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	<title>Trine 2: Complete Story &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Trine 2: Complete Story is Out Now for Nintendo Switch</title>
		<link>https://gamingbolt.com/trine-2-complete-story-is-out-now-for-nintendo-switch</link>
					<comments>https://gamingbolt.com/trine-2-complete-story-is-out-now-for-nintendo-switch#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 20 Feb 2019 08:33:04 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Frozenbyte]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=387040</guid>

					<description><![CDATA[The fantasy action platformer is available for $16.99 on the eShop.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2019/02/Trine-2-Complete-Story.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-387041" src="https://gamingbolt.com/wp-content/uploads/2019/02/Trine-2-Complete-Story.jpg" alt="Trine 2 Complete Story" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/02/Trine-2-Complete-Story.jpg 960w, https://gamingbolt.com/wp-content/uploads/2019/02/Trine-2-Complete-Story-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/02/Trine-2-Complete-Story-768x432.jpg 768w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p><i>Trine 2: Complete Story</i> is now available for Nintendo Switch, bringing Frozenbyte&#8217;s <a href="https://gamingbolt.com/trine-2-directors-cut-review">critically acclaimed puzzle platformer</a> to the hybrid console. Now you can experience all of its fantasy action on the go. Head over to the <a href="https://www.nintendo.com/games/detail/trine-2-complete-story-switch" target="_blank" rel="noopener">Nintendo eShop</a> to pick it up for $16.99.</p>
<p>There are three heroes to choose between – Amadeus (Wizard), Pontius (Knight), and Zoya (Thief). Each have their own ways to progress, whether it&#8217;s using magic to levitate platforms or grappling across chasms. Playing with friends is the real appeal, as all three heroes can seamlessly combine their abilities.</p>
<p><i>Trine 2: Complete Story</i> includes additional content like the Dwarven Caverns level and <i>Goblin Menace</i> expansion. If you can&#8217;t pick it up on Nintendo Switch, don&#8217;t worry. The game is available for multiple other platforms as well, like PC, Xbox 360, PS3, Wii U, and PS4. Frozenbyte is also working on a new title in the franchise, <a href="https://gamingbolt.com/trine-4-the-nightmare-prince-announced-for-2019"><i>Trine 4: The Nightmare Prince</i></a>, for release this year on PS4, Xbox One, PC, and Switch.</p>
<p><iframe title="Trine 2: Complete Story - Launch Trailer - Nintendo Switch" width="500" height="281" src="https://www.youtube.com/embed/zNUArTnhpp0?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Trine Trilogy Rated by PEGI for Nintendo Switch</title>
		<link>https://gamingbolt.com/trine-trilogy-rated-by-pegi-for-nintendo-switch</link>
					<comments>https://gamingbolt.com/trine-trilogy-rated-by-pegi-for-nintendo-switch#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 03 Jan 2019 16:22:52 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Frozenbyte]]></category>
		<category><![CDATA[nintendo switch]]></category>
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		<category><![CDATA[Trine 2: Complete Story]]></category>
		<category><![CDATA[Trine 3: The Artifacts of Power]]></category>
		<category><![CDATA[trine: enchanted edition]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=380337</guid>

					<description><![CDATA["Trinelogy" seems to point towards the first three titles being bundled together.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2015/03/Trine-3.jpg"><img decoding="async" class="aligncenter wp-image-224168" src="https://gamingbolt.com/wp-content/uploads/2015/03/Trine-3.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/03/Trine-3.jpg 960w, https://gamingbolt.com/wp-content/uploads/2015/03/Trine-3-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>The <em>Trine</em> trilogy seems to be heading to the Nintendo Switch. PEGI <a href="https://pegi.info/search-pegi?q=trinelogy&amp;op=Search&amp;filter-age%5B%5D=&amp;filter-descriptor%5B%5D=&amp;filter-publisher=&amp;filter-platform%5B%5D=Nintendo+Switch&amp;filter-release-year%5B%5D=&amp;page=1&amp;form_build_id=form-6MzUGUaYx1JKyoDivsvFBMWYPudIT01wo1L5fjC8mjc&amp;form_id=pegi_search_form" target="_blank" rel="noopener">recently rated</a> the &#8220;<em>Trinelogy</em>&#8221; and it&#8217;s likely that the initial three releases &#8211; <em>Trine, Trine 2, and Trine 3: The Artifacts of Power</em> &#8211; are included. Now the real question is when the official announcement will be made by developer Frozenbyte.</p>
<p>Currently, only <em>Trine Enchanted Edition</em> is available for the Switch. <em>Trine 2: Complete Story</em> and<a href="https://gamingbolt.com/trine-3-the-artifacts-of-power-review"><em> Trine 3: The Artifacts of Power</em></a> will be out in the next few months. The ports aren&#8217;t done by Frozenbyte, but instead by BlitWorks, which is renowned for porting a variety of titles, like <em>Super Meat Boy, Bastion, Don&#8217;t Starve,</em> and so on, to other platforms.</p>
<p>Frozenbyte, in association with Modus Games, is currently developing <em><a href="https://gamingbolt.com/trine-4-the-nightmare-prince-announced-for-2019">Trine 4: The Nightmare Prince</a>.</em> The upcoming sequel is currently in development for PS4, Xbox One, PC, and Nintendo Switch. It&#8217;s currently due to release in 2019, but details on its story and gameplay have yet to be revealed.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">380337</post-id>	</item>
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		<title>PlayStation Plus EU/US Free Titles for June Confirmed, Two PS4 Titles Instead of One</title>
		<link>https://gamingbolt.com/playstation-plus-euus-free-titles-for-june-confirmed-two-ps4-titles-instead-of-one</link>
					<comments>https://gamingbolt.com/playstation-plus-euus-free-titles-for-june-confirmed-two-ps4-titles-instead-of-one#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 29 May 2014 18:27:48 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Instant Game Collection]]></category>
		<category><![CDATA[NBA 2k14]]></category>
		<category><![CDATA[Pixeljunk Shooter Ultimate]]></category>
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		<category><![CDATA[Trine 2: Complete Story]]></category>
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					<description><![CDATA[That's right: Two free PS4 titles for both European and North American players.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/06_Frog_Screenshot.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2014/02/06_Frog_Screenshot.jpg" alt="trine 2 complete story" width="620" height="349" class="aligncenter size-full wp-image-186862" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/06_Frog_Screenshot.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/02/06_Frog_Screenshot-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Sony has finally confirmed the free PlayStation Plus titles that will be heading to the Instant Game Collection in June. This month will be extra special because both European and North American subscribers will be receiving two PS4 titles for free rather than one. These are Trine 2: Complete Story and Pixeljunk Shooter Ultimate.</p>
