get to it is to dangle over a void, there are two talents in particular that I found very useful. Ice arrows and decoys are nice, but it’s the exploding arrows and a low gravity field that I found to be this character’s highlights. Exploding arrows are nice not only for the damage they deal to enemies, but also for their ability to destroy barricades, lose rock, or other obstacles that either impede your progress or hide items you’d really like to have access to. The low gravity field, one of which can be active at a time, is another good ability with plenty of uses, such as activating a field right on a door that collapses too fast for you to get through it after pulling a switch.

Ice arrows can also be used to make floating platforms. See, it's all about how you think to use something.
Pontius has a few good abilities too, like unlocking a two handed war hammer that can be thrown to either act as a range weapon, or destroy the same type of objects as Zoya’s explosive arrows. While this may seem redundant, the war hammer can be used in ways the arrows cannot, such as flinging the hammer at a body of water, and waiting as it sinks down to destroy the barricade there, something explosive arrows cannot do. A flaming sword, magnetic shield, and charge ability round out some of the other abilities, though I would have to say my favorite, and arguably the most useful, ability is Kite Shield, which lets you use Pontius’ shield to glide, so long as you block up.

The real beauty is when you start to combine all these things in new and inventive ways to solve puzzles or reach new heights. A method I eventually came to love involves Zoya’s gravity field, Pontius’ Kite Shield, and Amadeus’ summoning and manipulating abilities. In this case, I would fire off a low gravity field roughly where I wanted it. If I needed it adjusted, or possibly there was no solid surface to trigger a low gravity arrow initially, I would summon a box, and then fire another arrow, effectively relocating the gravity field in the process. The next step required setting up several boxes or platforms within the field, because I could them jump from one to the other, getting higher, and further than anything I could accomplish before. At this point I’d switch to Pontius to glide over whatever was in my way.

Summoned crates in a gravity field will fall slow enough you can summon more or rearrange existing ones while riding another crate.
As you unlock new abilities, or perhaps as you return to previously completed levels to collect some of the secret items or experience you missed the first time around, you’ll find that your means for solving puzzles drastically increases. Do you build a platform of blocks, attempt a series of high risk grapples, or use your Kite Shield to cross this gap? Do you trigger a door and then prop it open with a low gravity field or a summoned box? Do you attempt to navigate a dangerous path, jumping over swing maces, or do you use summoned boxes to turn those same maces into platforms. It is this type of versatility and ability to come up with more than a single solution that makes the game mechanics as beautiful as the lovingly rendered environment.

I'm going to wrap this up, because any time spent reading my review is time not spent buying and or playing Trine 2. The game is absolutely fantastic. It's a game where your ability to come up with tricky physics based solutions is more limited by your creative use of character abilities rather than some lame "you can't use that item/ability/portal in this area" mechanic. The graphics put pretty much every other game I've ever seen to shame. The story is a nice little bit, particularly if you take the time to hunt down the secrets that fill in the back story on the two women you're to pursue - the damsel in distress and the evil witch. That story is then added to by the included Goblin Menace DLC, assuming you either purchased the game after The Complete Story version was released or bought the DLC before, which is a great idea since it adds more to the game and gives you plenty of opportunities to score some more experience. Exploration and creative thinking are certainly rewarded, which is always a nice find in games. There is even a multiplayer mode where you can have multiple characters active at once. In short, go get this game now, paying at least $10 for it, which is not the lowest price it's been, because the game is an excellent 10 out of 10.

So, the breakdown:
Score: 10/10
Suggested Price: $10+




*****
For more Trine 2: The Complete Story, check out this collection of screenshots unused in the rest of the review. Click on one to enlarge it.


Monday, September 2, 2013

Hotline Miami

Hyper violent. Fast paced. Twitchy. Innovative. Brutally unforgiving. All words and/or phrases that accurately describe the experience of playing Hotline Miami. You can toss in some comments about the fantastic 80s beats, as well as descriptors like headache or seizure inducing, given the strobing neon colors of the game itself.

In Hotline Miami you play a vicious killer who gets voicemails that tell you where to go. When you get there you don on an animal mask of your choosing and proceed to kill every living thing in sight. That’s the whole story right there. This isn’t a game that tries to mask your actions in a noble mission of revenge, or justify killing as an unfortunate side effect to your quest to save many more for the greater good. Nope, Hotline Miami has you killing because you can.

Also because you might be a little bit mentally unstable. After all, most people don’t have visions of several sofa psychologists going all Sigmund Freud while wearing animal masks.
Taking out a building full of Russian mobsters doesn’t sound like a particularly hard task, right? I mean, if video games have taught me anything, it’s that I’m an unstoppable killing machine capable of taking out the entire Russian army with just a pistol and combat knife. Okay, maybe an M4 if you want to get real fancy. So all I need to do is open up this door and go kill that guy over there, no problem. Except with that attitude, it’ll take you about one and a half seconds to realize this isn’t your typical game. You are not invincible. You are not God’s gift to violence. You are not your body count. /Fight Club

No, in Hotline Miami one shot with a gun, one slash or smash with a weapon, one bite from a dog, or one punch from anyone is all it takes to kill you. And in less time than it took you to read that last sentence you could have tried, and failed, a level 3+ times. In a way, that’s the beauty of this game – the fast paced ballet of punching the first guy you see, stealing his weapon, charging through a door to knock down one enemy, while throwing your weapon at the second target before he can shoot you, then grabbing his gun to finish off the heavy hitter that is about to round the corner and take you out in a single hit. Oh, and having to do all of that in about 5 seconds, and flawlessly, if you want to have any hope of just making it past this first stage of a level.

