While you likely won’t unlock everything in one playthrough, as the game is only around 4 hours long, you’ll be able to collect a wide assortment to easily find the build that carries you through. Coins are available pretty much everywhere and are hidden in chests, rocks, barrels, and even bad guys. Skills get more expensive as you unlock them, available via tiers as you progress through them. The hub world you’ll return to after each outing has a skill shop that allows you to buy skills and equip them to any button you pretty much want. To earn all these abilities, you’re going to need to collect coins… for reasons. The mixing and matching of each class’s available skills really allow combat to flourish and offer up a greater sense of variety in replaying previous levels to try out new loadouts. While locking in a set class wouldn’t have been a bad idea in its own right, Trifox allows you to mix and match how you outfit your class, granting you the ability to take the warrior’s dash or hammer swing, the mage’s defensive shield or whip, or the flame turret or mines from the engineer. The warrior is more about swinging a big hammer, the mage around performing feats of magical spells, and the engineer can summon turrets and packs a pretty awesome chaingun. You are initially given a choice between being a Warrior, Mage, or Engineer. Trifox allows you to take on this adventure in one of many ways. Even if the voice acting had been bad, I feel it would have really made me get invested with the characters, such was the case with the Kao the Kangaroo remake. There is no dialogue apart from laughs or random gibberish, which is a shame since the game seems to be going for the same sort of slapstick quality of the Ratchet and Clank games, but without giving their characters the same presentation when it comes to their personalities. You’ll see the pirate you are chasing from time to time, but he will usually evade your grasp and then you’ll take on that world’s boss after a series of three outings.īetween each level, you’ll have some sort of video feed either from the pirate himself, who, for some reason, is aware of you or of a news broadcast that details the boss you will fight during your visit to that world. The levels are sadly unconnected and the encounters there really have nothing to do with the story. Each location is rolled out in sequence via a hub world where you’ll step on each level’s button and then jump into the portal to travel there. Trifox has you adventuring to three areas, a lush jungle-like environment, a mountainous region with machine factories, and a winter location that has one level that is longer than the entire first world. One moment you’ll be locked into a shootout on top of a minecart, blasting enemies behind a mounted turret, to rolling around on top of enemies in a huge electrical ball, crushing them underneath as you speed to your goal. Levels are small and largely bite-size, each built with some sort of mechanic or theme, offering variety around almost every corner. Its simplistic visuals are bright, and colorful, and work extremely well within the confines of what Glowfish Interactive has built here. Trifox has a lot of the appeal of several platformers that were around during the original PSone days and the transition into the PlayStation 2. This is a shame since the foundation of what is here is remarkably solid and really kept my interest, but when you are trying to jump over five lasers, and three missiles, and dodge half a dozen enemies as you are leaping from platform to platform, you need every last frame to be running as solid as possible. My short time with the game was met with constant slowdown, frame drops into the single digits numerous times, and a sluggish feel to how responsive the controls felt. While I’ve been made aware of a patch coming to address performance issues on the Nintendo Switch, Trifox ran incredibly poorly in both handheld and docked.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |