rogue Archives - Gamecritics.com https://gamecritics.com/tag/rogue/ Games. Culture. Criticism. Thu, 23 Oct 2025 17:14:01 +0000 en-US hourly 1 https://gamecritics.com/wp-content/uploads/2016/05/cropped-favicon-32x32.png rogue Archives - Gamecritics.com https://gamecritics.com/tag/rogue/ 32 32 248482113 Absolum Review https://gamecritics.com/darren-forman/absolum-review/ https://gamecritics.com/darren-forman/absolum-review/#respond Wed, 22 Oct 2025 19:00:00 +0000 https://gamecritics.com/?p=64573

HIGH The Dark Grip power up is a blast.

LOW It's a roguelike, so expect some runs to be complete write-offs.

WTF Dashing forwards doubles as a deflecting move?


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Roguelike’s Gallery

HIGH The Dark Grip power up is a blast.

LOW It’s a roguelike, so expect some runs to be complete write-offs.

WTF Dashing forwards doubles as a deflecting move?


Absolum takes place in a fantasy world where certain types of magic are militarily suppressed by a tyrant known as the Sun King who enforces his rule by locking up or murdering anyone who gets in the way of his ambition. Our heroes set off on an adventure to fight back and topple this system, only for things to go badly wrong roughly ten minutes into their mission.

Said heroes do have an ace up their sleeve though — while they can technically die, it doesn’t last long until they’re reborn in a sanctuary hidden away from prying eyes. So, after being stabbed, bludgeoned, bitten or burnt to death, they’re able to dust themselves off, power themselves up with various goodies from their previous attempt, and have another crack at taking down the Sun King.

Most of the enemies are a standard fantasy medley of orcs, goblins and humans poking at things with spears for the most part. That description also fits the playable characters who are a decent enough cast of misfits, and personable enough once they get talking. That said, Blaze Fielding levels of character design excellence are not to be seen here.

My main choice was the sword knight Galandra, a strong all-rounder. There’s also a Dwarf with stone-hard fists and a blunderbuss, a frog sorcerer who floats around the battlefield unleashing magical justice and a patchwork rogue type who seems the optimal choice for anyone looking to perform freeform combos. The first two are available from the outset, the latter two must be discovered on the journey.

While Absolum is definitely a roguelike, it offers a mostly-traditional 2D side-scrolling approach. Stroll from the left side of the screen to the right mangling anything that gets in the way, pick up gems and loot to either help in current or future runs, and choose a preferred path through the chaos.

If the setup is standard side scrolling fare, then it’s fair to say that the developers have pretty much nailed the combat. Players can run around, dash towards enemies to deflect their attacks, dash up or down to avoid them as well, and use a large variety of special moves to mince through enemy hordes. There’s even the occasional Golden Axe-style mount for added lethality and protection.

One twist to this formula is the addition of Rituals. After nearly every encounter in a given location, the player is offered various rewards ranging from gold and gems to Rituals that can substantially change their playstyle with tweaks such as punches setting foes aflame or well-timed dodges blasting them with lightning.

There are also character-exclusive perks like the Dark Grip, which I fell completely in love with since it turns out that strangling dudes in Absolum is totally awesome. Stroll up to some dirty-looking malcontent, hoist them up into the air by their throat and wait until they turn blue and die, coughing up large chunks of mana in the process.

It should be mentioned that the benefits of some options aren’t always exactly clear, as Absolum is often missing basic information in info panels such as how much damage being choked actually does (lots) to enemies or how effective a floating spectral sword is at stabbing dudes, but experimenting with new discoveries is all part of the experience.

In fact, ‘discovery’ is a watchword here as Absolum shows strength through the variety of things hurled at players. Especially in the early runs, there’s almost always some twist coming out of nowhere to open up new routes, make new friendships or reveal new enemies and bosses lurking in the shadows. One time I was waiting for a lift to another area, only to have a bunch of grenades hurled at me instead. I’m not sure if this was due to the character I picked or not, but my Dwarf didn’t get a warm welcome in that zone.

