Trine: Enchanted Edition

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Description

Trine: Enchanted Edition is a visually enhanced remake of the original 2009 puzzle-platformer Trine, built on the Trine 2 engine, set in a enchanting fantasy world where three unlikely heroes—a wizard, a knight, and a thief—must combine their unique abilities to navigate treacherous landscapes, solve intricate puzzles, and battle dark forces threatening the kingdom. Featuring improved graphics, new sound effects, online co-op multiplayer, mid-level saving, and subtle gameplay refinements for better playability, the game immerses players in a side-scrolling adventure filled with magic, physics-based challenges, and cooperative exploration.

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Reviews & Reception

metacritic.com (80/100): A gorgeous rendition to pick up for those who enjoyed the sequel.

opencritic.com (81/100): A few small factors aside, Trine Enchanted Edition is a gorgeous rendition to pick up for those who enjoyed the sequel.

gamefaqs.gamespot.com (73/100): A nice puzzle platformer that moves quick.

Trine: Enchanted Edition: Review

Introduction

In a gaming landscape increasingly dominated by hyper-realistic blockbusters and sprawling open worlds, few titles evoke the pure, unadulterated charm of a fairy-tale fable quite like Trine: Enchanted Edition. This 2014 remake of Frozenbyte’s 2009 cult classic Trine polishes a gem already beloved for its blend of physics-based puzzle-platforming and cooperative whimsy, transforming it into a timeless entry point for newcomers while offering veterans a refreshed journey through enchanted ruins and shadowy crypts. As the origin story for the unlikely trio of heroes—Amadeus the Wizard, Pontius the Knight, and Zoya the Thief—Trine: Enchanted Edition not only revitalizes a foundational puzzle-platformer but also stands as a testament to how iterative design can breathe new life into legacy games. My thesis is straightforward: this edition cements Trine‘s place as a pivotal work in indie-era platformers, masterfully balancing accessibility with inventive depth, though it occasionally stumbles in combat and replayability, making it an essential play for anyone who cherishes collaborative creativity over rote aggression.

Development History & Context

Frozenbyte, a Finnish studio founded in 2001 by Joel Voell and Timo Bollers, had already earned a reputation for technical prowess with titles like Shadowgrounds (2005) and its 2007 sequel, which showcased their Storm3D engine’s capabilities in handling dynamic lighting and particle effects. Trine itself emerged somewhat serendipitously in 2009 as a side project spearheaded by senior programmer Jukka Kokkonen, who was tinkering with physics interactions while the team grappled with funding issues on another unannounced title. This pivot proved fortuitous; Trine was greenlit as Frozenbyte’s primary focus, blending their engine expertise with a vision of cooperative puzzle-platforming inspired by classics like The Lost Vikings and modern physics sims such as Half-Life 2‘s environmental interactions.

The original game’s release in July 2009 arrived amid a transitional era for PC gaming, where digital distribution via Steam was exploding, and indie developers were carving niches with bite-sized, artistic experiences. Platforms like Xbox Live Arcade and PlayStation Network were fostering a renaissance of 2D platformers—think Braid (2008) or Limbo (2010)—emphasizing narrative elegance and mechanical innovation over AAA bombast. Technological constraints of the time, including the Storm3D engine’s limitations on complex animations and multiplayer syncing, shaped Trine‘s single-player focus with drop-in local co-op, relying heavily on Nvidia’s PhysX for realistic object manipulation. Voice acting was sparse but evocative, with a narrator (Terry Wilton) providing fairy-tale framing, and composer Ari Pulkkinen’s orchestral score drawing from medieval folk traditions to enhance immersion.

By 2014, with Trine 2 (2011) having refined the formula and sold over a million units, Frozenbyte revisited the original for Enchanted Edition. Rebuilt on the superior Trine 2 engine, it addressed era-specific pain points: the 2009 version’s clunky online potential was realized with full co-op support, mid-level saving was added for modern play sessions, and visuals were overhauled with enhanced lighting, particle effects, and 1080p/60fps support. This remake coincided with the next-gen console wave (PS4 launch in 2013, Wii U in 2012), where ports of indie hits were booming via digital storefronts. Budget constraints remained modest—Frozenbyte’s team of around 20-30 handled most work in-house—but the edition’s free upgrade model for original owners (via Steam/GOG) smartly preserved accessibility. Ports followed to Wii U (2015), Nintendo Switch (2018), and others, including a level editor update, reflecting Frozenbyte’s commitment to longevity in an industry shifting toward live-service ephemera.

