Trinity Fusion: combat, exploration, and science fiction in the Multiverses | Review
2 years ago - Diego Lourenço
Liked by 0 people
Trinity Fusion is a 3D game set in several worlds, with a scientific and technological theme. Developed and published by Angry Mob Games on April 13, the game had its early access and is now one of the newest rogue-lite on the market.
Maya, the traveler of the four worlds
Trinity Fusion proves to be a game tied to story and combat. At first, it seems to focus a lot on narrative, but as soon as the trailers play on and the narration ends, I realized that I would now be fated to explore and fight monsters for the sake of saving humanity.
By this, I mean that I imagined one thing and saw it happen differently. At the beginning of the game, several scenes are played that already explain the whole story: we are in control of Maya, a traveler, who, with her speed and caution, manages to travel through four different worlds with excellence.
But I imagined that the story would be better valued since the game focuses a lot on the multiverse, science fiction, and technology, topics that have a lot of use and content. But it wasn't quite like this, the trailers (which are nothing more than single drawings, shown one by one with narration with little impact) went by too quickly, not having time to move and thus not bringing the necessary drama to the work.
In my opinion, it is important that the narrative is also built up throughout the game, with new scenarios unlocked or objects collected by the map. As it is a roguelike game, I understand that the intention may be different, but a slower narration (with more emphasis) and a color palette parallel to the themes approached would already change the path of this story.
A very nice point is that the creators used a lot of astronomy and technological elements, with the use of the image of stars and planets, the use of brightness in the drawings to highlight important elements, and the appearance of figures that refer to time travel, science, and technological advances, content that I think fit well with the story of the game.

So, on the first screen of the menu, we have three character options: Altara, Kera, and Naira, which are Maya's parallel selves, one for each multiverse (not counting the Center). In this sense, we start the gameplay in control of Altara and, with our evolution in the game, we unlock the other versions.
Can you help us, Maya?
Since Trinity Fusion arrived in early access on April 13, I was able to experience and notice some issues that can be developed further by the developers. I think it is important to point out that the early access of the game delivers very nice gameplay, but with some factors that could be better worked on.
The first thing I really noticed was that, because Trinity Fusion is a roguelike game, there is no savepoint system. When you die, it is permanent, with the resetting of weapons, powers, orbs collected, and even the character level. Of course, this is all part of the game planning, but it is a matter of it having a high difficulty.
And, because it has a high difficult, it is difficult to go to the second world without dying a few times, which can cause you frustration. In my experience, I died three times to get somewhere, always going back to zero. This shows that the game has a faster system of trying to advance as far as possible, being very careful not to die, and using life potions whenever possible.
Trinity Fusion is a kind of game for those who love map exploration. You have several spaces to be discovered, monsters to face, and cool upgrades to conquer. But, of course, always value your character's life and focus on passing levels.

For this, the combat is very efficient: attacks are very fast and you can use the dash as many times as you want since it can be conjured without a time interval, which is something that helps a lot. There are many types of monsters to face in the three existing worlds, each with its own difficulty, which drops "coins" that can be used to open portals.
The gameplay in Trinity Fusion is well-developed, but very standard. I felt that in some moments it was very automatic, with monsters moving back and forth, with the same movements, and even the question of killing them and getting rewards was a bit tiresome. There is the issue of there being a teleport, which avoids repetition in exploration, but it didn't have much new for games of this genre.
So, I feel that Trinity Fusion does not have a unique style or personality to be shown and emphasized throughout the game. Clearly, the game is well developed, as said before, its gameplay and combat were well placed and fulfilled their purpose, but in many moments it seems that something is missing, a special touch that shows the individuality of the game.
Visually speaking, there are many elements that pollute the screen. The life and mana bar, the map, and the collected orbs being displayed at the bottom and taking up about 25% of the screen was something that bothered me and that I found a bit too much.

