Trials Frontier Review
Price: FREE
Version Reviewed: 2.0.0
Device Reviewed On: iPad Mini Retina
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At last, the Trials series hits mobile with Trials Frontier, now available worldwide after its Canadian soft launch! Unfortunately, it's free-to-play. I don't say this in the way that some people automatically despair about games going free-to-play. No, after playing Trials Frontier, I think the way that its business model affects the game diminishes what is otherwise a great experience at its core.
Really, the core Trials game is well-represented on mobile. The levels are short and start out simple enough, but they pick up over time in challenge - requiring a brand of precision and speed, developed through practice, in order to master them. Using the virtual buttons to lean the bike work well enough, though I would appreciate gamepad support. The visuals are colorful, with a western theme that works well through the game. The fact that the game on first launch just jumps right into gameplay without any intro whatsoever is something I hope other games imitate: why waste time?
The thing about Trials Frontier is just the way that the free-to-play aspects are so overwhelming. Missions are so heavily regulated, and designed to put players on a track where they just do the next thing in a mindless way without even really thinking all that hard about it. Upgrades, and the constant push to get more currency to pay for them, are life in this game - and they come with wait timers. The energy system's very existence. This is a game that requires grinding for materials: the energy just feels superfluous.
I just think that Trials Frontier didn't have to be part of this world. It's not the worst transition to a free-to-play business model, but it shows how it can harm a game not initially built around it. The trappings of the business model drown out what is great about this game.