Narrative & Thematic Deep Dive

Trine: Enchanted Edition weaves a concise yet evocative tale set in a forsaken medieval kingdom, where political instability following a childless king’s death unleashes an undead horde. The narrative, framed by an omniscient narrator (Terry Wilton), unfolds across 15 levels like chapters in a bedtime story, emphasizing themes of unity, redemption, and the folly of isolation. The plot kicks off in the evacuated Astral Academy: Zoya the Thief (voiced by Vicky Krueger) sneaks in for loot, Amadeus the Wizard (Kevin Howarth) awakens from a potion-induced stupor, and Pontius the Knight (Brian Bowles) arrives to safeguard the ruins. Their simultaneous touch of the titular Trine—a soul-binding artifact—fuses their essences, allowing only one to manifest at a time while the others observe and advise. This mechanic isn’t just gameplay; it’s a metaphor for interdependence, forcing the trio to collaborate against the undead scourge born from corrupted artifacts of body, mind, and soul.

Character arcs deepen the thematic layers. Zoya, stealthy and pragmatic, embodies survivalist cunning, her fondness for the game’s lush forest ruins hinting at a longing for untamed freedom amid thievery’s isolation. Amadeus, the bumbling intellectual, grapples with hubris—his fireball experiments symbolize unchecked ambition—yet evolves into a determined sage, wooing the ethereal Margaret in the epilogue. Pontius, the dim-witted but loyal brute with a penchant for ale, represents unyielding valor, his post-game role as royal brewer underscoring themes of finding purpose beyond the battlefield. Dialogue is sparse but punchy, delivered in fully voiced cutscenes and quips: Zoya’s sarcasm clashes with Amadeus’s pompous mutterings and Pontius’s hearty boasts, creating a dynamic banter that humanizes their bound fates. Written by Joel Kinnunen, the script draws from Arthurian legends and Grimm’s fairy tales, exploring how division breeds chaos (the undead as soulless husks) while harmony restores balance—the Trine’s reunification cleanses the land, proclaiming the heroes saviors.

Underlying themes probe deeper: the game’s environmental storytelling, via visions in the Ruins of the Perished, reveals an earthquake’s theft of the body artifact as a catalyst for doom, critiquing humanity’s exploitation of nature. The undead, from skeletal archers to tormented bosses like the giant skeleton in the Dragon Graveyard, symbolize lost purpose, their defeat a cathartic reclamation. At roughly 6-10 hours, the narrative avoids bloat, prioritizing emotional beats over twists, but its fairy-tale simplicity invites replay for hidden bottles revealing lore. Flaws emerge in underdeveloped side elements—like the guardians’ visions feeling expository—but overall, the story’s charm lies in its unpretentious optimism, a counterpoint to grimdark fantasies dominating the era.

Gameplay Mechanics & Systems

At its core, Trine: Enchanted Edition thrives on a seamless loop of exploration, puzzle-solving, and light combat, where switching between the three heroes creates emergent strategies in a PhysX-driven world. Levels like Astral Academy or Fangle Forest unfold as side-scrolling dioramas, blending platforming with environmental interaction: collect green experience bottles and treasures for upgrades, blue energy vials for abilities, and hearts from foes for health. The shared experience system (50 points per upgrade) encourages balanced progression—Zoya gains multi-arrow shots or faster bow charges; Amadeus conjures multiple boxes/planks or explosive platforms; Pontius unlocks charged sword strikes or sledgehammer swings—unlocked via chests that transfer between characters, promoting experimentation.

Puzzle mechanics shine as the game’s innovative heart, demanding creative synergy: Amadeus levitates boxes to build bridges or crush spiders, Zoya grapples to high ledges or snipes bats, and Pontius smashes barriers or deflects fireballs with his shield. Checkpoints (silver orbs) respawn fallen heroes with partial health/energy refills, scaled by difficulty (normal/easy), mitigating frustration while urging caution—dying restarts from the last orb, but all revive together. Combat, however, feels flawed: enemies (skeletons, spiders, fire-spitters) lack variety, relying on predictable patterns, and boss fights like the Tower of Sarek’s tormented king devolve into button-mashing against hulking minions. Pontius handles melee capably, but Zoya’s bow and Amadeus’s improvised hurling feel underpowered solo, making co-op (local/online for up to three) essential for fluidity—drop-in syncing lets friends control separate characters, turning puzzles into chaotic collaboration.