For me, it is more feasible that the life and skill bar is shown in a strategic point, to not disturb the gameplay and be useful, and can be introduced in the upper left corner. As well as the weapons we own, which don't necessarily need to be shown through a card (you could just press some menu key and have the weapons inserted in that space, how to change them, and the damage status, critical, etc).
One thing that I found excellent was the scenery, which is well-drawn and has an important detail that brings a certain personality to the game. Notice that the mountains behind my character are drawn as if they were something abstract, the fruit of technology and fiction, not being a real, concrete mountain. I think this touch is very well-worked and is present in several scenarios in the game.
This is a very interesting point that I usually notice a lot in games, which is the issue of the background. I have a lot of praise for the Trinity Fusion setting, even though some things are missing, I really liked the scenery and several elements. It is the same issue with the water, which is well-designed, well-animated, and makes a nice sound when we step on it.

Trinity Fusion does not yet have many languages other than English, French, and German, and is not very well localized. But even English is very simple, easy to understand, and can be played without much challenge.
Science fiction, technological advances, and destruction
What most caught my attention in Trinity Fusion, from the beginning, were the well-drawn traces. I really admire the game's design and the animation, which is well-developed and fluid, not having any problems with glitches.
I simply loved the sound graphics in general: the sound of running steps, the sound of monster attacks, and even our own attacks with dodges and jumps were very well done.
All this together with the soundtrack, which has songs that arouse fear and anguish, which made me feel that the game fulfilled its purpose in this matter, bringing an environment that reminds us of the apocalypse, in a mixture of technological elements with music.
For several moments I was tense and needed to be very careful to continue my trajectory and, certainly, the soundtrack cooperated with this feeling. This game awakens a mood to want to explore and venture through the "hidden" levels that Trinity Fusion has.
Regarding the image graphics, Trinity Fusion offers scenery and gameplay with beautiful colors, well-detailed places, and an amazing game setting.

Trinity Fusion also has great video graphics, and taking into account that the game asks as minimum requirements 8GB RAM, Intel Core i3-4160F processor, and NVIDIA GeForce 960 video card and I played on a PC with 16GB RAM, Intel Core i5-9400F processor, and GTX 1050 Ti video card, I did not suffer any bug or glitch, the game ran perfectly.
The key of Trinity Fusion for PC was made available by EVOLVE PR.
Trinity Fusion proves to be a game tied to story and combat. At first, it seems to focus a lot on narrative, but as soon as the trailers play on and the narration ends, I realized that I would now be fated to explore and fight monsters for the sake of saving humanity.
By this, I mean that I imagined one thing and saw it happen differently. At the beginning of the game, several scenes are played that already explain the whole story: we are in control of Maya, a traveler, who, with her speed and caution, manages to travel through four different worlds with excellence.
But I imagined that the story would be better valued since the game focuses a lot on the multiverse, science fiction, and technology, topics that have a lot of use and content. But it wasn't quite like this, the trailers (which are nothing more than single drawings, shown one by one with narration with little impact) went by too quickly, not having time to move and thus not bringing the necessary drama to the work.
In my opinion, it is important that the narrative is also built up throughout the game, with new scenarios unlocked or objects collected by the map. As it is a roguelike game, I understand that the intention may be different, but a slower narration (with more emphasis) and a color palette parallel to the themes approached would already change the path of this story.
A very nice point is that the creators used a lot of astronomy and technological elements, with the use of the image of stars and planets, the use of brightness in the drawings to highlight important elements, and the appearance of figures that refer to time travel, science, and technological advances, content that I think fit well with the story of the game.

So, on the first screen of the menu, we have three character options: Altara, Kera, and Naira, which are Maya's parallel selves, one for each multiverse (not counting the Center). In this sense, we start the gameplay in control of Altara and, with our evolution in the game, we unlock the other versions.
Can you help us, Maya?
Since Trinity Fusion arrived in early access on April 13, I was able to experience and notice some issues that can be developed further by the developers. I think it is important to point out that the early access of the game delivers very nice gameplay, but with some factors that could be better worked on.
The first thing I really noticed was that, because Trinity Fusion is a roguelike game, there is no savepoint system. When you die, it is permanent, with the resetting of weapons, powers, orbs collected, and even the character level. Of course, this is all part of the game planning, but it is a matter of it having a high difficulty.
And, because it has a high difficult, it is difficult to go to the second world without dying a few times, which can cause you frustration. In my experience, I died three times to get somewhere, always going back to zero. This shows that the game has a faster system of trying to advance as far as possible, being very careful not to die, and using life potions whenever possible.
Trinity Fusion is a kind of game for those who love map exploration. You have several spaces to be discovered, monsters to face, and cool upgrades to conquer. But, of course, always value your character's life and focus on passing levels.

