
It’s been rather fascinating to follow the development of the Trine series since its debut in 2009. The initial title was lauded for its fantastic puzzle design and aesthetics, which were honed and improved even further by the sequel that launched two years later. Things took a turn for the worse, however, when Frozenbyte bit off more it could chew with Trine 3 – marking the series’ jump from 2.5D to 3D – which failed to live up to expectations and brought the future of the whole franchise into question. Not ones to be kept down, Frozenbyte went back to the drawing board for the next iteration, Trine 4: The Nightmare Prince, and doubled down on the tried and tested 2.5D gameplay that made the series so popular to begin with. It’s a move that has paid off handsomely. Though fans of the series may find things a little over-familiar, Trine 4 proves to be the fullest realization of the series’ core concept thus far.

The central conflict of the story revolves around the titular nightmare prince, Selius, as his nighttime mischief leads to him receiving a magical curse that sees his darkest nightmares – and those of others around him – manifested in the real world. Thus, our three heroes – Zoya the Thief, Sir Pontius the Knight, and Amadeus the Wizard – are called upon to unite once more and combine their extraordinary capabilities to track down the runaway prince and neutralize the threat.
Their journey takes them through dozens of dreamlike locations each more gorgeous than the last, and all of which are somehow plagued by a bottomless number of movable boxes and rope attach-points. Those of you looking for a deep or involved story won’t find anything of the sort here, but you also just may be surprised at how easily the plot can draw you in. Between the narrator on the world map, banter between the three main characters, and interactions with other residents of this curious world, Trine 4 presents itself to you in a storybook-like manner. There’s real heart to the writing and voice acting on offer here, creating a sense of wonder and curiosity in the player that all but forces you to push on and discover more about this world and its characters. Trine 4 is quite spellbinding in this respect, as it conveys to you a world that you almost don’t want to leave, populated by equally optimistic and mysterious characters.

Probably ninety percent of your experience with Trine will be spent with its bread and butter: the puzzles, which luckily prove to be consistently engaging. Just about every stage in Trine 4’s twelve-hour campaign is really just a series of single-room environmental puzzles that demand you think outside the box (ahem) to figure out how to combine your characters’ distinct abilities into an actionable plan to reach a high ledge or open a locked door of some sort.
Amadeus can conjure up boxes and other objects which can be used as props or weights, Zoya can use ropes to create bridges and cross large gaps, and Pontius can smash things and use his shield to redirect beams. Though these movesets prove to be rather simple, it’s impressive how the developers have managed to do so much with relatively so little. Each level introduces new hazards and obstacles – like portals or running water – that distinguish them from what came before and, in some way, demand that you use your characters’ abilities in ways you might not have thought of before.

Just when you think you’re beginning to feel comfortable with the main movesets, things get ratcheted up another notch as new abilities are introduced, such as fire and ice arrows or a second shield. Puzzles naturally become more complicated and involved, then, but it’s a testament to the quality of the puzzle design that they never feel unwieldy or needlessly difficult. Much of this comes down to the semi-freeform nature of the puzzle design. A lot of times, it’s easy to see what you have to do, but how you do it is often multiple choice.
Nothing is more satisfying than finding yourself faced with a puzzle that’s stumped you for a fair bit and finally figuring out a way past the obstacle that definitely wasn’t intended, but, in a way, was completely intended. Trine 4 is the sort of game that gives you an easily grasped toolset and a clearly defined way of using them, but it encourages you to use what you know and ‘break’ the rules. As long as it gets your character over the hump, the solution is fair game, and some of the most memorable moments in our experience came from cobbling together some ridiculous solutions to admittedly simple puzzles. In cases like that, it’s all too likely that the ‘intended’ solution would’ve been far easier to implement, but coming up with a preposterous idea that somehow works out in the end is oddly beautiful.

This concept is realized in full when you throw more players into the mix. Trine 4 can be played in full alone, but the best experience is had when you have a friend or two nearby to play with. Putting your heads together to figure out how to get past that next challenge is always a wonderfully collaborative experience, while the actual implementation is as chaotic and enjoyable as you’d guess.
Sometimes, the guy that insists on always playing the wizard chooses to sew a little madness by nudging a box that causes the whole solution of a puzzle to come crashing down. Sometimes you all fruitlessly attempt different ways of crossing a yawning cavern before someone with an idea that would ‘never’ work turns out to have been right all along. Trine 4 is rarely a stale game when playing with others, and the easily approachable nature of the controls coupled with the universal concept of puzzle-solving makes this a release that’s great to play even with those less experienced with playing video games.

For all the strength that Trine 4 showcases through its puzzle-solving, however, one area in which it notably stumbles is in its combat. While we will concede that it does help to break up the flow of doing one puzzle after another, the sad reality is that the combat feels undercooked and mostly unnecessary. Enemies pop up every now and then in scripted, unavoidable battle sequences that see the same small collection of mostly harmless enemies emerging time and again to challenge your heroes.
Zoya and Amadeus are nigh useless in these segments, while Pontius can clean the room out in a matter of seconds, making for repetitive and predictable encounters that fail to add much to the experience. This goes for the boss encounters, too. Some of them incorporate some interesting puzzle designs in the ‘battle’, but by and large, they seem as if they are merely inserted to pad out the length and create some climactic moments towards the ends of acts. At its worst, combat is simply a brief, occasionally recurring distraction from the main gameplay loop, so it’s difficult to fault it for too much, but we would’ve liked to have seen more thought applied to the balance and design of these areas.

