The Trail (iOs) review
The Trail is Peter Molyneux's newest game made by 22Cans. After Godus failed to live up to its promises, the studio gives another shot, this time at the mobile market. Sneakily launching in the Philippines a few months ago, the game is finally available for free to the whole world.
The Trail (full name
The Trail: A Frontier Journey) is a bonafide walking simulator and makes no effort to hide it. Taking control of a customizable character (I use the term in a very loose sense, as you can only select a name and a preset face) who travels to a new country, players are tasked with walking 10 miles (15 Km) alongside other players towards a place called "Eden Falls" in search for fortune, as your family in England, is suffering from misery.
I actually had to restart the app on the character select screen, as I immediatly ran into a bug where most of the selectable portraits were nothing but white squares.
At the start, the game seems very simple. Controls consist of sliding up or down on your character to control their walking speed, swiping left and right to look around and dragging items you find beside the trail onto your backpack. This adds a level of item management as you don't necessarily have a limit to how much weight you can carry but you have to make the things you want to bring with you fit inside your pack.
While clever, this is a massive nuisance, as the items seem to defy laws of physics. Twigs and other slender items can get stuck on the sides of the bag and constantly twitch, which sometimes can knock other items above them out of your rucksack. Items like logs or rabbit skin will suddenly slide or roll off your pack and onto the ground. I've had cases where perfectly stacked items were completely stable but fell off out of nowhere for no reason.
You cannot rotate items, meaning that the afromentioned slender items have to be dropped in such a way so that they will lean sideways onto the position you want and then being quickly picked up and relocated again.
Or at least I assume they can't be rotated. After all, it wasn't until I was 6 hours into the game that I found out you can stack similar items into a single one, by complete accident (two balls of fiber were glitching out inside my inventory and slid into one another combining into a bigger ball of fiber).
It wouldn't be so bad if it weren't for the fact that other players can pick up items you drop, willingly or not, which means that that very valuable bird sculpture that fell out of your bag can be immediatly picked up by some other chump who happened to be passing by at the time.
That's not the only way you can be robbed. Trees and animals along the trail can be chopped and hunted respectively by using tools such as axes and slingshots, dropping special, rarer items. Those items can then be immediatly picked up by other players before you even have a chance to grab them. How did anyone at 22Cans think this was a good idea?
You might be asking yourself: "if it's so bad to manage your inventory, why even bother to pick stuff up?"
Players have a small heart on the top left of their screen which indicates their "Vigor" meter. If your vigor is depleted, players will collapse, dropping items (which again, leaves them up for grabs) and having to either wait for their vigor to refill or spend special currency to reach the next camp immediatly.
Camps are spread throughout the entirety of the trail, allowing players to have a quick respite and engage in trading and item crafting. Item crafting is done Minecraft-style by placing the necessary items in a 3x3 grid and pulling a lever. These items go from shirts, shoes and bandanas to better backpacks and consumables. New recipes can be acquired by trading in fetch quests (get X ammount of Y item) to a NPC named Beatrice. These quests are separated in four categories: Lumberjack, Trader, Explorer and Hunter. Throughout the journey, you are accompanied by her red bird, who helps you out by holding a sign showing how many items you have acquired and how many in total you need to finish your current quest. He also constantly looks like he's had a bad day for some reason. You can feed apples to the little guy, which serves no particular reason other than making him happy for a split second.
Other NPCs are present, such as a circus lady with a sandwich board who offers you ads to watch for rewards or a postman who delivers you letters. Said letters add a level of choice to the game thanks to the Mad Libs style they are made in.
Crafting is necessary if you want to reach Eden Falls. Shoes allow the player to run faster, shirts give you hooks to place your tools, pants give you pockets to store small items like pebbles and bandanas increase your vigor. As you craft more and more of the same things, they will level up, becoming more valuable and increasing their durability.
Be careful however, as the more you carry the faster your vigor drains.
Trading is done in minigame fashion. A conveyer belt pushes items towards a grinder at the end. Placing an item further away from the grinder makes it more expensive while placing them near the grinder makes them cheaper. Every few seconds the conveyer moves automatically. Thankfully, even if an item is destroyed by the grinder, you still recieve money. Players can buy items by simply dragging them into their backpacks, and the player who earns the most money earns a free, high quality reward.
Money is needed not only for trading, but also for paying tolls to move to the next section of the trail. You can either use the normal currency or of course, since this is a F2P game, use the special currency you can't acquire anywhere else. This currency takes the form of golden horseshoes and are called "Favours". They can be used to repair critically damaged clothes, pay the boatman's toll, warp to the next camp after collapsing and buy excluse items at a shop.
On the subject of graphics, 22Cans takes notes from
Firewatch, sacrificing realism for a very cartoony, bright and varied colour palette which is very pleasant to look at. The game keeps the visuals fresh by adding new areas, such as a normal grassland, a snowy mountain and a jungle.
The game does not end once your reach Eden Falls either. Instead, it adds even more content to the game: towns. You can buy empty lots in towns built by other players and start to build your own house and even help develop the town itself.
However, as one expect, the game suffers from quite a lot of battery consumption. So remember not to play this if you are low on power and need to use your iOs device anywhere else.
All in all, Molyneux's new game is an excellent time waster with some annoying elements in it. If you are not a walking simulator fan, you will likely not enjoy it. But for those of you who don't mind watching your character walk forwards for some hours, you will really dig this.
4/5
Good!