Trine Finally Comes to PlayStation Network in the U.S.

Andy Chalk

One Flag, One Fleet, One Cat
Nov 12, 2002
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Trine Finally Comes to PlayStation Network in the U.S.


The whimsical physics platformer Trine is finally available on the PlayStation Network in the U.S. and if you're curious about why it took so long, the guys at Frozenbyte [http://www.frozenbyte.com] are more than happy to explain.

Trine is a great little game. Its conventional side-scrolling gameplay is enhanced by physics puzzles, charming characters, great music and a unique, colorful fantasy setting. It was released for the PC in early July, while PlayStation owners had to wait until mid-September - if they lived in Europe. If you happen to be a PS3 owner in North America, however, you couldn't get your hands on the game until yesterday.

Wonder why? It's a long story, but fortunately one that Joel Kinnunen of developer Frozenbyte is willing to tell [http://frozenbyte.com/board/viewtopic.php?f=15&t=2156]. The PSN release of the game was never planned to take this long, he said, which should probably go without saying; in fact, he claimed the original plan was to see the game launch on PSN first. The PS3 version, however, was more troublesome than anyone anticipated.

"The problem was that as inexperienced console developers, we did not anticipate all the issues that would lay down the road for the PSN version," Kinnunen said. "I'm sure the publisher wasn't expecting it either - the game was essentially done and we thought it would be released on PSN shortly, just before or at the same time as the PC version."

"Of course, things did not go to plan. The game came back from testing with a list of things to fix, and those needed to be fixed before the game could be submitted again," he continued. Those problems were typically small and simple to fix, he said - wrong version numbers, wrong error messages, etc. - but console manufacturer "rules" require them to be dealt with prior to release. "More often than not they are 30 minute jobs each, so we stayed late at the office and usually delivered a new build on the next day to the publisher, who in turn had to resubmit it. Each submission causes a number of weeks of delay, and we had to go through this multiple times. It started to get quite frustrating at the end, believe me..."

The U.S. version of the game was submitted to Sony "swiftly" after the European version was given the green light and Kinnunen said he's not sure why it took so much longer for it to be released. The final decision on a launch date is up to Sony, he said, suggesting the company may have "wanted to give the game a good window with regards to other PSN titles."

"Just imagine how it feels when you have worked extremely hard for 18 months, made a great game, and then all kinds of unwanted things happen, many of which you had very little influence on," he added. "It's not a great feeling I can tell you that."

Fortunately, there's not much need to complain about it at this point; Trine is now available over the PlayStation Network in the U.S. and at 20 bucks it's a bargain. Don't want to take my word for it? Grab the demo at www.trine-thegame.com [http://www.trine-thegame.com].


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Proteus214

Game Developer
Jul 31, 2009
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The "Black Box of Hate" strikes again. Seriously, why did Sony have to make their consoles so difficult to develop for?
 

Megacherv

Kinect Development Sucks...
Sep 24, 2008
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I'm just wondering why the US version took longer than the EU version to be released. I've had this game for ages
 

Eagle Est1986

That One Guy
Nov 21, 2007
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Megacherv said:
I'm just wondering why the US version took longer than the EU version to be released. I've had this game for ages
Me too! I'd actually forgotten about it, I'll get back to it now it's been released in the US, what a good reminder.

Proteus214 said:
The "Black Box of Hate" strikes again. Seriously, why did Sony have to make their consoles so difficult to develop for?
I'm pretty sure all the XBLA games have to go through the same nonsense with Microsoft.
 

Proteus214

Game Developer
Jul 31, 2009
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Eagle Est1986 said:
I'm pretty sure all the XBLA games have to go through the same nonsense with Microsoft.
It's actually quite the opposite. Sure, Microsoft has strict quality control on XBLA games, but they actually provide development tools that allow you to handle the exact problems that Frozenbyte was experiencing with minimal work. On top of that, if you develop a game for the PC using Microsoft's framework, an XBox port is literally a hop, skip, and jump away.
 

BehattedWanderer

Fell off the Alligator.
Jun 24, 2009
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Whoooo! Finally! I've been waiting out to get it, not wanting to play it on the PC. Steam is nice and All, but I do rather like having time to spend with my PS3.

s69-5 said:
Hey, on a related note, Braid is coming soon to PSN as well! Hooray!
Whoo-hoo! Even though Braid was a bit boring after the first few minutes. Artsy is fine and all, but Braid's gameplay leaves a lot to be desired.
 

Treblaine

New member
Jul 25, 2008
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Proteus214 said:
The "Black Box of Hate" strikes again. Seriously, why did Sony have to make their consoles so difficult to develop for?
it's not *Just* that, in many ways it is far more serious. This article goes on about how they had minor problems but the way Sony Europe (SCEE) handled it made it an incredible pain in the arse to fix with slow testing and resubmitting cycle and then this delay between EU and US release... this is bad because it shows the people that are running the show are just incredibly incompetent.

N64 was more powerful but a pain to program for (at the time) but it was easy to overcome as that's what happens when you give a bunch of geeks a problem, they hammer it out. Similar with Uncharted 2 but notice they are first party, all the best PS3 games are first party as there is so much less red tape.

But with bureaucracy like this in getting in the way, that is WAY more serious.

Kaz needs to go down to SCEE offices with his firing gun and start laying off the dead weight as the SCEE has shown absolutely legendary incompetence, it's like they don't even get the basics right and what they do get done they take FOREVER to get it done.

Why can't they have a centralised clearance? Why does if have to be cleared in SCEE, then in SCEA? It's like the right hand doesn't know what the left is doing.

If Sony wants to WIN this generation (and they can) they need to fucking well sort out their management department. If they don't, then I guarantee they have NO chance of coming out on top or even turning a profit this generation.

Sort your shit out SCEE!!!
 

cleverlymadeup

New member
Mar 7, 2008
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Proteus214 said:
Eagle Est1986 said:
I'm pretty sure all the XBLA games have to go through the same nonsense with Microsoft.
It's actually quite the opposite. Sure, Microsoft has strict quality control on XBLA games, but they actually provide development tools that allow you to handle the exact problems that Frozenbyte was experiencing with minimal work. On top of that, if you develop a game for the PC using Microsoft's framework, an XBox port is literally a hop, skip, and jump away.
actually you're wrong, while it does make it simpler there is the issue of different architecture, the pc is an x86 chip and the 360 is a powerpc chip and both are very different.

oh and yes the PS3 does have a bunch of tools you can develop with, heck Naughty Dog has even made one and offered to train people how to use it if they wish.

also the fact that there are all these automated tools is actually a bad thing, it makes for lazy programmers.
 

Valiance

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Jan 14, 2009
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Great game, and honestly, I ENJOYED the final level. It was different, challenging, etc.

I'm glad that they finally finished working on it, and I hope it's a success.
 

Dusty Donuts

New member
Jul 16, 2009
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Sorry, but you haven't played trine until you've played it with three players. I'm glad it's coming out on PSN, but not down under where I am currently situated. Oh, well, we got it on the computer and downloaded controller drivers for it to work. It's like a new game with what you can do.