For this, the combat is very efficient: attacks are very fast and you can use the dash as many times as you want since it can be conjured without a time interval, which is something that helps a lot. There are many types of monsters to face in the three existing worlds, each with its own difficulty, which drops "coins" that can be used to open portals.
The gameplay in Trinity Fusion is well-developed, but very standard. I felt that in some moments it was very automatic, with monsters moving back and forth, with the same movements, and even the question of killing them and getting rewards was a bit tiresome. There is the issue of there being a teleport, which avoids repetition in exploration, but it didn't have much new for games of this genre.
So, I feel that Trinity Fusion does not have a unique style or personality to be shown and emphasized throughout the game. Clearly, the game is well developed, as said before, its gameplay and combat were well placed and fulfilled their purpose, but in many moments it seems that something is missing, a special touch that shows the individuality of the game.
Visually speaking, there are many elements that pollute the screen. The life and mana bar, the map, and the collected orbs being displayed at the bottom and taking up about 25% of the screen was something that bothered me and that I found a bit too much.

For me, it is more feasible that the life and skill bar is shown in a strategic point, to not disturb the gameplay and be useful, and can be introduced in the upper left corner. As well as the weapons we own, which don't necessarily need to be shown through a card (you could just press some menu key and have the weapons inserted in that space, how to change them, and the damage status, critical, etc).
One thing that I found excellent was the scenery, which is well-drawn and has an important detail that brings a certain personality to the game. Notice that the mountains behind my character are drawn as if they were something abstract, the fruit of technology and fiction, not being a real, concrete mountain. I think this touch is very well-worked and is present in several scenarios in the game.
This is a very interesting point that I usually notice a lot in games, which is the issue of the background. I have a lot of praise for the Trinity Fusion setting, even though some things are missing, I really liked the scenery and several elements. It is the same issue with the water, which is well-designed, well-animated, and makes a nice sound when we step on it.

Trinity Fusion does not yet have many languages other than English, French, and German, and is not very well localized. But even English is very simple, easy to understand, and can be played without much challenge.
Science fiction, technological advances, and destruction
What most caught my attention in Trinity Fusion, from the beginning, were the well-drawn traces. I really admire the game's design and the animation, which is well-developed and fluid, not having any problems with glitches.
I simply loved the sound graphics in general: the sound of running steps, the sound of monster attacks, and even our own attacks with dodges and jumps were very well done.
All this together with the soundtrack, which has songs that arouse fear and anguish, which made me feel that the game fulfilled its purpose in this matter, bringing an environment that reminds us of the apocalypse, in a mixture of technological elements with music.
For several moments I was tense and needed to be very careful to continue my trajectory and, certainly, the soundtrack cooperated with this feeling. This game awakens a mood to want to explore and venture through the "hidden" levels that Trinity Fusion has.
Regarding the image graphics, Trinity Fusion offers scenery and gameplay with beautiful colors, well-detailed places, and an amazing game setting.

Trinity Fusion also has great video graphics, and taking into account that the game asks as minimum requirements 8GB RAM, Intel Core i3-4160F processor, and NVIDIA GeForce 960 video card and I played on a PC with 16GB RAM, Intel Core i5-9400F processor, and GTX 1050 Ti video card, I did not suffer any bug or glitch, the game ran perfectly.
The key of Trinity Fusion for PC was made available by EVOLVE PR.
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About the game
Trinity Fusion
- Release date: December 31, 2023
- Developer(s):
- Publisher(s):
- Game mode(s): Single player
- Platform(s): PC (Microsoft Windows)
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