<p>For <a href="http://blog.us.playstation.com/2014/05/29/playstation-plus-2-titles-per-month-for-ps4-ps3-ps-vita/#sf3102261">North America</a>, you&#8217;ll receive NBA 2K14 and Sly Cooper: Thieves in Time on the PlayStation 3 with the latter being a cross-buy title. This means you&#8217;ll be hopping with Sly and friends on the Vita as well. PS Vita games will include Terraria and Mutant Mudds Deluxe.</p>
<p>Meanwhile in <a href="http://blog.eu.playstation.com/2014/05/29/playstation-plus-june-nba-2k14-dragons-crown-pixeljunk-2/">Europe</a>, PS3 players can look forward to NBA 2K14 and horror adventure title Lone Survivor: Director&#8217;s Cut. PS Vita games include Dragon&#8217;s Crown and Surge Deluxe. </p>
<p>What are  your thoughts on the PS Plus titles for June, especially with regards to two free PS4 titles instead of one? Let us know below.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">197578</post-id>	</item>
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		<title>Trine 2 Complete Story: Building an Epic 2D Adventure on PlayStation 4</title>
		<link>https://gamingbolt.com/trine-2-complete-story-building-an-epic-2d-adventure-on-playstation-4</link>
					<comments>https://gamingbolt.com/trine-2-complete-story-building-an-epic-2d-adventure-on-playstation-4#comments</comments>
		
		<dc:creator><![CDATA[Bill Smith]]></dc:creator>
		<pubDate>Wed, 12 Feb 2014 12:51:15 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Developer Journals]]></category>
		<category><![CDATA[Frozenbyte Games]]></category>
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		<category><![CDATA[Trine 2: Complete Story]]></category>
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					<description><![CDATA[GamingBolt gets an inside look into the development of Trine 2 Complete Story on the PlayStation 4.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">T</span>here aren&#8217;t a lot of side-scrolling, 2D, action RPGs out there. There are even less of such games which offers players a chance to cooperate together with varying classes and across a vast fantasy world. That was until Trine 2 came along &#8211; that too after the amazing first game &#8211; offered an amazing experience overall to players. Surprisingly, there wasn&#8217;t an over-arching design that dominated the game when it came to the PlayStation 4 as Trine 2: Complete Story.</p>
<p>Frozenbyte Studios&#8217; marketing manager Kai Tuovinen offered his thoughts on PlayStation 4 version, documenting the changes from the game&#8217;s initial inception to the final stretch, how the new content fundamentally changes the game overall and the process behind the level design.</p>
<p><strong>Overall development from the concept stage to code:</strong></p>
<p>The concept process for Trine 2 started already during the development of the original Trine; We had learned from our experiences on the aftermath of our first game, Shadowgrounds, that we should immediately have a follow-up project after a game was complete. So the decision to make Trine 2 was made quickly, and from early on we began planning the improvements and new features – many which were left out from the original Trine (sometimes due to time constraints and sometimes because they would have clashed with other existing features/design).</p>
<p>Since Trine 2 was a sequel and the gameplay was very similar, we didn’t use any grand design documents to cover the entire game. Instead, the design team focused on doing documentation for different core elements of the game: The new skills and abilities, enemies, interactable objects and puzzles – basically everything gameplay related was thought out.</p>
<p><p class='review-highlite' >
        "A lot of the things you see in Trine 2 are custom animated and the famous frog scene is a good example. It was originally modeled and animated for use with our Trine 1 engine back in 2009/2010, but broke completely when transferred over to the new engine. It took over two weeks to get it working and that seemed like time wasted – but the frog became one of the most iconical scenes in the game, so it was definitely worth it!"   
      </p></p>
<p>There were a lot of things to consider, since all the puzzles in Trine 2 are pretty open ended and can be solved in a number of ways. Adding a new skill can drastically change how certain things interact with each other, and with physics involved a lot can happen with very minor changes, so balancing was important!</p>
<p>For example, it was important to limit the amount of wood used, so the Thief character couldn&#8217;t grapple onto everything (her grappling hook attaches only to wooden surfaces, and can easily become overpowered).</p>
<p>Once designs for different features had been finalized, our programmers began work on them, and in the meantime they had done a lot of work on rewriting our game engine. In fact, the programmers spent more or less the entire year from summer 2009 to summer 2010 and even beyond to rewrite the whole game engine, aiming for a modern engine with multiplayer features and other improvements over the original (including ”save anywhere” save system and a million other things that had bugged us throughout the early years).</p>
<p>We had a concept artist who painted a lot of environments and enemies to help with envisioning the different levels and the story created by our writer.</p>
<p>Also a lot of the concept art was used in the game itself as assets in the background, some could be found in secret chests and they were also used in the storytelling screens in between maps.</p>
<p style="text-align: center;"><em>Here the Dwarven Caverns concept art comes to life in the actual game: </em></p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2014/02/01_DwarvenCaverns_Concept.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186864" alt="trine 2 complete story" src="https://gamingbolt.com/wp-content/uploads/2014/02/01_DwarvenCaverns_Concept.jpg" width="620" height="334" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/01_DwarvenCaverns_Concept.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/02/01_DwarvenCaverns_Concept-300x161.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p> <a href="https://gamingbolt.com/wp-content/uploads/2014/02/02_DwarvenCaverns_Screenshot_01.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186865" alt="trine 2 complete story" src="https://gamingbolt.com/wp-content/uploads/2014/02/02_DwarvenCaverns_Screenshot_01.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/02_DwarvenCaverns_Screenshot_01.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/02/02_DwarvenCaverns_Screenshot_01-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/03_DwarvenCaverns_Screenshot_02.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186866" alt="trine 2 complete story" src="https://gamingbolt.com/wp-content/uploads/2014/02/03_DwarvenCaverns_Screenshot_02.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/03_DwarvenCaverns_Screenshot_02.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/02/03_DwarvenCaverns_Screenshot_02-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The different levels in Trine 2 were first mapped out by our level designers, who place and design all the gameplay assets to begin with. They start with a basic pathing for the map and add collision detection to limit where the players can move around and interact. Different types of puzzles are then built into the levels, and physics-based properties are defined to make the different parts work as intended. We use a lot of different elements to the puzzles such as fire, water, weights, ropes and levers, and creating puzzles with good variety for 20 levels takes some time.</p>