UI is clean and intuitive: a radial menu for switching heroes (bound to a button), overlaid health/energy bars, and a mapless design that rewards observation over hand-holding. Mid-level saving (new to this edition) and the level editor (Windows update) extend playtime, allowing custom challenges. Flaws include occasional physics jank—boxes clipping during multi-conjure—or uneven character utility (Amadeus dominates puzzles, Pontius combat), but innovations like flaming arrows lighting torches or explosive platforms add layers. Overall, the systems foster “aha!” moments, though combat’s shallowness caps its depth compared to peers like Ori and the Blind Forest.

World-Building, Art & Sound

Trine: Enchanted Edition‘s world is a breathtaking tapestry of medieval fantasy, from the ivy-choked halls of the Astral Academy to the bioluminescent depths of Crystal Caverns and the thorny labyrinths of Shadowthorn Thicket. Levels draw from a forsaken kingdom’s lore—undead-infested catacombs, dragon graveyards, and the evil Tower of Sarek—building immersion through interactive decay: crumbling ruins respond to physics, lava flows threaten below, and pendulums swing in foreboding rhythm. Atmosphere is palpably fairy-tale-esque, with dynamic weather (rain-slicked forests) and day-night cycles enhancing peril, all while subtle narrator interjections ground the progression from evacuation to redemption.

Visually, the Trine 2 engine upgrade elevates the original’s hand-painted 2D sprites to luminous heights: lush particle effects (glowing orbs, rippling water) and enhanced lighting create Full HD depth, supporting stereo 3D for added immersion. Art direction, led by figures like Senior Graphics Programmer Juha Hiekkamäki, favors vibrant palettes—emerald greens in Fangle Forest contrasting crimson lava in Iron Forge—with meticulous detail in foliage, armor, and skeletal foes. Sound design complements this: Ari Pulkkinen’s orchestral score swells with Celtic flutes and strings for exploration, turning tense to triumphant; new effects (e.g., echoing grapples, sizzling fire arrows) add tactility. Voice work is a highlight—Krueger’s sly Zoya, Howarth’s flustered Amadeus, Bowles’s booming Pontius—infused with wit, while ambient creaks and undead rattles heighten dread. Together, these elements forge an enveloping experience, where beauty isn’t superficial but integral, making every swing or conjure feel magical.

Reception & Legacy

Upon its 2014 PC relaunch (and subsequent console ports), Trine: Enchanted Edition garnered solid acclaim, echoing the original’s 80/100 Metacritic for PC/PS3 while improving on visuals and co-op. Critics averaged 75-80% on MobyGames and OpenCritic (81 top critic average), praising its “breathtakingly beautiful world” (Video Chums, 92%) and “clever puzzles” (Nintendo Life, 80%), with Nintendo Enthusiast calling it a “marvelously-crafted mix” (90%). Wii U/Switch versions scored 73-80 on Metacritic, lauded for co-op on Nintendo platforms, though some noted dated combat (eShopper Reviews, 42%; NintendoWorldReport, 75%). Players averaged 4.2/5 on MobyGames (7.9/10 Metacritic users), appreciating replayability but critiquing length and enemy variety.

Commercially, as a free upgrade bundled in Humble Frozenbyte (2011) and Trine collections (up to 7 million series sales by 2014), it boosted the franchise’s longevity without standalone blockbuster numbers. Legacy-wise, Enchanted Edition solidified Trine as a co-op pioneer, influencing physics-platformers like Unravel (2016) and It Takes Two (2021) in emphasizing shared problem-solving. Its level editor inspired user-generated content in indies, and ports to Switch/Wii U expanded accessibility. Evolving reputation highlights its timelessness—initially a “charming jaunt” (Edge, 70%), now a series cornerstone amid sequels like Trine 4 (2019) and Trine 5 (2023), though Trine 3‘s 3D misstep underscored the 2.5D formula’s strength. In industry terms, it exemplifies indie remakes sustaining relevance, influencing bundles and cross-gen ports in a post-AAA fatigue era.

Conclusion

Trine: Enchanted Edition masterfully refines a 2009 indie darling into a cohesive, enchanting platformer that prioritizes collaborative ingenuity over spectacle, with its physics puzzles, fairy-tale narrative, and audiovisual splendor creating moments of pure delight. While combat’s repetitiveness and brief runtime temper its ambition, the edition’s enhancements—online co-op, refined controls, and enduring charm—elevate it beyond nostalgia. As a historian, I place it firmly in video game annals as a bridge between old-school platformers and modern co-op indies, a definitive 8.5/10 recommendation for solo dreamers or multiplayer mischief-makers. In an age of endless grind, Trine reminds us: sometimes, the simplest spells cast the deepest magic, securing its legacy as a cooperative classic.

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