I started playing TRI: Of Friendship and Madness recently. It is a first person puzzle game where initially you draw triangles (click three points in the environment not too far apart to make one, the outline will be yellow if it isn’t to steep/is standable upon) in order to explore a 3d environment and make your way to three main objects I dub “keys” that open the way to the next level, along with several other non-key-collectibles for those who want to poke around some more.
Around the fifth level the game shifts a bit where the triangles you are drawing gain their own gravity, basically allowing you to walk up any wall or on ceilings and such. In doing so it basically breaks open the levels, although I’m early enough still to know that the game is gonna bite back something fierce in the not too distant future.
Still it allows this power to be as strong as initially seems it would be, the only limitations being that you can’t draw them in space and that they can’t be too too large. Often times in games you are given an ability that seems like it’d be almost game breakingly powerful only for the game to quickly pull back on it. I think back to, say, Portal 2 where you are given this amazing portal technology only to end up in areas where it works on fewer and fewer surfaces. I recall many puzzles where there is only one spot on a surface that is usable which both gives away a portion of the solution and kinda kills a bit of the “oh wow, I can do anything” buzz the game gives you early on.
The game TRI reminds me of in this regard is Tiny and Big: Grandpa’s Leftovers. That physics puzzle platformer basically took the cutting concept from those earliest Metal Gear Rising vids and went hog wild with it. Your laser couldn’t cut through every single thing in the game… but it cut through about as much as is possible without tearing the game apart and then perhaps went a step further.
Often times there was I assume an intended solution but you were left free to try and cut things in any way to make it to where you were heading. Much of the game was basically climbing your way up a mountain by literally cutting a path through it, and the game was perfectly fine letting you destroy the only path forward by cutting it to ribbons (that’s what checkpoints are for).
It… wasn’t a great game. I’m not sure TRI will be a great game either. Still, there is something about their approaches, about letting your abilities go too far and just trying to contain it the best that they can, that I dig.