<p>Enemies and their AI are added next, often scene by scene. The main recurring enemies in the game are goblins of different varieties, but we also have environment specific enemies such as flesh-eating plants or wyverns, and the boss fights vary more: They&#8217;re often puzzles of some sort.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/04_Collision.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186867" alt="trine 2 complete story" src="https://gamingbolt.com/wp-content/uploads/2014/02/04_Collision.jpg" width="620" height="387" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/04_Collision.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/02/04_Collision-300x187.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p style="text-align: center;"><em>The grey and brown-colored areas are collision indicators – usually placed early on during level development.</em></p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2014/02/05_CloudyIsles_Screenshot_Puzzle.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186868" alt="trine 2 complete story" src="https://gamingbolt.com/wp-content/uploads/2014/02/05_CloudyIsles_Screenshot_Puzzle.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/05_CloudyIsles_Screenshot_Puzzle.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/02/05_CloudyIsles_Screenshot_Puzzle-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p style="text-align: center;"><em>Different components of a lighting / electricity related puzzle at the end of the Cloudy Isles level. You need to redirect the lightning to hit the water, and balance something on the device to connect it to the electric current.</em></p>
<p>When the levels are completed from a gameplay perspective, one of our senior artists starts adding art assets (modeled and textured by other artists) that really make the scenes come to life. A lot of the things you see in Trine 2 are custom animated and the famous frog scene is a good example. It was originally modeled and animated for use with our Trine 1 engine back in 2009/2010, but broke completely when transferred over to the new engine. It took over two weeks to get it working and that seemed like time wasted – but the frog became one of the most iconical scenes in the game, so it was definitely worth it!</p>
<p>We were quite happy with Trine 2 when it was released during the end of 2011, but at the same time we again knew that we had left a lot of cool ideas on the drawing board and it would be cool to implement some of those into the game. At the time of Trine 2’s release we were toying with a couple of interesting game concepts, but we decided that those weren’t yet ready for full-blown production, and set to work on the Goblin Menace DLC for Trine 2.</p>
<p>We really felt that this would be the definitive version of Trine 2, and the team was very happy with the quality and detail of the 6 new levels and the new skills for the characters. We combined the original campaign and the Goblin Menace campaign, along with the new level Dwarven Caverns, for the Director’s Cut version (2012, Wii U) and also to the game Complete Story version (2013, PC, PS4) – both versions are basically the same in content.</p>
<p><strong>Decision to bring Trine 2: Complete Story to PS4</strong></p>
<p><p class='review-highlite' >
        "For the PS4, prior to the launch much of the documentation was incomplete and some times not translated to English. But in the future these should get filtered out when more development is done for the console, and there's not such a rush as there was during launch time."   
      </p></p>
<p>The decision to bring Trine 2: Complete Story for the PS4 was made fairly early on after the console&#8217;s announcement. The success we had on the Wii U with Director&#8217;s Cut made us work hard on getting the game ready for the PS4&#8217;s launch, since being available from the get go of a new console taught us the benefits, and we really wanted to be there for the PS4 launch. We didn&#8217;t actually get the devkits for the PS4 until around half a year ago, so the porting process was started very quickly and we wanted to make it to launch.</p>
<p>Another reason to bring Trine 2: Complete Story to the PS4, was that finally another console (besides the Wii U) was powerful enough to run the new levels from the Goblin Menace expansion without optimizations, and those were integrated into the game for Complete Story. For the PS4 we quickly learned that we could even increase the resolution and framerate and run the game steadily, and even add 3D support (which had been working magnificently on PC already).</p>
<p><strong> Engine development and how the engine was ported over to PS4</strong></p>
<p>Our game engine has been running on the same tech (although constantly modified and improved) ever since it was rewritten after Trine 1 – so it was made with Trine 2 in mind specifically. After Trine was finished, our programmers re-wrote the entire engine from scratch, which took over a year, but that allowed us to bring many wanted features such as online multiplayer to the game.</p>
<p>Generally speaking the PS4 port was easy and required little work. The Wii U port was somewhat harder, but that was mainly due to the required work on a lot of input support, as there were many different controllers and of course the touch controls of the Wii U GamePad. Our engine has typically behaved well when ported to different platforms, and we have quite a bit of experience of ports now (Trine 2 is on PC/Windows, Mac, Linux, Xbox 360, PS3, Wii U and PS4), so that has certainly helped with new platforms.</p>
<p>In the past three years, there&#8217;s been tremendous development on our engine, and one of the big new features we are aiming for now after multiple ports is to further streamline our code to be transferrable to all the relevant future platforms that we decide to bring our games to.</p>
<p>Each port has typically the same things that need to be done specifically for each platform: input support, multiplayer game support, profile &amp; save file support, achievements, getting SDK&#8217;s for physics (e.g. PhysX), audio (e.g. Wwise) and videos (e.g. Bink). Also every console platform has their own set of requirements (PS4 TRC, Xbox TCR, Wii U Guidelines) that need to be adhered to as well. In theory they are quite similar on each platform, but all of them do have some specific ones as well. These were a bit of extra work (implementation + testing + fixing). For PC and Steam we can pretty much publish anything we want without requirements.</p>
<p>Also the game&#8217;s menus always need some customization, and tool tips that match the platform&#8217;s controller.<br />
For the PS4, prior to the launch much of the documentation was incomplete and some times not translated to English. But in the future these should get filtered out when more development is done for the console, and there&#8217;s not such a rush as there was during launch time.</p>
<p>The PS3 port was a lot of help for the PS4 porting process, a great deal of miscellaneous code was ported almost directly through that one. Probably the biggest job was the renderer, where we had to remake some things slightly, such as shaders.</p>
<p>Of course when we aimed for launch we knew that we were making a port/game for a device that wasn&#8217;t on the market yet, and the consoles we had at our office were practically prototypes, so some unexpected problems were natural. Sony was helpful throughout the development process and we got all the problems (which were very minor things) sorted out quickly, even though many of the issues we experienced were entirely new to them as well. So being a launch title for PS4 did require a bit of extra work, but it was nevertheless the easiest of our ports so far.</p>
<p><strong> Controller input for the console</strong></p>
<p>On the PS4, input was straightforward to work with and we had no special issues. The touchpad is similar to a touch screen, so making the controls work based on our Wii U touch screen controls was fairly easy.</p>
<p>There was little to no new things needed, only some adjustments and applying those to previous controls which we took from our Wii U port. On a low level, the API on the PS4 is very simple (even easier than PS3, but nothing majorly different from most platforms) and there was enough documentation to help us through.</p>
<p>Even up to the launch, we did not have any final version of the new PS4 controller (DualShock 4) which had some impact on the touchpad support, although this did not necessarily change anything. The protytype controller had slightly different material, which felt a bit weird, but on the final released controller the material felt much better and nice.</p>
<p><strong>Asset creation along with optimization for 1080p resolution</strong></p>
<p>The art assets that you see in Trine 2: Complete Story are all 3D-rendered objects, even everything in the background. We have several 3D-modelers who create those objects, some animators, and one very busy texture artist.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/06_Frog_Screenshot.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186862" alt="trine 2 complete story" src="https://gamingbolt.com/wp-content/uploads/2014/02/06_Frog_Screenshot.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/06_Frog_Screenshot.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/02/06_Frog_Screenshot-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>&nbsp;</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/07_Frog_Screenshot_Wireframes.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186863" alt="trine 2 complete story" src="https://gamingbolt.com/wp-content/uploads/2014/02/07_Frog_Screenshot_Wireframes.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/07_Frog_Screenshot_Wireframes.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/02/07_Frog_Screenshot_Wireframes-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The famous frog scene – a normal screenshot and the another from our editor, with wireframes and a different angle, that show the 3D objects that make up the scene.</p>
<p>We haven&#8217;t done anything specific for the PS4 to optimize the assets for 1080p, because the console was able to run the game without any problems at a solid 60fps. The only difference is that the PS4 version had a rewritten renderer which does some very minor visual changes almost unspottable to the naked eye.</p>
<p><strong>Sound development</strong></p>
<p>We worked together with AriTunes for the sound design in Trine 2. Most of the sound effects came from AriTunes, but their implementation was handled in-house. For the sound engine, we used Wwise by Audiokinetic, which enabled us to do many audio design tasks without requiring code.</p>
<p><p class='review-highlite' >
        "We haven't done anything specific for the PS4 to optimize the assets for 1080p, because the console was able to run the game without any problems at a solid 60fps."   
      </p></p>
<p>In the Trine 2 editor, we made general components for the most typical situations such as point audio, collisions and movement sounds. If making a general component for a situation is not possible or reasonable, sound playback can be controlled with communication between different game object components inside our editor – sound components send events and parameters to Wwise, and Wwise plays back the sounds based on those determined properties.</p>
<p>The workflow for sound design inside the level editor was roughly as follows: First we add the areas controlling the playback of background ambience sounds and non-interactive point audio. Then we set up interactive sounds that can be made with single components, such as sounds for different types of rotating and moving objects. At last we add sounds to the more complex puzzles, where the conditions for sound playback are determined by the state of components in the game objects.</p>
<p><em>A few examples:</em></p>
<p>Rotating and moving objects are very common. For those, we have designed a sound component that sends data to Wwise about linear and rotating movement speed in parameters. For example, a platform made out of wood and metal that rotates gets this component added to it in the editor; we determine it to play a certain sound event and to send the rotating speed as parameters to Wwise. In Wwise, for the rotating sound we set curves with a samplerate and we set the sound volume, and determine them to use the rotating speed receieved from our game engine.</p>
<p>A sound event call from our game engine can also do more complex things in Wwise. For example the damage sound from the Mummy Goblins is a set of multiple sounds combined &#8211; mostly different hits and vocal incoherent rumblings. When the event is called, the hits and incoherent rumblings are played, in such a way that sounds from both sets are played in a random order, and we avoid playing the same sound effect consecutively.</p>
<p><strong>Adjusting and fine-tuning the gameplay</strong></p>
<p>In the past two years, there&#8217;s been a number of changes to Trine 2. Most notable ones came to fruition when we released the Goblin Menace DLC, where a number of new skills were added to the characters. For example we added magnetism-related skills to the Wizard and Knight characters, and all the 13 original levels had to be reworked to include new properties for metal surfaces, so the skills would be useful in all the levels and not just the 6 new ones.</p>
<p>We&#8217;ve also done an extensive number of bug fixes over the few years. Porting the game to different consoles has the benefit of revealing issues that might not have otherwise been found. QA teams from different companies tend to find different types of bugs, but most often though they are console-specific. Our own internal QA has done a good job of ironing out the majority of gameplay bugs, and there&#8217;s a notable difference between the 2011-released Trine 2 and Complete Story.</p>
<p><strong>Adjustments and changes to extra content such as Dwarven Caverns and Goblin Menace</strong></p>
<p>For the Goblin Menace, our artists had a more lenient schedule for completing the assets and levels, and they produced some of their best work. The Goblin Menace and Dwarven Caverns levels had entirely new and different looking environments and we also added more frequent cutscenes, which helped a lot with the story – we think the Goblin Menace campaign is our best storytelling work so far.</p>
