![]() The wizard invariably ends up being my most-used character, as his crate summoning can create new routes and potentially even ad-hoc alternative solutions. Similarly, the rogue's arrows don't get too much of a look in outside of the infrequent combat, but her rope-swinging is perhaps the game's most important navigational tool. His shield is invaluable for creeping past shooty plants and jets of flame unscathed though, so he's an invaluable part of the team. The warrior, specifically, mostly comes into play to hit goblins and a couple of bosses in perfunctory sequences that the game doesn't really need, and feel like a bit of a sap to perceived action-hunger in the game's audience. If I had a complaint, it would be so gentle as to not really count, and it would be that it's that these guys don't get an entirely equal deal - though it's not far off. well, moving gradually to the right of the screen, and trying to collect glowy things en route so they can level up and improve their abilities. One's a wizard, who can levitate certain objects and summon crates and planks. One's a rogue, who can shoot arrows and use a retractable/extendable grappling hook on wooden surfaces. There are three guys, they once did a thing, now they're doing another thing, got it? One's a warrior, who can stab monsters and smash certain obstacles. You're controlling the same trio of characters as in the first Trine, though there is no need whatsoever to have played that to enjoy or understand this. What I can do is talk about some of the key concepts. What? No! I'm not going to breakdown any of the puzzles for you. Even when smacking goblins with a sword, the game seems cheerful to a fault. ![]() That's where that lovely colour and light really comes into play. The entire scene transforms from question to answer in a way that always makes perfect sense but seems no less magical for it. There's such an elegance in the way a solved puzzle plays out - this is a game that's rarely in a hurry, so the level's parts move slowly but surely into place, and a new path gently assembles itself before your eyes. It puts me in mind of the first Portal, the better of the two Portals at offering Eureka! moments you felt you'd devised yourself rather than being signposted to. There's always some extra object you can move, some element that can be fired through a portal to activate an effect on the other end, something else that can be swung from, or smashed, or wedged against a summoned object. Almost every screen, I go through the same spiral of emotion, presumption and surprise.ġ) Oh, this looks pretty much like the last room, I can breeze through in no time pretty much just by jumping to the right.ģ) Right, time to fiddle with summoning crates and planks to make stairs and platforms, and failing that firing grappling hooks at the ceiling.ĥ) There's no possible way to get over there, I'm giving up in a huff.Ħ) Hang on, what if. They're inspired, and they do so much with just a few simple concepts: primarily physics, water, air and fire. ![]() ![]() Trine 2's ability to bring about instant tranquility has been oft-documented on this blog, but for once I'm not talking about its pretty colours, dreamy music and general air of goodwill. I for one am glad of this flagrant rule-breaking, and have spent a while in its world of colour and physics. Frozenbyte's magicky puzzler Trine 2 materialised on the internet a couple of days ago, having apparently not received the message that the industry isn't allowed to release any videogames after the last week of November. ![]()
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