Try, try, try as you might; puzzle games have definitely made a comeback thanks to indie developers.

There are plenty of unique puzzle titles which think outside of the box and look to bring inspiration from other genres to the forefront. Many games have used platforming or action to allow the puzzle elements to shine through: games such as Velocity 2X and Flockers have both heavily featured puzzle elements, but have opted for very different approaches to the genre. Much like the different tones these two puzzle games provide, Tri does the exact same as it combines customisable puzzles with first-person platforming.

Having previewed Tri earlier this month, I was eager to press on from the opening 6 levels (which I previewed) and see how the puzzles became harder and how the mechanics developed along the way. I’m glad to say that I wasn’t disappointed.

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One of the first things I pointed out in my preview was that the game didn’t really have a story. There seems to be plenty of folklore surrounding two fox creatures and how they are now viewed as gods. While there are small cutscenes at the end of each level, the story isn’t where the game shines, unfortunately. While it’s interesting to hear about foxes and the way in which they are viewed in this world, it’s far from gripping or exciting, but it’s average nonetheless. Even though the story isn’t the game’s strongest point, the gameplay mechanics definitely are.

The one thing to make Tri stand out from the crowd is how the game forces you to take everything into account and personalise your experience. The key mechanic is to draw triangles wherever you see fit and you are able to build staircases (of sorts) into the sky and your objective is normally above you. The triangles are simple to create and you have to create them in such a way that you can walk or jump onto them. The triangle will turn yellow if you are able to walk on it and red if you aren’t. While this is relatively simple, the game does develop the idea halfway through the game.

At around the halfway mark of the game, Tri allows triangles to be drawn up the edge of walls so that players can walk up the walls, should the triangles be drawn close together. To develop on this idea, the player is put in situations where it’s much harder to build platforms to climb onto higher levels. Sometimes you are forced to think outside of the box as some walls don’t allow you to place triangles on them and you are required to use what skills you have learned so far in order to progress. While I do play the occasional puzzle game, I found myself scratching my head for what seemed like hours as I couldn’t figure out what to do.

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While the game allows for you to stand and ponder your situation, it doesn’t provide many hints or tips as to what you should be doing. The spirit, who is assisting you throughout the game, does provide a hint now and again, but you often find yourself trying anything and everything in order to progress. There is no time limit on each of the levels, although each level does provide a scorecard of sorts when you reach the end. As you reach the latter stages of the game, you’ll find yourself building triangles on top of triangles in the hope of one turning yellow. Despite the game feeling as though it’s proving to be quite stop-start, the sense of achievement you take from completing a level is very special because it feels as though you have drawn those triangles and you have figured out the correct way.

The main aim of Tri is to collect three red fox statues and place them on a platform in order to complete the level. With various puzzles involving pressing switches in the correct order, unlocking the correct grids and even being the right way up can play a part in how successful you are. The puzzles are varied and the simple control scheme allows for any player to hold the mouse and keyboard and play along. Tri also provides hidden statues to be found for the completionist’s out there who enjoy searching through each and every section of a level. While I didn’t find every statue in any of the levels, the only benefit I could see from doing so was an achievement reward on Steam.

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One thing I was eager to mention in my review is just how stunning Tri looks. The colours looks amazing no matter what standard of PC you are running it on. The constant infusion of red, pink and orange makes all levels seem like a dream world and while the surroundings are rather plain, they don’t look out of place. The brown walls and multi-coloured panels do hinder the art style slightly, but it all looks wonderful and is very memorable indeed. The cutscenes (as seen in the video above) are perhaps the games strongest part of artistic merit and, as well as the solid gameplay mechanics, is one of the main reasons why Tri will always be positive in my eyes.

At this time of year, while all focus is on the AAA games and how they hope to be the ‘hit Christmas game’ it’s hard for a game like Tri, there’s no question about that. However, from what I played, I’ve been very impressed by the level of detail put into each puzzle, the abilities you gradually have to get used to and the artwork is also incredible. The only downsides for me are that you don’t really know the characters or world well enough. You could be collecting anything and it would still feel the exact same and there isn’t really enough explained when the mechanics do change. Despite this, Rising Star Games and Rat King Entertainment have done a tremendous job with Tri and it should be a game which all PC gamers should try.

Tri is available now on Steam for £12.99.



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