<p>Content-wise Trine 2: Complete Story is nearly identical to the Director&#8217;s Cut that we have for the Wii U, with the exception of one secret Nintendo-themed room in the Dwarven Caverns level, which can only be found on the Wii U version – a small tribute to Nintendo who we loved working with! The Complete Story on PC and on the PS4 are identical in their content.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">186859</post-id>	</item>
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		<title>Trine 2: Complete Story Now Available for PlayStation 4</title>
		<link>https://gamingbolt.com/trine-2-complete-story-now-available-for-playstation-4</link>
					<comments>https://gamingbolt.com/trine-2-complete-story-now-available-for-playstation-4#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 29 Nov 2013 16:15:30 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Frozenbyte]]></category>
		<category><![CDATA[ps plus]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Trine 2: Complete Story]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=180144</guid>

					<description><![CDATA[Discounts available for PS Plus subscribers.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/11/10846297404_41da9b75a6_o.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2013/11/10846297404_41da9b75a6_o.jpg" alt="trine 2 complete story" width="620" height="349" class="aligncenter size-full wp-image-179639" srcset="https://gamingbolt.com/wp-content/uploads/2013/11/10846297404_41da9b75a6_o.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/11/10846297404_41da9b75a6_o-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Frozenbyte&#8217;s Trine 2: Complete Story is now available for purchase on the PlayStation 4 in Europe for £14.49/€16.95 according to the <a href="http://blog.eu.playstation.com/2013/11/29/trine-2-complete-story-out-now-for-ps4-with-free-trial-and-20-ps-plus-discount-2/">PlayStation Blog EU</a>. If you have a PS Plus subscription, you&#8217;ll be able to avail of a 20 percent discount for a price of £11.59/€13.56.</p>
<p>Trine 2 is a puzzle platformer that allows you to play up to three player classes or to play with three other players in co-op mode. You&#8217;ll be able to switch between characters at any time and you can share skill trees between characters. Complete Story includes all the extra content from previous releases including Goblin Menace and the Dwarven Caverns level which was originally on the Director&#8217;s Cut for the Wii U. It&#8217;s received critical praise since releasing for Windows in 2011.</p>
<p>If you haven&#8217;t played Trine 2, there&#8217;s no better opportunity than now, especially with all the content and added visual flourishes that Frozenbyte has added. Check out some new screenshots for the game below.</p>

<a href='https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-4.jpg'><img loading="lazy" decoding="async" width="586" height="326" src="https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-4.jpg" class="attachment-full size-full" alt="Trine 2 Complete Story" srcset="https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-4.jpg 586w, https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-4-300x166.jpg 300w" sizes="auto, (max-width: 586px) 100vw, 586px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-3.jpg'><img loading="lazy" decoding="async" width="584" height="330" src="https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-3.jpg" class="attachment-full size-full" alt="Trine 2 Complete Story" srcset="https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-3.jpg 584w, https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-3-300x169.jpg 300w" sizes="auto, (max-width: 584px) 100vw, 584px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-2.jpg'><img loading="lazy" decoding="async" width="588" height="328" src="https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-2.jpg" class="attachment-full size-full" alt="Trine 2 Complete Story" srcset="https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-2.jpg 588w, https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-2-300x167.jpg 300w" sizes="auto, (max-width: 588px) 100vw, 588px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-1.jpg'><img loading="lazy" decoding="async" width="587" height="326" src="https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-1.jpg" class="attachment-full size-full" alt="Trine 2 Complete Story" srcset="https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-1.jpg 587w, https://gamingbolt.com/wp-content/uploads/2013/11/Trine-2-Complete-Story-1-300x166.jpg 300w" sizes="auto, (max-width: 587px) 100vw, 587px" /></a>

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		<post-id xmlns="com-wordpress:feed-additions:1">180144</post-id>	</item>
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		<title>Trine 2 Complete Story PS4 Interview: GPU Advantages, Gameplay Features, 3D Gaming &#038; More</title>
		<link>https://gamingbolt.com/trine-2-complete-story-ps4-interview-gpu-advantages-gameplay-features-3d-gaming-more</link>
					<comments>https://gamingbolt.com/trine-2-complete-story-ps4-interview-gpu-advantages-gameplay-features-3d-gaming-more#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 25 Nov 2013 16:51:43 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Frozenbyte]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[Trine 2: Complete Story]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=179638</guid>

					<description><![CDATA[Frozenbyte's Marketing Manager Kai Tuovinen on why you should be keeping an eye out for Trine 2 Complete Story.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">F</span>rozenbyte will be making the jump to next generation consoles with Trine 2 Complete Story for the PlayStation 4. Running at 1080P/60FPS, Trine 2: Complete Story will come packed in with Goblin Menace expansion campaign and a secret unlockable level called the Dwarven Caverns.</p>
<p>We caught up with Frozenbyte&#8217;s Marketing Manager Kai Tuovinen to learn more about this awesome platformer and how it will be different on the PlayStation 4.</p>
<p><strong>Ravi Sinha: Trine 2: Complete Story will mark the second time that Frozenbyte self-publishes a game. Compared to the Director&#8217;s Cut, what was different about self-publishing on the PlayStation 4?</strong></p>
<p><strong>Kai Tuovinen:</strong> Both Nintendo and Sony have been very good at dealing with independent developers as of late, so there were no major differences in self-publishing for the PS4 as compared to the Wii U. Some guidelines for developers may have been a bit out-of-date or hard to interpret, but other than that self-publishing has been pretty smooth on the PS4.</p>
<p>For the PS4 release, we had to work a bit faster to be able to make the launch (which we hopefully will), so we have been a bit busier with both the development as well as PR and marketing side. Unfortunately we didn&#8217;t make the biggest gaming conventions earlier this Fall such as Gamescom or PAX because at the time we didn&#8217;t have anything playable. So we might have missed some publicity and marketing opportunities there, but we&#8217;ll see how the launch goes.</p>
<p style="text-align: center;"><iframe loading="lazy" width="620" height="349" src="//www.youtube.com/embed/0qRxmOl8T6o" frameborder="0" allowfullscreen></iframe></p>
<p><p class='review-highlite' >
        "The content [on PS4] will be the same as on the Wii U (Director's Cut) and on the PC where people have Complete Story. The additional Goblin Menace levels and Dwarven Caverns will be new to those with the PS3 or Xbox 360 versions."   
