Trine 2 Review

Published on by painfullybadgamer

Me and a friend played through Trine 2 together, so we thought we would both write a review, and put it up here to see how we viewed the game. Hopefully you'll like this feature, and we'll implement it into all co-op games.

 

Trine 2 is the action-side scrolling adventure follow-up to the original Trine, released in 2009. The style is of an enchanting fairytale, with storybook pictures at the beginning of each level. It is based on the innovative feature of switching between three different characters, which all have different styles of play, in order to solve puzzles and fight monsters.

 

This mechanic means more interesting puzzles and fighting unfold. The three characters have very simple skills: Pontius the knight is a rather rotund and dim-witted fighter, the wizard Amadeus is a cringe worthy ladies’ man and the most useful of the three with his ability to conjure up boxes and planks, while wily Zoya is a ranged thief whose gold-grabbing efforts are great to watch. Each of their abilities complements each other – a simple task of swinging across lava requires Amadeus to levitate a wooden box onto spikes, allowing Zoya the ability to swing across unharmed. In the same way, Pontius could have picked up the box, thrown it into the lava and jump across, but as the game progresses the ability to accomplish tasks in multiple ways is slowly lost, and you’ll find yourself running back to checkpoints to resurrect one of our three heroes.

Farming-Life-Trine-2.jpg

In the original, there was a bar of magic for both Amadeus and Zoya that was slowly depleted with use of fire arrows or creating boxes or planks. This made the game lamentably harder, whereas in Trine 2 the magic bar has been completely removed. The Wizard is now far more useful as he can create and levitate an object to try an idea out and is not punished for it, but Zoya’s unlimited fire/ice arrows make her too powerful in a battle.

 

When all three characters are dead, the game just puts you back at the last checkpoint, but leaves all the things you’ve done intact– a well placed plank won’t have disappeared, the gate will still be open and vanquished enemies will stay dead. This is one of the best ideas of Trine 2: it means dying isn’t permanent and it incites the player to continue. Checkpoints are thankfully plentiful, but later on they become fewer and the tiresome jumping puzzle you passed previously will have to be repeated.

 

The original game was fantastically useful being a co-op game without internet connectivity. Trine 2 introduces the ability to play over the internet, although I have not yet tried it out as we played it on local multiplayer. Dragging on each player was annoying, but on the whole it works well. Attempting Trine 2 with two people is definitely the way forward, and being able to talk to each other is paramount for the puzzles. However, Trine 2 with three people is a different story. Being unable to change character means that a weaker player will die easily and that character will be lost until resurrection. In the same way if you have an idea using the wizard while you’re trapped as the Knight, you have to slowly explain.

 

What was good about Trine 1 was the trick of “boxing or planking” the other across; in fact, most puzzles could be solved by levitating each other across the level. In Trine 2, levitation can be switched off and on in settings, allowing for either a more casual but empty or harder, yet more satisfying, experience.

 

Combat plays second fiddle to the puzzles, and with the side-on view puzzles are more enjoyable. However combat provides some relief from the monotone of platforming and puzzle solving. Spending experience points on fighting skills makes the fighting more fluid and skilled instead of spamming sword as Pontius. Bashing up goblins is definitely relaxing after a hard day solving puzzles.

 

Talents are gained through XP which are found everywhere in levels, and finding a way to obtain the small orbs becomes more exciting as you use Hammers and exploding barrels. These points can then be used on skills in a tech tree, such as upgrading Pontius’ sword and hammer, to different arrows for Zoya’s bow and the unmistakeable power of creating a higher box capacity for Amadeus. This system works better than it did in the original; I missed picking up the important fire bow and had to go back, while the clutter situation after upgrading Amadeus’ tech tree was ridiculous.

 

The puzzles are the juiciest part of Trine 2, and there are a larger number of different types compared to the original. Bubble-based puzzles lack versatility and the game only uses them at some points. Magic teleporting mirrors sadly are only used when it seems right like in a creepy house with bubbling cauldrons. The most innovative and adaptable puzzle is with growing plants using water. These require making planks or moving round hanging drainpipes to get the all-important water to the plant sapling. Another regular puzzle uses steam and pipes, directing the steam for its magical levitation purposes. They’re good, and there’s no infuriation from misbehaving mechanics.

 

The graphics and artistic style are better than the real world; it’s jaw-droppingly raw and beautiful. The levels are fantastically designed with attractive objects in both fore- and background. The early woodland areas are perfectly calm with trees and bushes in the foreground, while a cosy house has detailed books and pictures on the wall which add to the plot and story. One level in a kind of beach area is fantastically designed, with coconuts in trees hiding XP orbs, a half sunken castle and the thrilling main piece – octopuses which move around parts of the walkway to jump onto and cross the gap. Under the sea it is the same story, the hue of the ocean is a beautifully bright blue filled with moving sea creatures. The whole of the game is well designed and beautiful. When put together it’s a knockout winner, and the most gorgeously beautiful game I’ve played.

 

The plot is a nice story, and slowly becomes clearer and clearer although the plight of the adventurers feels slightly less important compared to the original game where the predicament of the rising dead seemed a tad more motivating. Boss battles are thankfully few, but for some reason the one fight against a goblin warlord is repeated which seems like a waste.

 

Thankfully the game’s levels are quite long and it’s well worth your money, if not just to stare at the screen drooling. Its good value for the £12, and while sadly there’s only one campaign doing it with another person adds value to the experience.

 

My rating – 8.6 – A great game with a fantastic art style and eye-wateringly good graphics, but a boring storyline lets it down. Don’t even mention the creepy collectible paintings and poems though.

 

Published on Game Reviews

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