Of course, this variety in conjunction with the random nature of roguelikes has a downside. When scavenging for life-replenishing food after rough battles, it’s often (literally) a feast or a famine — pointlessly abundant one run with waste aplenty, then an absolute void of sustenance the next. The same goes for abilities and power-ups — one run offers perfectly synchronized Rituals that complement each other, and the next is nothing but a ramshackle collection of redundant nonsense that doesn’t mesh.

If I had a complaint besides the random awful luck of roguelikes, I’d have to say that I’m getting sick of seeing boss characters that borderline cheat by being slathered in hyperarmor that allows them to ignore player attacks until it shatters. It comes across as a bit lazy, honestly — there’s one Warlord boss in particular that takes nasty advantage of this with huge grab windows that last too long, able to snatch players out of combos, mid-attack. It’s not exactly game breaking, but I’d be happy to see it toned down or binned completely moving forward.

I’d also hoped for something to add replay value after killing the true final boss, but Absolum doesn’t introduce any new features that I’m aware of– no randomizers, no new skill tree unlock, and no surprise bonus characters. Given how generous the devs are with content up to that point, it’s a little strange to see the content feed suddenly stop dead like that. Rolling credits feels almost anticlimactic a result.

Minor quibbles aside, Absolum is an excellent beat-’em-up full of cool combos, neat build variations, random events and enjoyable roguelike power evolution spearheaded by a team that Absolumetely knows what they’re doing when it comes to crafting quality content. For fans of roguelikes or side-scrollers, this is one to check out.  

Rating: 8 out of 10


Disclosures: This game is developed by Guard Crush/Supamonks and published by DotEmu. It is currently available on XBX/S/PS5/Switch and PC. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 17 hours of play were devoted to the single-player mode, and the game was completed. 0 hours of play were spent in multiplayer modes due to lack of available players pre release.

Parents: According to the ESRB, this game is rated E10+ and contains Fantasy Violence, Mild Blood, Mild Language, and Use of Tobacco. The official description reads: Absolum is rated E10+ for Everyone 10+ by the ESRB with Fantasy Violence, Mild Blood, Mild Language, and Use of Tobacco. This is an action-adventure game in which players assume the roles of rebel heroes battling a fantasy villain. From a 2D side-scrolling perspective, players use swords, spells, and melee-style attacks to defeat creatures and human enemies (e.g., goblins, raptors, captains, ghosts) in “beat-’em-up”-style combat. Battles are highlighted by impact sounds, colorful light effects, and cries of pain. A red puddle of blood is depicted on one ground level. One character is seen smoking a pipe. The words “damn” and “hell” appear in the game.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game offers subtitles that cannot be altered or resized. I don’t recall anything in the game that would require the use of hearing for successful play, so I’d say it’s fully accessible.

Remappable Controls: Yes, this game offers fully remappable controls.

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Shiren The Wanderer: The Mystery Dungeon of Serpentcoil Island Review https://gamecritics.com/gc-staff/shiren-the-wanderer-the-mystery-dungeon-of-serpentcoil-island-review/ https://gamecritics.com/gc-staff/shiren-the-wanderer-the-mystery-dungeon-of-serpentcoil-island-review/#respond Tue, 11 Feb 2025 11:00:00 +0000 https://gamecritics.com/?p=59923

HIGH Rich, flexible mechanics. A boatload of meaningful content.

LOW Some unavoidable clunky menu shuffling.

WTF A pot full of human backs?


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Shiren The Wonder

HIGH Rich, flexible mechanics. A boatload of meaningful content.

LOW Some unavoidable clunky menu shuffling.

WTF A pot full of human backs?


What a pleasure it is to see a new Shiren the Wanderer release — and what a pleasure it is to report that it’s an absolute stunner.

Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island first released in 2024 on the Nintendo Switch — a console I haven’t touched since 2023, so I didn’t know a new Shiren had dropped until this new PC release came across my desk. However, I’ve been a Shiren aficionado since getting the DS remake of the Super Famicom original in 2008. As a younger, happier, and less capable man, I beat my head against Table Mountain on and off for years before finally clearing it, in what is still one of my most cherished gaming memories from that period.

I’d wager most people know the Mystery Dungeon series through the Pokemon spin-offs, but the core franchise is a venerable series, as august in its way as Final Fantasy or Dragon Quest — both of which have factored into the Mystery Dungeon lineage themselves. In the grand tradition of major Japanese role-playing games, the Mystery Dungeon family tree is a complicated one. Suffice it to say that Shiren himself is the series’ first original character, and the titles in which he appears represent the choicest, purest Mystery Dungeon experiences, Pikachus, Chocobos and Tornekos be damned.

In Serpentcoil, as in all Shiren titles, the wanderer and his talking ferret companion Koppa (don’t worry about it) drift into a new locale and find themselves embroiled in a major local disaster. In this case, it’s a mysterious maiden trapped inside the belly of a monster called Jakaku, who resides on the 31st floor of Mt. Jatou. These 31 floors comprise the first — but nowhere near the last — of the Mystery Dungeons players are tasked with conquering.

The Mystery Dungeon games are full-blooded, overhead perspective, turn-based roguelikes, and I use “roguelike” very pointedly here, as it’s a term that has been criminally misused by games writing over the last 20 years and can mean virtually anything at this point. With that noted, this is the real deal – a console-oriented answer to the beautiful complexities of the true roguelikes such as Nethack, ADOM, or Dungeon Crawl.

These titles and others like them are long-lived PC masterworks, renowned for marvelous complexity and correspondingly intimidating interfaces. Really, prior to Mystery Dungeon, the genre was perceived as too arcane and baroque to be successfully implemented on anything whose sole input device is a controller. Then in 1993, with Torneko’s Big Adventure, Spike Chunsoft figured out how to square this ornery circle, and the Mystery Dungeon series was born.

They did this by a design trick so brilliant and so clear-eyed it seems effortless in retrospect — hardly even noticeable if the player isn’t paying attention, but it must have taken some serious cogitation on behalf of the Spike Chunsoft crew to execute. They took all of the complexities roguelikes were known for, removed them from control-side inputs, and put them into the interactions between the various game elements — player character, monsters, items, terrain. Thus they could keep the inputs manageable within the reduced capabilities of a controller, while still delivering all the surprise and depth that made the great roguelikes great.

These multifarious, surprising reactions have been expanded and polished to a joyous apex in Serpentcoil Island, and their ruleset is crisp, clean, and flexible. Every single monster, item, and piece of gear has one unique ability, and these individual peculiarities interact in ways that punish sloppy play just as much as they reward creative thinking.

For instance, if Shiren finds a grass but has not identified it, he can use an Identify scroll to determine whether it will heal him, poison him, or make him blind for a few turns. If an Identify scroll isn’t handy, he can throw the grass at a monster, forcing whatever the grass’s effect is onto the creature. But if that unidentified grass happens to be a Strength Grass, well, now Shiren has a monster with boosted power barreling towards him.

Every encounter cries out for analysis and strategy, and once the player is subsumed into its magisterial rhythm, Serpentcoil becomes an endless fountain of deeply engaging adventure. Roguelikes have a deserved reputation for difficulty, but once the basics sink in, Serpentcoil seems less like a ballbuster and more like a permissive, ever-changing delight.

Defeating Jakaku and “finishing” the main quest is just the beginning. Once that’s done, Serpentcoil unfurls a luxurious, multifaceted, sandbox-style postgame. All sorts of extra dungeons are made available, many with unique themes and modifiers, all asking the player to stretch their understanding of the games flexile mechanics to the utmost in order to make it through. I particularly enjoyed the Inference Dungeon which is full of unidentified items – many cursed or dangerous – and demands creativity and wise risk-taking to make it through.