Though the campaign should only run you around twelve hours to complete, Trine 4 proves to be a nicely replayable game due to the previously mentioned multiplayer and the inclusion of tons of collectables. Pink crystals are socked away in cracks and crevices practically everywhere you go, along with some more deviously hidden treasures and letters (delivered by bird, of course). Unless you’re very thorough in your first run, you’re sure to leave some of these collectables behind, which will incentivize you to go back and find what you missed. The main map is especially helpful in this regard, as it neatly breaks up levels into generous checkpoints that clearly mark which sections contain which treasures. Make no mistake, there’s plenty to do and see in Trine 4 – even more than in its predecessors – and completionists will be pleased at both the quality and quantity of the content on offer.
We’d be remiss to discuss Trine 4 without taking some time to focus on the absolutely gorgeous visuals that consistently stun with their imagination and detail. We’d even go so far as to say that Trine 4 is one of the best-looking games on the Switch, if only for the staggering strength of its art direction. Every level employs a new look and colour palette to differentiate itself from its predecessors, and this new design is often iterated on several times as you progress through puzzles. Whether you’re exploring an badger academic’s dishevelled libraries or traipsing across a glade kissed by the light of the moon, each level in Trine 4 has something visually meaningful to contribute to the whole, and it all comes together to make for a real showcase of a game that’ll have you reaching for that capture button more often than you think, docked or portable.
Conclusion
Trine 4 had a lot riding on it given the effects of its predecessor, but we can confidently say that the course has been corrected and the series’ reputation restored. From start to finish, Trine 4 is a remarkably absorbing and beautiful experience that’ll keep you challenged and interested right through to the finish, while also offering a fair bit to keep you coming back for a couple hours after the credits roll. Though the combat needs some work, any failings here are easily rectified by the strong puzzle design that manages to stay both dynamic and challenging. If you’re looking for an easily accessible game to play in co-op or a game that’s a bit more reliant on brains than reflexes, Trine 4: The Nightmare Prince is just what you’re looking for. We’d give it a high recommendation, especially if you enjoyed some of Frozenbyte’s earlier work.
Comments 24
I’ve read several reviews now and each one has docked the game for its combat. I’ve always found the combat in the Trine series to be fun but superficial, as stress-free and low-stakes as the puzzle solving, and therefore in keeping with the tone and difficulty of the games. What I’d like to know is, has it changed at all? Because if it hasn’t, it’s a non-issue for me, and I know I’m in for a great ride.
I still haven't played any of the games so I'll be getting the Ultimate Collection on Switch. Was on the fence but found the physical version really cheap so it was too good to refuse.
Debating on getting just this or the collection. I played the first when it came out, though I'm not sure how much desire there is to play it again. Haven't played the second, and supposedly the third isn't that good. Would it be better to play the whole package or just get this new polished one?
@viced92 Of the first three, the second is by far the best. It’s just so damn good! I’d spring for that then wait for 4 to go on sale.
I haven’t played the other games in the series but this sounds right up my proverbial! Always a sucker for good looks but the puzzle co op element makes it appealing to the Dad Gamer side of me. On the list it goes!
Anyone thinking of getting the collection as physical- I just read a review elsewhere and only trine 4 is on the cartridge, other three are downloads apparently 🤦♂️
@Nye1779
Bit unfortunate. Due to that reason, I'm slightly inching towards just getting 4, at least save some money
So glad to hear that Trine is back. My boy and I loved playing the first 2 on the Wii U, and I was bummed to read about the shortcomings of the third one... But this looks to be a perfect autumn season game for us 😁
I’m planning on buying this physical. It comes with all 4 games on 1 cartridge, a physical worldmap of trine 4, a digital artbook and the digital soundtrack. And that for €50.
EDIT: TIL that the first 3 are download codes
Thanks @nye1779 you saved me from a mispurchase!
I'm getting this for PC and Switch, and perhaps on Xbox One X later.
I always found it awkward to aim with the sticks in the other games, have the controls improved at all in this one?
Bought the collection.
@darkswabber viced92 I almost ordered it this morning!! I am playing the first one right now and it is amazing, making me feel quite intelligent for a change. I want to play all of them, but already having 1 downloaded and not all on the chart means not worth getting the collection now. May buy two then wait for 4 to go on sale
@nofriendo is 3 bad as a standalone game, or just not as good as the first two? Would be interested to play all of them, but not gonna bother if it just downright sucks! Will just buy 2 and then 4
@nofriendo I preferred the first 🤷♂️
@Nye1779 The main issue with 3 wasn't the quality of it's gameplay, it's that the devs essentially ran out of money partway through development and the final product just kind of stops abruptly. It's about five hours from start to finish, probably less.
Good to hear. I wasn't a big fan of the 3rd one.
Already got this game on the way, had I not already download the first two already or had all the games were on the cartridge, I would had just gotten the collection instead. No way am I paying for the disappointing 3rd entry.
Awesome! Been waiting for this on Switch!
I also just got SteamWorld Quest on Sale. Happy Indie camper 👍😀
@SwitchVogel Thanks for your answer- I will probably just wait for a sale and give it a go then. Plus probably best to not play them all in a row!!
One thing I don't understand is how reviewers time a video game and say it is a 12-hour experience? Video games are not cinematography or musical arrangements.
@Cosats "One thing I don't understand is how reviewers time a video game and say it is a 12-hour experience? Video games are not cinematography or musical arrangements."
They are paid by the articles and reviews so the more they can do the more they get back. That probably why the reviews are not overall gaming experience and what reviews says isn't going to be everyone's experiences. I am from the camp that wants gaming experience and fun even if it takes longer to finish a game. Just like BOTW I know some flash to the end but I just take my time and play and play and play and enjoy the gaming experiences.
I still kinda wanna try trine 3. I get the feeling it's one of those games criticized for trying to be different like Zelda 2 or Castlevania 2. It looks pretty okay to me.
Purchased! Been waiting for this for a while. Absolutely pumped it is finally here!
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