You don’t pick up ammo for a gun that you have equipped, so sometimes the best thing to do is throw it at a target and then either finish him off while he is down, or grab his weapon to rearm yourself.
There are a few things that help with your whole murderous rampage. The first is the mask system. As you progress you’ll unlock masks, either by finding them scattered around certain levels or performing well enough when you play that you score highly enough to unlock a new mask. Each animal mask has a special ability associated with it. One will increase the amount of ammo each gun carries, which is great since the booming of a firearm will draw enemies to you like a flame draws moths. Another allows you to look further than you can by default, letting you scout out a bit more before you act. Another prevents dogs from attacking you, while yet another will save your life the first time you’re shot. There are plenty of masks in the game, a total of 26, and they really do change the way you can play, from turning doors into weapons to having the ability to steal your enemy’s weapon on kill rather than having to pick it up, the strategy you’ll have to come up with to clear a level will be drastically different for different masks.

The second thing you’ll unlock, in addition to masks, for doing well are new weapons. Samurai swords, Uzis, all kinds of stuff, become available as you get some high scores. Weapons do behave differently, most notably the ability to use someone as a human shield when you have a one handed firearm, like an Uzi. Another difference is the range on some weapons, like the Samurai sword versus a kitchen knife. These things matter more when you actually have the time to slow down and pick your weapon, which is a rare enough thing in this game. Additionally, multiple play throughs of the same level result in different weapons being available. A common one is to find guards who were carrying a shotgun now holding an assault rifle, which can pretty drastically change the course of a level.

The wrong weapon in the right place can make all the difference in the world. If that first guy has a firearm this can end up being pretty easy. If not, that's a long ways to go without getting shot.
Control wise, I’ve given the game a shot using both the traditional mouse + keyboard approach, as well as streaming the game to a big screen TV and giving it a shot with an Xbox 360 controller. Personally, I think the mouse and keyboard is the way to go. You’ll need the rapid, smooth response of a mouse to get your aim right, and the distribution of keys, such as shift to look ahead, space to finish off a downed enemy or use someone as human shield, and mouse 1 and 2 to use a weapon or pick up/drop/throw just feels right. Sure this seems like an odd section to include in a review, but on some games the means of control can make a world of difference, particularly when you’re playing a game where you can’t adjust the keybindings. Or the resolution, which might be a bit more problematic if you want to, say, take a bunch of screenshots and then post them on your video game reviewing blog.

In addition to that above little quirk, there are a few other things that the game does that lessen the experience. One of the biggest is the occasional lack of consistency when you’re fighting the same enemies repeatedly. It is really annoying to get to an area and take out 3-4 enemies with your shotgun, only to start walking away when one gets back up from being stunned by the shot, to immediately charge you or pick up a fallen comrade’s weapon and kills you. Does it keep you on your toes? Does it add an extra layer of difficult as you pay attention to multiple hotspots? Does it frustrate the heck out of you when you die to the same stupid play dead trick for the 10th time? Yes to all three.

Probably the closest thing to Hotline Miami I’ve ever played is Super Meat Boy. You might think this an odd comparison, because how can a 2D platformer be equated to a top down hyper violent shooter/slasher where you go around smashing peoples heads in? True, the games are drastically different in the end, but they share a few common traits that make them like kin. The fast paced, short levels that require near perfection to complete, the unforgiving nature of the games that only gives you one shot before you must start everything over, and the general amount of frustration that these aspects of each game induce are the things they have in common. Hopefully that paints a picture of the kind of experience this game is.

Though not a particularly high scoring strategy, sometimes the best I could do was to lure a group of enemies into a room by firing off a round, and then proceeding to kill them as they came in one by one.
For me, Hotline Miami is the kind of game that I only play through once before I move onto something else. You are more than welcomed to go back to it and replay levels over and over again, finding inventive ways to kill enemies with more variety than a shotgun has to offer, all with the goal of getting a higher score, but that isn’t for me. I managed to get through the game in about 5 hours, and that’s with replaying each level plenty of times. The game is normally $10, but it has been on sale for $2.50. Given the short nature of the game, which only has about 21 levels, you might want to stick it out for that lower price. In the end Hotline Miami is an interesting gaming experience, one worthy of an 8 out of 10.

So, the final breakdown:
Score: 8/10
Suggested Price: $2.50




*****
For more Hotline Miami, check out this collection of screenshots otherwise unused in this review. Click any one for a full sized image.