As much as I want to continue fawning over the mechanics, attention needs be given to the audiovisual aspect. The OST is full of lush, traditional Japanese instrumentation, but it’s also catchy as hell – a surprising standout element in the package. And while I’m sad that Spike Chunsoft abandoned the decadent pixel art of Tower of Fortune, I ended up won over by the cheery, shiny polygonal graphics here. Everything is cute and plasticky, with the tactile quality of modern board game components, and a tasteful glaze of Wii-era fidelity and charm. I dig it.

It is customary when talking about Shiren to share at least one story from one’s own experience, so…

I was in one of the postgame dungeons themed around sacred gear, swords and shields laden with multiple bonuses and runes. I had found a Synthesis Pot, into which I could put several weapons and combine their upgrade bonuses and special effect runes. I had just finished cooking up a real masterpiece of a weapon and excitedly threw it against the wall to break it open and retrieve the mighty blade — but forgot I had stepped on a Far-Throwing Trap on the same floor, which means that anything I threw was not stopped by walls. So, the pot containing my masterwork supersword flew right off the map, out of the game and my life forever.

Shiren! Damn, what a game.

Serpentcoil Island is easily, easily one of the best things I played 2024. In a just world, it would be on a lot of others’ lists as well.

Rating: 9 out of 10

— Ben Schwartz


Disclosures: This game is developed and published by Spike Chunsoft. It is currently available on PC and Switch. This copy was obtained via publisher and reviewed on PC. Approximately 30 hours of play were devoted to the single-player mode and the game was “completed” (with dozens of hours of postgame content still ahead of me). There are light indirect multiplayer elements interwoven into the main single-player experience.

Parents: According to the ESRB, this game is rated E 10+ and contains Fantasy Violence, Comic Mischief, and Use of Alcohol. From the ESRB: “This is an adventure role-playing game in which players assume the role of a wanderer searching for island treasure. From a ¾-overhead perspective, players explore towns, interact with characters, and fight their way through dungeons. Players use swords and arrows to defeat fantastical enemies (e.g., elemental ninjas, spearfish) in turn-based combat. Battles are highlighted by impact sounds, light effects, and dwindling health bars; enemies generally disappear when defeated. During battles, players can consume sweet potatoes, resulting in flatulence cloud effects and accompanying text (e.g., ‘Makes you fart, sending all beings in the room running.’). One sequence depicts a drunk character (e.g., hiccupping, swaying) that is referred to as ‘a lousy lush.’”

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: There is no spoken dialogue in this game, everything is conveyed through text. The text size cannot be altered. There are no relevant audio cues. This game is fully accessible.

Remappable Controls: Yes, this game offers fully remappable controls.

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Interview With RetroStyle Games – Codename: Ocean Keeper https://gamecritics.com/thom-stone/interview-with-retrostyle-games-codename-ocean-keeper/ https://gamecritics.com/thom-stone/interview-with-retrostyle-games-codename-ocean-keeper/#respond Wed, 10 Jul 2024 11:00:00 +0000 https://gamecritics.com/?p=56442

Codename: Ocean Keeper is an upcoming isometric roguelike survival game developed by RetroStyle Games. RetroStyle mostly outsourced concept art to other developers prior to making Ocean Keeper but also shows great potential as a full-on game development studio from the little time we've had with their new game.


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Codename: Ocean Keeper is an upcoming isometric roguelike survival game developed by RetroStyle Games that shows great potential from the time I’ve had with it.

In this interview, I spoke with Eldar Kalinin (Lead Game Designer) and he was gracious enough to answer my questions.


Throughout the course of their playthrough, players will navigate the ocean floor of an underwater planet as a Space Pirate Team, mining for resources, uncovering secrets hidden in ancient ruins and fighting off hordes of nautical creatures with their mechs. To better acquaint players with the game and the studio itself, we asked RetroStyle about what all went into Ocean Keeper‘s development, their highlights, the game’s reception since the demo was featured on Steam Next Fest last month and its impending full release.

Thom Stone: As someone who is new to the roguelike genre, can you tell me what characterizes a good roguelike to you?

