Is it just me, or is anyone else feeling pretty worn out by all the multiverses in movies these days? From the MCU to the DCU, from ‘Oscar-worthy-cinema’ to Spider-Verses, it really does look like the concept has been done to death. Though that hasn’t stopped multiverses from creeping into video gamedom too, we’ve seen the introduction – or perhaps continuation? – of the Remedy-verse in Alan Wake II, and now there’s Trinity Fusion; a rogue-lite that tasks its hero and her parallel selves with saving the multiverse.
To just call Trinity Fusion a rogue-lite is doing it a disservice, this game is a 2D action-platforming Metroidvania-lite rogue-lite – I hope that clears things up. Your three player characters – both different versions of the same person, Maya – are tasked with romping around a series of planets in different universes. They’ll be doing exactly what you would expect; gathering power-ups, beating up bizarre alien creatures, taking on vast bosses, and – as this is a rogue-lite – going back to the very beginning, losing almost all the progress they’ve made, when they inevitably die.
Combat in Trinity Fusion is admirably feisty; Maya and her alternate selves each have various weapon types and attack combos to call upon. Indeed, it’s impressive how effortlessly the game integrates so many combat options, the player can easily switch between close and ranged attacks, mixing up their strikes to devastating effect. Controls are tight and phenomenally responsive, with the assorted Mayas slickly dodging, flipping, and dashing with verve. Gameplay then, is a delight, with the player feeling like an absolute ninja badass from the very beginning.
This is no doubt helped by the fact that Trinity Fusion doesn’t scrimp on the
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