      </p></p>
<p><strong>Ravi Sinha: Frozenbyte announced right out of the gate that Trine 2: Complete Story would be 1080p/60 FPs &#8211; thus side-stepping the current mess the industry sees itself in concerning the same. How easy or hard was it to implement the same on the PlayStation 4 however?</strong></p>
<p><strong>Kai Tuovinen:</strong> The PS4 is a very powerful machine and we noticed this right away when we first got our hands on the device. We were very surprised when pretty much the first version of our game running on PS4 was working with 60fps at 1080p. As a result, we also decided to test how the 3D would work and were very happy to see it on a console for the first time, as glorious as ever!</p>
<p><strong>Ravi Sinha: Was overall development on the PS4 easier due to its PC-like architecture? What advantages do you think the console release holds over the PC version, besides the addition of all past content and full HD visuals?</strong></p>
<p><strong>Kai Tuovinen:</strong> Developing for the PS4 was very straightforward for us, and the PC-like architecture certainly helps. We had no major hurdles in development and we have been very pleased with the PS4, both in terms of architecture as well as power.</p>
<p>In terms of advantages over the PC version, I think some people prefer playing their games on a controller as opposed to a keyboard and mouse – and the PS4&#8217;s new controller has been a very good fit for Trine 2: Complete Story. The addition of the touch pad has given players the ability to use it in various ways – for example when playing with the Wizard, players can use it to manipulate objects and draw boxes or planks. It works very intuitively and I think adds to the experience.</p>
<p><strong>Ravi Sinha: Speaking about the content of Trine 2: Complete Story, it will feature the Goblin Menace expansion and the Dwarven Caverns, previously available only the Wii U. What other content will you be adding to Complete Story to further differentiate from past releases?</strong></p>
<p><strong>Kai Tuovinen:</strong> The content will be the same as on the Wii U (Director&#8217;s Cut) and on the PC where people have Complete Story. The additional Goblin Menace levels and Dwarven Caverns will be new to those with the PS3 or Xbox 360 versions.</p>
<p>All in all the differentiating factors are more on the visual side, which we think is a nice upgrade with 1080p and 60fps, and also the 3D support.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/11/10846479723_92b34e52f5_o.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-179641" alt="trine 2 complete story" src="https://gamingbolt.com/wp-content/uploads/2013/11/10846479723_92b34e52f5_o.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/11/10846479723_92b34e52f5_o.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/11/10846479723_92b34e52f5_o-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Overall, I think the trend for stereoscopic 3D has been a bit unnoticed in games, probably due to the relatively high price of the required equipment until recently (TV or monitors and the glasses). When the prices drop, I think more games will start supporting 3D and they'll be more than just quick additions."   
      </p></p>
<p><strong>Ravi Sinha: What are your thoughts on the DualShock especially when it comes to a game like Trine 2? Does it feel more responsive than current control schemes? Also, will Trine 2: Complete Story use any of the DS4&#8217;s exclusive features such as the touch-pad?</strong></p>
<p><strong>Kai Tuovinen: </strong>The new controller is well suited for Trine 2, and we are using the touch pad in the game. You can use it with all the characters, but perhaps it adds mostly to the Wizard&#8217;s gameplay, due to his tendencies to conjure objects and move them around with his powers. For the other characters, the touch pad can be used with the Thief to aim your arrows, and with the Knight you can use it to throw his hammer, swing his sword and block with his shield. The touch pad is a nice addition, but you can still also use the thumbstick if that&#8217;s what you prefer.</p>
<p><strong>Ravi Sinha: Trine 2: Complete Story will also support stereoscopic 3D. Considering the shift in focus from 3D gaming to 4K or Ultra HD (even Nintendo has launched a 2DS, ditching the stereoscopic 3D aspect entirely), what are your thoughts on the overall trend of stereoscopic 3D for games in general? What will it add to the experience in Complete Story?</strong></p>
<p><strong>Kai Tuovinen:</strong> I feel that 4K is somewhat where 3D was a few years ago, and 3D is now widely available in nearly all the new TV&#8217;s that are coming out. 3D was something we were a bit skeptical about at first when we didn&#8217;t have a clear idea about the capabilities of the console until we had our game running on it. When we first saw how smoothly the game played even in 3D our first thought was “We definitely want to have 3D, this looks great!”. It&#8217;s almost as if we&#8217;d forgotten how nice of a feature it is, because we only had a few monitors that support it and it’s been a while since we worked on 3D on the PC side. So when PS4 development started, we decided to get a few new 3D TV&#8217;s, and it&#8217;s been very pretty to look at.</p>
<p>For Trine 2, we feel the 3D version has always been the definitive one in terms of graphics, although it never gathered that much attention from the press or fans (except a few enthusiasts of course!). Probably because 3D devices were so scarce earlier, but now the situation has improved a lot.</p>
<p>Since the game is played on a “2D path”, the stereoscopic 3D is a very pleasant experience on the eyes. All the backdrops and everything you see on screen are 3D objects in a 3D environment, so the world really comes to life when you see it fully in 3D, and on a big screen.</p>
<p>Overall, I think the trend for stereoscopic 3D has been a bit unnoticed in games, probably due to the relatively high price of the required equipment until recently (TV or monitors and the glasses). When the prices drop, I think more games will start supporting 3D and they&#8217;ll be more than just quick additions. When people have the devices, they&#8217;ll also look to make use of them and hopefully they&#8217;ll notice our game. I hope that 3D becomes a bigger thing now with PS4 – it’s a very nice experience in games that are well-suited for that like Trine 2!</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/11/10846298654_854c666247_o.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-179640" alt="trine 2 complete story" src="https://gamingbolt.com/wp-content/uploads/2013/11/10846298654_854c666247_o.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/11/10846298654_854c666247_o.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/11/10846298654_854c666247_o-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "The Steam Machines, Controller and SteamOS all look very promising. We'll probably know more once we've tried out the real deal – but from the videos we've seen and the announcements, especially the controller looks really exciting."   