Eldar Kalinin: For roguelike games (as for most games in general) a good characteristic is replayability. So that the player will come back to your game again and again. A good roguelike has several key features that make it both challenging and fun to replay. 

First of all, it’s randomly generated environments: Each playthrough is meant to be new. Levels and enemy layouts that change each time make the game interesting. For example, in Ocean Keeper, each dive into the ocean depths offers a new map layout and new caves for resource mining, similar to the dungeons in Hades. However here you should realize that as you play more and more, you will get used to it since the game does not offer wild variations.

The second thing is permadeath with progression. When you die, you start over, which makes the game riskier. But there should also be long-term progression. In Ocean Keeper, even if your mech is destroyed, the resources and upgrades you unlock during your dives make you stronger over time. 

A mix of skillful combat and strategic planning is essential. Ocean Keeper combines intense twin-stick shooter mechanics with strategic resource management. You need to balance mining for resources with defending against tougher waves of sea monsters.

TS: Where does the “Codename” part of the title come into play?

EK: Basically, it refers to a storyline that is currently in active development. The “Codename” part of “Codename: Ocean Keeper” is more than just a catchy addition to the title – it hints at the game’s mysterious and exploratory nature. During the early stages of development, we referred to the project as “Codename: Ocean Keeper” to encapsulate the game’s essence: a secret underwater mission in which players unravel the mysteries of the ocean depths. 

This codename stuck because it effectively conveys the sense of a constant, evolving mission and creates an atmosphere of intrigue about what hides under the ocean’s surface.

TS: Mining for as many materials as possible within a small window of time before enemies start to attack the player’s mech above ground is an interesting concept as it calls for careful time management and weight distribution. What inspired that idea?

EK: We wanted players to feel the pressure, similar to real-world underwater missions where time and resources are crucial.

One of our main influences was Dome Keeper, a game where players must efficiently manage their time between gathering resources and preparing for enemy waves. This balance of mining and combat adds tension and excitement to the gameplay.

Additionally, we were inspired by the resource management mechanics in Vampire Survivors. In that game, players constantly weigh the benefits of deeper exploration against the risks of being unprepared for the next wave of enemies. This dynamic creates a compelling gameplay loop where every decision matters, keeping players engaged and on edge as they juggle exploration, resource gathering, and combat

TS: On the website, Dome Keeper and Vampire Survivors were listed as points of reference for what players can expect in terms of gameplay, as well as Starcraft II and Avatar: Frontiers of Pandora for atmosphere. Were there any other sources of inspiration?

EK: Absolutely! While Dome Keeper and Vampire Survivors were key influences for gameplay mechanics, and Starcraft II and Avatar: Frontiers of Pandora inspired our atmospheric design, we also drew inspiration from several other sources. 

It’s worth mentioning SeaQuest DSV and The Abyss. these classics helped shape the underwater theme and the sense of danger hidden in the depths. The complex worlds created in these stories had a big influence on how we created our underwater environments.

The research and progression mechanics in games like Hollow Knight and Ori and the Blind Forest inspired our approach to underwater exploration. We wanted players to feel a similar sense of discovery as they navigate the ocean depths.

The resource management and survival elements from Subnautica (arguably one of the best known underwater games) played a role in shaping the resource-gathering aspects of Ocean Keeper. We aimed to find a balance between exploration and survival in a combat-oriented environment.

TS: What’s the best piece of media that features mechs in your opinion?

EK: That’s a tough one, but if I had to pick one, it would be Neon Genesis Evangelion. This anime series not only showcases incredible mech battles but also looks closely at the psychological and emotional aspects of the characters. The intricate storytelling, complex characters, and groundbreaking animation make it a standout in the “mech” genre.

Another honorable mention would be Pacific Rim. The movie’s depiction of massive mechs battling giant monsters is simply awesome and conveys the POWER of these machines.

TS: Why did you choose to have the game take place underwater rather than on land or in space as with most mech movies, anime, games etc.?

