Friday, November 22, 2013

Trine 2: so pretty

Trine 2 is a platform puzzle game, which feels quite traditional in terms of how it plays and controls. Combat is a bit hit and miss, jumping isn't overly precise, the controls just feel a bit awkward.

But my, it's pretty.


It made me feel a little disappointed to start with, because the backstory references the first game a lot - which I've not played.  I don't even know which platforms it's for, but I shall investigate.  You're initially given control of a wizard, who controls with a bit too much momentum until you get used to anticipating needing to stop in advance.  He meets up with a knight and a thief, and from that point on you have to choose which character to control in order to get past obstacles.

The enemies are a bit generic, but provide a suitable challenge, and there have been many a time when I've had to run back to a checkpoint to revive a fallen team member.  Given this, the temple entrance was just a bit ominous.


A great boss fight inside, though.  I couldn't damage the snake directly, so had to jump onto the roof supports and then dodge his attacks, so that he brought the building crashing down on top of himself.

Simply progressing is easy enough, but there's an additional game hidden within, where you can try to get as many green orb things as possible.  Getting to some of them is very tricky, requiring good timing with the right character.  In the middle of the swamp, I found some pieces of pipe which could be put together to direct hot air into the water, which then formed bubbles I could stand on.  Doing so was tricky in itself, but the timing needed to jump from these to platforms was just overly fiddly.


I believe this is a pretty short game, so hopefully I'll get around to completing it at some point ...

1 comment:

Nikola Begedin said...

You're right, it is quite short, but fun throughout.

I agree that the controls aren't very precise, but the thing about that is that the game is completely physics based, so there's very little need for precise controls.

You can outright brute force most puzzles if you feel like it, in part because it's physics based.