      </p></p>
<p><strong>Ravi Sinha: What can you tell us about the follow-up to Trine 2? What will it change or improve upon and will it be exclusive to next-gen consoles?</strong></p>
<p><strong>Kai Tuovinen:</strong> We haven&#8217;t announced the sequel to Trine 2 yet, although there are always rumors. Our next major project is still unannounced. However, if there was to be a follow-up for the series, we&#8217;d probably like to do something a bit out of the ordinary, so you&#8217;ll just have to wait and see! Console exclusivity is something we are not planning on, because we prefer to be on as many platforms as possible.</p>
<p><strong>Ravi Sinha: Given the overall success of the series thanks to Steam on the PC, what are your thoughts on the upcoming Steam Machines, Steam Controller and SteamOS? Is Frozenbyte considering something tailor-made to the Steam living room experience in the coming years?</strong></p>
<p><strong>Kai Tuovinen:</strong> The Steam Machines, Controller and SteamOS all look very promising. We&#8217;ll probably know more once we&#8217;ve tried out the real deal – but from the videos we&#8217;ve seen and the announcements, especially the controller looks really exciting. We&#8217;ve also supported Linux for some time now so it looks like a really good fit for us. I can&#8217;t wait to attend the Steam Dev Days in January next year!</p>
<p>We like to have our games on multiple platforms, so during our design process we consider the implications of our decisions on the available options at the time &#8211; controllers vs. mouse and keyboard is an example that comes to mind. When we get to try the new Steam controller, we might consider doing something specifically with it in mind, but because we haven&#8217;t tried it out yet, it&#8217;s hard to say.</p>
<p><strong>Ravi Sinha: Is there any specific reason why you are not bringing the game to the Xbox One?</strong></p>
<p><strong> Kai Tuovinen:</strong> Xbox One hasn&#8217;t been ruled out yet, but Microsoft has been a bit slow on things and we&#8217;ll have to see what happens.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/11/10846297404_41da9b75a6_o.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-179639" alt="trine 2 complete story" src="https://gamingbolt.com/wp-content/uploads/2013/11/10846297404_41da9b75a6_o.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/11/10846297404_41da9b75a6_o.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/11/10846297404_41da9b75a6_o-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "It’s a great GPU [on PS4]. From what I’ve picked up from conversations with the programmers, it’s a high-end GPU similar to those found on the PC market."   
      </p></p>
<p><strong>Ravi Sinha: From a development perspective, what are your thoughts on the PS4’s GPU? How does it compare to some of the other PC GPUS in the market? Furthermore how different it is in terms of customization and tools optimization?</strong></p>
<p><strong>Kai Tuovinen:</strong> It’s a great GPU. From what I’ve picked up from conversations with the programmers, it’s a high-end GPU similar to those found on the PC market. That’s really where my expertise ends though, so I can’t really provide any juicy details or proper tech speak.</p>
<p>Tools is an area that always improves drastically over the years following the launch of a new console, and we’re confident that will be true for PS4 as well. What we have now is good and it will only get better!</p>
<p><strong>Ravi Sinha: Is there anything else you want to say to gamers who will be picking up the PS4 version?</strong></p>
<p><strong> Kai Tuovinen:</strong> Thanks for the support and I hope you enjoy the game! Try the 3D if you have the opportunity 🙂</p>
<p><em>Trine 2: Complete Story for PlayStation 4 is available on the US PlayStation Store for $19.99. The game will be released in Europe for € 16.99 on PS4 launch day on November 29.</em></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">179638</post-id>	</item>
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		<title>Trine 2 Dev Caught Surprised When Initial PS4 Build Itself Was Running at 1080p/60FPS</title>
		<link>https://gamingbolt.com/trine-2-dev-caught-surprised-when-initial-ps4-build-itself-was-running-at-1080p60fps</link>
					<comments>https://gamingbolt.com/trine-2-dev-caught-surprised-when-initial-ps4-build-itself-was-running-at-1080p60fps#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 25 Nov 2013 16:13:42 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Frozenbyte]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[sce]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[Trine 2: Complete Story]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=179645</guid>

					<description><![CDATA[Frozenbyte marketing manager Kai Tuovinen eschews the virtues of the PS4's power.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/11/10846297404_41da9b75a6_o.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-179639" alt="trine 2 complete story" src="https://gamingbolt.com/wp-content/uploads/2013/11/10846297404_41da9b75a6_o.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/11/10846297404_41da9b75a6_o.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/11/10846297404_41da9b75a6_o-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a><br />
The PS4 and Xbox One are now available for all and sundry to experience &#8211; unless you don&#8217;t count that the PS4 has yet to launch in Europe. Just about every developer out there has a stake in the next-generation, including Frozenbyte who is releasing <a title="Trine 2: Complete Story Announced For The PS4, Will Run At 1080p/60FPS" href="https://gamingbolt.com/trine-2-complete-story-announced-for-the-ps4-will-run-at-1080p60fps">Trine 2: Complete Story</a> for the PS4.</p>
<p>GamingBolt had a chance to speak to Frozenbyte marketing manager Kai Tuovinen about the game, including how easy or hard it was to implement a 1080p resolution and 60 FPS frame rate using the PS4. &#8220;The PS4 is a very powerful machine and we noticed this right away when we first got our hands on the device. We were very surprised when pretty much the first version of our game running on PS4 was working with 60fps at 1080p. As a result, we also decided to test how the 3D would work and were very happy to see it on a console for the first time, as glorious as ever!&#8221;</p>
<p>We also asked if overall development on the PS4 was easier due to its PC-like architecture and what advantages that release would hold over the PC version.</p>
<p>&#8220;Developing for the PS4 was very straightforward for us, and the PC-like architecture certainly helps. We had no major hurdles in development and we have been very pleased with the PS4, both in terms of architecture as well as power.</p>
<p>&#8220;In terms of advantages over the PC version, I think some people prefer playing their games on a controller as opposed to a keyboard and mouse – and the PS4&#8217;s new controller has been a very good fit for Trine 2: Complete Story. The addition of the touch pad has given players the ability to use it in various ways – for example when playing with the Wizard, players can use it to manipulate objects and draw boxes or planks. It works very intuitively and I think adds to the experience.&#8221;</p>
<p>Trine 2: Complete Story is available in North America for the PS4, with a European release due on November 29th.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">179645</post-id>	</item>
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		<title>Trine 2: Complete Story Hitting PS4 Tomorrow</title>