EK: The ocean is largely uncharted and full of unknown dangers and wonders (enough of a fact that as humanity we are much more familiar with space than the depths of the ocean). Underwater environments bring unique elements to the game such as water pressure and limited visibility (which may well be realized for a separate, “hardcore” game mode). These factors create additional challenges and strategic considerations for players, making gameplay more exciting and dynamic.

By choosing an underwater world, we set Ocean Keeper apart from the many mech games set on land or in space (like the same Dome Keeper or Deep Rock Galactic). This unique background helps the game stand out in a crowded genre and offers players a fresh experience.

TS: What are some things that were changed between the alpha and beta builds? Were any of those changes made in response to criticisms?

EK: Yep, we try to listen to the audience and their suggestions, and we also have testers that we have chosen from fans of our previous game Last Pirate. We have now made a separate roadmap to make further updates on the game clearer.

One of the main focuses was balancing the time players spent on mining and preparing for combat. Initially, players felt overwhelmed by the transition between these phases. We adjusted the timing and difficulty to ensure smoother progression, making the gameplay more intuitive and less punishing.

Players wanted more control over their character and mech upgrades. In response, we expanded customization options, allowing for more significant upgrades to mechs and characters, improving both visual and gameplay elements. Next, we would like to introduce several dozen unique bosses, each of which could randomly get to the player during the wave of monsters.

Feedback on the user interface and user experience was invaluable. We streamlined the UI, making it more intuitive and user-friendly. We also improved the HUD to provide clearer information on resources, upgrades, and mission objectives.

TS: Has there ever been any talk about adding multiplayer?

EK: Actually, there has been quite a bit of discussion about adding multiplayer to Ocean Keeper. While the core gameplay is designed for a single-player experience, we recognize the potential and appeal of cooperative play. 

Adding multiplayer comes with its own set of challenges, especially in terms of balancing, synchronization, and ensuring an enjoyable experience for all players. We want to make sure that if we do introduce multiplayer, it complements the core gameplay and adds significant value.

We are planning in advance to look into it after the full release of the game.

TS: What’s your favorite weapon in the game?

EK: My favorite weapon in Ocean Keeper has to be the Napalm Bomb Launcher. There’s something incredibly satisfying about watching a well-placed napalm bomb engulf a swarm of enemies in flames. 

It’s a powerful crowd control weapon that allows you to clear out large groups of enemies quickly, which is essential when you’re under attack from relentless sea monsters.

TS: What’s your favorite enemy type?

EK: Heh, this enemy hasn’t been released in the beta version of the game yet and it’s a giant crab.  

During his death, there was an interesting bug when he started dancing (there’s still some cool song left to play, and it would be a full-fledged death animation) 

TS: When, roughly, do you think the full game will be released?

EK: According to our current plans, we are targeting a full release in mid to late July 2024. We are currently in the beta testing phase and are working hard to incorporate player feedback and make the necessary adjustments to create a quality final product. 

Over the next few weeks, we will focus on refining various elements of the game, including gameplay mechanics, story content and graphical improvements. Our goal is to make sure that Ocean Keeper is complete by the time it is released and that players enjoy the game. 

We’re excited about the progress we’ve made and look forward to sharing the full version of the game with everyone this summer!

*

We thank RetroStyle Games for taking the time to chat with us about their experiences, their thoughts and opinions on the game and their hopes for its future. The demo for Ocean Keeper is available now on Steam and the full game will be released later this month.

For more information about RetroStyle and Ocean Keeper, please visit them here.

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Trine 5: A Clockwork Conspiracy https://gamecritics.com/ali-arkani/trine-5-a-clockwork-conspiracy/ https://gamecritics.com/ali-arkani/trine-5-a-clockwork-conspiracy/#respond Mon, 05 Feb 2024 00:00:00 +0000 https://gamecritics.com/?p=53062

HIGH Great puzzles!

LOW The combat is dull.

WTF Why does it get so difficult in co-op?!?


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Fifth Time’s Still The Charm

HIGH Great puzzles!

