Many upgrades will actually take into account the dodge, and not just the fact that an attack is being avoided. Having a dodge roll is one thing, but having one that is actively used in the design is another. Trinity Fusion has a very basic set of controls, with two types of attacks and the standard movement option, including a dodge roll. At no point does the story feel like it gets in the way, and in fact acts as something to keep the player interested in exploring. A bit on the confusing side, but the game makes things clear by slowly explaining the story and its worlds to the character throughout both the hub world and in the actual stages. Those different characters are actually three different versions of the same person being controlled by a fourth version of these characters, all of which are from different planes of existence. This style of the game allows for a unique experience with every single run through the game, with different weapons, abilities, and to a point, different characters. The main twist that the game has on that style is that it factors in rouge-like elements to its gameplay, similar in nature to the game Dead Cells. Trinity Fusion is a side-scrolling action title, that again many would refer to as a Metroidvania, as it follows many of the tropes found in both the Metroid and Castlevania series of games. Trinity Fusion is a game many would consider being a Metroidvania but it takes a different approach to the structure of the game, adding to the replayability. With Metroidvania-style games, the replayability usually comes in with how fast the player can beat the game, or difficulty modes. Several arcade-style games will have rewards behind higher scores or ranks. Many open-world games offer massive maps where the replayability comes more from completing every aspect of the game. One of those said aspects is replayability, however, the method a game takes to show it has replayability differs from title to title. Games come and go, with their life span varying in several aspects.
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