		<link>https://gamingbolt.com/trine-2-complete-story-hitting-ps4-tomorrow</link>
					<comments>https://gamingbolt.com/trine-2-complete-story-hitting-ps4-tomorrow#comments</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Fri, 15 Nov 2013 02:19:31 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Trine 2: Complete Story]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=178605</guid>

					<description><![CDATA[Full 1080p and 60FPS gameplay, along with support for the DualShock 4's touchpad.]]></description>
										<content:encoded><![CDATA[<p style="text-align: center;"><iframe loading="lazy" width="620" height="349" src="//www.youtube.com/embed/T9cTArd30Dw" frameborder="0" allowfullscreen></iframe></p>
<p>Trine 2: Complete Story will be a launch title for the PlayStation 4, hitting the PlayStation Network on November 15, which is when the system launches in North America. So it&#8217;s just a matter of a few hours.</p>
<p>Trine 2: Complete Story supports the PlayStation 4&#8217;s DualShock 4 controller, with full support for the touch pad, which allows for intuitive gameplay: an example cited by the developers themselves is drawing boxes or planks with the wizard, and moving them around and interacting with the environment.</p>
<p>This is, of course, not the first console launch that Trine 2 has made: it also launched alongside the Wii U last year on the eShop, with support for the Wii U&#8217;s Gamepad. Like that version, Complete Story on PS4 will support full 1080p and 60FPS visuals, so it should look gorgeous on your screen.</p>
<p>As it draws ever nearer, stay tuned to GamingBolt for more coverage of the impending PlayStation 4 launch.</p>
<p>[<a href="http://blog.us.playstation.com/2013/11/14/trine-2-complete-story-coming-to-ps4-tomorrow/" target="_blank">PS Blog</a>]</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">178605</post-id>	</item>
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		<title>PS4 Has High End GPU Similar To Those Found On PC Market, Will Only Get Better With Tools: Frozenbyte</title>
		<link>https://gamingbolt.com/ps4-has-high-end-gpu-similar-to-those-found-on-pc-market-will-only-get-better-with-tools-frozenbyte</link>
					<comments>https://gamingbolt.com/ps4-has-high-end-gpu-similar-to-those-found-on-pc-market-will-only-get-better-with-tools-frozenbyte#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 14 Nov 2013 14:37:05 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Frozenbyte]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[self-publishing]]></category>
		<category><![CDATA[Trine 2: Complete Story]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=178593</guid>

					<description><![CDATA[Marketing manager Kai Tuovinen also talks about self-publishing on the PS4.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-170701" alt="ps4 amd" src="https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a><br />
The PS4 is nearly upon us &#8211; in North America at least &#8211; and reviews are already out about the potential that the device&#8217;s hardware holds. Just where does it rank in today&#8217;s market, especially compared with high-end PC graphics cards? Frozenbyte is bringing Trine 2: Complete Story to the PS4 and we spoke to marketing manager Kai Tuovinen about just how different the PS4&#8217;s GPU is from PC GPUs in terms of customization and tools optimization.</p>
<p>&#8220;It’s a great GPU. From what I’ve picked up from conversations with the programmers, it’s a high-end GPU similar to those found on the PC market. That’s really where my expertise ends though, so I can’t really provide any juicy details or proper tech speak.</p>
<p>&#8220;Tools is an area that always improves drastically over the years following the launch of a new console, and we’re confident that will be true for PS4 as well. What we have now is good and it will only get better!</p>
<p>Since Trine 2: Complete Story is the second game that Frozenbyte will self-publish, Tuovinen also spoke about what&#8217;s different in self-publishing for the PS4.</p>
<p>&#8220;Both Nintendo and Sony have been very good at dealing with independent developers as of late, so there were no major differences in self-publishing for the PS4 as compared to the Wii U. Some guidelines for developers may have been a bit out-of-date or hard to interpret, but other than that self-publishing has been pretty smooth on the PS4.</p>
<p>&#8220;For the PS4 release, we had to work a bit faster to be able to make the launch (which we hopefully will), so we have been a bit busier with both the development as well as PR and marketing side. Unfortunately we didn&#8217;t make the biggest gaming conventions earlier this Fall such as Gamescom or PAX because at the time we didn&#8217;t have anything playable. So we might have missed some publicity and marketing opportunities there, but we&#8217;ll see how the launch goes.&#8221;</p>
<p>Trine 2: Complete Story launches tomorrow for the PS4 in North America and will release in Q4 2013 for Europe.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">178593</post-id>	</item>
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		<title>Trine 2: Complete Story Announced For The PS4, Will Run At 1080p/60FPS</title>
		<link>https://gamingbolt.com/trine-2-complete-story-announced-for-the-ps4-will-run-at-1080p60fps</link>
					<comments>https://gamingbolt.com/trine-2-complete-story-announced-for-the-ps4-will-run-at-1080p60fps#respond</comments>
		
		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Mon, 28 Oct 2013 15:25:40 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Frozenbyte Games]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[Trine 2: Complete Story]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=176810</guid>

					<description><![CDATA["The PS4 has been a joy to develop on, and the power of the console is amazing"]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/10/Trine2CompleteStory_logo_small_night.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-176811" alt="Trine 2: Complete Story" src="https://gamingbolt.com/wp-content/uploads/2013/10/Trine2CompleteStory_logo_small_night.jpg" width="563" height="263" srcset="https://gamingbolt.com/wp-content/uploads/2013/10/Trine2CompleteStory_logo_small_night.jpg 563w, https://gamingbolt.com/wp-content/uploads/2013/10/Trine2CompleteStory_logo_small_night-300x140.jpg 300w" sizes="auto, (max-width: 563px) 100vw, 563px" /></a></p>
<p>Finnish game developer Frozenbyte has announced that Trine 2: Complete Story will be available alongside the launch of PlayStation 4. The game will also support full HD, running at 1080p resolution and 60 frames per second.</p>
<p>Frozenbyte CEO Mr. Lauri Hyvärinen commented that the power of PS4 is amazing and this has helped them to run the game with all its beauty. &#8220;The PS4 has been a joy to develop on, and the power of the console is amazing. Trine 2: Complete Story even with all its graphical splendor runs in full 1080p with steady 60 fps.&#8221;</p>
<p>&#8220;We also support stereoscopic 3D and it&#8217;s just amazing to see the beautiful world come alive in such great detail on displays that support 3D, we definitely recommend everyone to check it out if given the chance,&#8221; he further added.</p>
<p>Trine 2: Complete Story includes 20 levels along with the Goblin Menace expansion campaign. It also includes a secret unlockable level called the Dwarven Caverns.</p>
<p>Source: Press Release</p>
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