LOW The combat is dull.

WTF Why does it get so difficult in co-op?!?


Trine 5: A Clockwork Conspiracy is the latest installment in the long-running 2D side-scrolling puzzle-platformer series that brings back a trio of linked characters for a new adventure.

The story follows the Heroes of Trine once again as they are framed by an evil queen and her army of robots who are trying to conquer the land. Amadeus the Wizard, Pontius the Knight and Zoya the Thief are all that stand between the evil queen and the fall of their beloved kingdom. There’s not much more to it than that, and to be fair, Trine was never famous for its story. As usual, the script acts as setting for the aspect that really shines — the puzzle solving!

Amadeus, Zoya and Pontius are similar to how they were in Trine 4. Amadeus can lift objects with his magic, Zoya is the long-range specialist with a bow and grappling hook, and Pontius has a deadly sword and shield. As the heroes journey, they unlock new abilities that will allow for more complicated puzzles and combat scenarios. For example, Pontius will learn to throw his sword at wooden walls and use it as a springboard to jump higher, adding more verticality to upcoming challenges.

Trine 5 can be played solo or with up to two friends in co-op, both online and local. With that in mind, the puzzles adjust to the number of players. Playing alone, the challenges are not so difficult, but as the number of players grows, the tasks become significantly more complicated.

Change in the puzzles range from simple escalations like adding more switches or pedestals, all the way up to more complicated situations. For example (when solo) the player needs to hang from a lever that opens a door, and the switch for keeping the door open should be shot from afar. When playing the same area in co-op mode, the switch is replaced with an exploding barrel that requires one player to blow it up with fire while the other keeps the door open by hanging from the lever.

While the puzzles work well for the most part, combat is still Trine’s Achilles’ heel.

Pontius is generally the best option to directly engage with queen’s robotic henchmen, but Amadeus’ magic can’t be used in combat until later stages, and only after upgrading his abilities multiple times. Even then, his combat skills (such as raining ice shards on enemies) are difficult to handle and not so useful. Zoya is the most balanced character, able to shoot airborne targets that Pontius can’t reach with his sword and adding a more dynamic approach to combat than just simply marching forward with a blade swinging in the air.

The adventure has quite a few boss fights, and honestly, I wish all the combat was designed the way these encounters are.

Unlike the general combat sections, boss fights contain puzzle-solving elements. For example, when facing a mechanical dragon, Amadeus can use his magic to lift exploding barrels and throw them at the creature while Pontius deflects its fireballs with his shield. Although not so complex, the creative approach taken during these skirmishes feels like a breath of fresh air and more in line with the clever nature of this puzzle-platformer.

Trine 5: A Clockwork Conspiracy is a welcome addition to the series. While it doesn’t add or change much when it comes to gameplay mechanics, it’s still enjoyable and challenging enough to be worth a look from anyone who likes an old-fashioned fairytale adventure with a twist.

Score: 7.5 out of 10


Disclosures: This game was developed by Frozenbyte and published by THQ Nordic. It is currently available on  XBO/X/S, PS4/5, Switch and PC. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 10 hours of play were devoted to the single-player and local coop mode, and the game was not completed. There are local and online multiplayer modes.

Parents: The game is rated Everyone 10+ by ESRB and contains Fantasy Violence. The official description reads: “This is a puzzle-platforming game in which players control three heroes (e.g., wizard, knight, thief) as they attempt to save their kingdom. From a side-scrolling perspective, players solve puzzles, avoid hazards (e.g., chasms, spike pits), and engage in bursts of combat. Players use swords, arrows, and magic spells to defeat fantastical enemies (e.g., mechanical knights, rat men, skeletons). Fighting can include brief explosions and short cries of pain.”

Colorblind Modes: There are no colorblind modes present.

Deaf & Hard of Hearing Gamers: This game offers subtitles. The subtitles can be altered and/or resized. There are no necessary audio cues in the game. The game is fully accessible.

Remappable Controls: Controls can be remapped.

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