The difference between then and now is the technology, so even while the form factors of the phones may look similar, the underlying hardware reached a point where it could deliver a physics simulation and graphics experience that we felt was worthy of the Trials name. We really did hold back on doing a Trials game until the time was right. We released our first iOS game Monster Trucks Nitro way back in 2009, so we have definitely been doing iPhone games for some time. Pocket Gamer: Given RedLynx is an experienced mobile developer, why has it taken you so long to make a mobile version of Trials? We caught up with Finnish developer RedLynx's lead game designer Justin Swan to find out more about the process.
Trials fusion best bike series#
In part, that's the reason we've been waiting so long for a mobile version of physics stunt bike racer series Trials.įinally arriving for iOS in spring 2014 in the shape of Trials Frontier, it's successfully managed to blend the best elements of the console version of the game with the intuitive controls, short sessions times and F2P monetisation that are now required on mobile platforms. Matching their expectations with what have to be platform-appropriate design, controls and business model takes time and dedication. It's particularly the case when you have a high fidelity experience and a highly committed and vocal fanbase.
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Knowing when to make the leap from console to mobile is always a difficult decision.