![]() After you reach the hub for the first time, you can freely mix and match abilities provided you have the coin to purchase them. When you start Trifox, you pick a class and then receive their basic weapon and movement ability – hammer and dash for the warrior, homing bolts and teleport for the mage, and a machine gun and hover ability for the engineer. You also have access to your skill tree, which contains 30 abilities spread over three classes – warrior, mage, and engineer. You have a main hub, where you can access the three sets of levels, which all contain three levels and then a boss (see a theme?), before you face off against the captor of your precious remote control. Crash’s influence is also felt in the music and how the levels are laid out. Thankfully, this doesn’t happen often, so the graphics succeed in giving a Crash Bandicoot feel. This makes the game’s environments pop and it looks good in action, but the characters look a bit odd close up. It goes with a kind of low-poly look that chooses to go with sharp lines rather than more blurred textures. So, story is a non-factor here, which is fine. So, what’s the set-up for Trifox? Well, the titular fox is ambushed in his home by pirates and they…steal his remote control. This could lead to a jarring experience, but Trifox manages to walk that tightrope to be an engaging platformer/shooter. It’s an interesting twist that helps set it apart from other retro-tinged 3D platformers, and creates a clear split in the gameplay. And furthermore, that combat takes the form of a twin-stick shooter. It is a bright colourful platformer, like many of the mascot-starring games of the '90s, but unlike most mascot platformers, its focus is on its combat. Trifox is an interesting mesh of genres and influences. There’s been a steady stream of quality 3D platformers of all sorts from small teams in recent years, and the next on the conveyor belt is Trifox, the debut game from Glowfish Interactive. ![]() It’s partly due to younger devs being influenced by the 3D games of their childhood, and partly due to the advancements of accessible game dev tools. In fact, this is not the first time I’ve mentioned it on SUPERJUMP. I’m not the first person to mention this, but we are approaching a big resurgence for 3D platformers. ![]()
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