I love the simplicity of the controls in Trials HD. One button makes the bike go, one button makes it stop, and slight taps to the left stick makes the little guy lean forward or back on his bike. It’s everything you need to get through the game’s many stunt tracks, from the earliest “this is what a ramp looks like” tutorial stages to the crueler gauntlets of explosions, falling I-beams, and jumps so ridiculous you’ll spend so much time in the air as to wonder why you’re dirt bike doesn’t come with an in-flight meal. With just three inputs mapped to the most natural feeling bits of the Xbox 360’s controller, Trials HD gracefully nails one of the more important aspects of any good game - you feel completely in control of your character, and when you mess up, no matter how much you yell and curse at the broken remains of your driver and bike, more often than not you know it was you who failed, not the design of the game.
And you will mess up. A lot. You’ll hit ramps at the wrong speed to make a jump, or be going fast enough only to realize your position on the bike was all wrong, ending your run (and the structural integrity of your neck) in a messy face plant and sharp crack that echoes through the abandoned warehouse-turned-stunt track-turned abattoir each of the tracks are set in. Or you’ll fly too high, a motocross Icarus for the X-games generation, only to land so hard the shocks in your bike collapse in on themselves and leave you eye level with the underside of your tires. Or you’ll tumble in to a clutch of exploding barrels. Or you won’t be fast enough to get across a bit of collapsing track in time. Or any of a dozen other horrible things will happen, resulting in the always fun sight of driver and bike ragdolling themselves to bits against the environment.
Which brings us around to my favorite part of Trial HD’s controls - the reset buttons. At any time, alive or dead, you can hit one to send you back to the last cleared checkpoint (helpful for avoiding frustrating bits you may have lucked through, but later hurting your final score), or you can hit the other one to start the whole level over. Thanks to the smallish size of the game and the whole thing living on the 360’s hard drive, resetting a level is an instant process, with no loading screen giving you a horrible few seconds to reconsider the merit of beating your head against a stunt track-shaped wall. With the push of a button any disaster is wiped away as though it never happened, nothing left of it by a distant, painful memory from a past life where you leaned forward a bit too much at the wrong time.
Trials HD gets a lot of things right - it’s lovely to look at, its camera, despite being fixed, is fixed just so that you rarely think about it if ever, and it’s challenges, while often utterly bastard hard, escalate in such a way that you almost don’t notice when they turn in to devious Rube Goldberg devices of death and flame. But what I love it for, what I most admire and keep coming back for, is its ability to keep me around for one more go. No matter how frustrating a level might be, no matter how sure I am that I did everything right only to die in a flurry of shouted curse words, I’m always in for one more go. The ability to instantly reload a level, the scores of my friends (and how I’m doing against them) displayed across the top of the screen, the way the track falls apart around me as I stumble towards the finish line, often on fire and seconds from death, it all adds up to one of the most addictive games I’ve played in ages. At it’s best, Trials HD manages real magic, wiping away the urge to throw my controller through my very nice television with a push of a button, replacing my pure rage with the faith that this time, this one time, I’ll do everything just right and stay on the bike and moving forward long enough to cross the checkered line.
When designing games I’m personally not a big fan of traditional binary fail states. I think in a lot of games they break up the flow of play in unnecessary and frustrating ways - being around to deal with the consequences of not doing as well as you’d hoped or needed to and having the chance to make it up is a more interesting design challenge for me than who shot first and fastest. In a game like Trials HD, though, I’m just fine with the Groundhog Day-esque cycle of death and rebirth nameless stunt guy is trapped in, as developer RedLynx have made it just so compelling. Cringing and laughing out loud as your latest botched run sends your little guy in to a physics-upped flurry of broken bones pretty much never gets old, taking the edge off even the most crushing defeats. Between a failure sequence so entertaining it becomes more of a reward for trying in the first place and the ability to instantly start the whole thing over with the push of a button, it becomes clear why it can get away with some of the mind-boggling (on first brush, at least) level designs they throw at you.
Yes, it can be an intensely hard game at times, and yes, there have definitely been moments where all I’ve wanted in the world was to see my TV explode in a shower of sparks and broken dreams as my controller flew through the screen. That I never do, instead stabbing the Back button with all the rage I can while growling “One more” at the hapless rider on his bike as he reappears at the start of the track before gassing the engine, is where it becomes clear just what sort of game Trials HD is. It’s not about getting everything exactly right the first time, it’s about learning from each and every mistake, finding the perfect degree to lean at for a jump, positioning your bike just right for landing, ad slowly discovering the correct blend of insane risk and precision needed to get from one end of the track to the other as fast as possible while remaining in one piece. It’s one of the best “just one more go” games I’ve played in ages, and looking at the ways it quickly funnels you back to the starting line, siphoning off just enough anger to keep you from quitting in a rage (or at least postponing it), it’s not hard to see why. Trials HD is a master class in balancing fun and frustration, giving players all the tools they need to become good enough at the game to perform incredible feats of dirt bike derring-do. Making the most useful tools the subtlest is something I’m very much trying to learn from.
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