Solve physics-based puzzles with fire, water, gravity and magic; Combat wicked Goblins; Climb the tallest trees and towers in the enchanted forest! Plus, join your friends in the adventure: Trine 2 has online co-op.
Trine 2 will released on XBLA, PSN, PC, and Mac in December 2011 with a Linux release following in early 2012.
If you pre-purchase it right now on Steam you will recieve two exclusive Trine 2 hats in Team Fortress 2 and get access to the 2 level Trine 2 PC Multiplayer beta!
Are you ready for another Adventure? Well for me it’s a first adventure as I didn’t really get too much into the original Trine, but I was certainly up for the excitement of a new video game, especially one with three player coop. Clearly, online coop is Trine 2′s greatest feature. In the original Trine we were stuck with either singleplayer or local coop, which is usually more of a hassle on the PC than anything else. One of the first things I wanted to try out was controller support which seems to work quite well, but later I found myself falling back on my trusty ol’ keyboard and mouse combination, not because controller was bad but simply because keyboard and mouse were more familiar. The game is playable either way. The second obvious thing in the game is the new engine. As I stated before, I wasn’t much into Trine 1, but the engine upgrade is clear as day and certainly produces a better game. The lighting is phenomenal, the animations and atmosphere are great too — sometimes you just gotta stop smashing heads and smell the roses or, in this case, giant mushrooms. Puzzles were fun to work out as well, albeit easy to solve with the help of two other minds. I expect, and hope, the puzzles to become more challenging and rewarding as the game progresses. As the knight I found there wasn’t enough killing though, another thing I hope for the game to expand upon later on.
I agree with what William says about the engine, it’s a major improvement. There were a lot of times in Trine 1 where it felt dreary, flat and boring. Really not appeasing to the eye, which was a shame with the characters having such personality. This is has been dramatically improved at least with the first 2 levels we have seen. It’s not just the characters but the entire world that feels vibrant and makes for a more compelling universe to explore. I ended playing the wizard again, my favourite character from the first game. I’ve heard people complain that the wizard completely breaks the game and makes puzzles too easy, this may be true to an extent as we solved more than one problem with floaty boxes, but I feel like this was a deliberate move by the developers. It really is a game where you can tackle most problem in any way you see fit and no way is considered wrong it just promotes experimentation. I am disappointed that killing enemies with blocks seems harder now but the lovely addition of being able to pick up and toss around enemies and the removal of the irritating mana bar are greatly appreciated. It would have been nice if dropping enemies from a great hight could kill them but as of yet this doesn’t seem to happen. It seems at this moment that playing as a wizard for the majority of the game isn’t going to be possible with his limited battle prowess now which is a shame but does help promote the multiple character set up the game focuses on.
I was pleasantly surprised by this game’s fluent support of windowed mode and non-QWERTY keyboard layouts. Far too many games rush these aspects or overlook them entirely, but this has what I consider to be a gold standard in both areas. As William and Patrick have said, it looks great and plays smoothly; the improved visuals, animation, sound and level depth combine to make a beautiful game. More importantly though, the new and improved gameplay elements make for a more varied game than the original, with flowing water, airflows, slippery slopes, and bendy vegetation, among other things — I even stumbled upon an entertaining, semi-hidden NPC conversation in the opening level. Speaking of semi-hidden things, the treasures from the original game now contain hidden portraits and poems (read by the narrator). Finding treasure and XP on each level was among my favourite things in the first game, so it’s good to see that expanded upon. It’s also good to see the characters haven’t lost their individual charm, they’ve even picked up a few new tricks. The knight and thief now unlock ice abilities, and the wizard gains the ability to levitate enemies. Changes to the base characters have been made too, the wizard and thief no longer have energy bars to contend with and the knight can turn his shield downward, giving him the ability to slide down slopes or goomba enemies from above. The wizard’s triangular floating platforms have been removed, but they were a little overpowered anyway.
Patrick: Trine 2, it’s like Trine 1 but with sexier visuals, refined mechanics and an overall better atmosphere and universe. My only concern is if the game can keep this standard of quality throughout and not see a return of the drabness that Trine 1 inevitably suffered from as you went through the game. The Jury’s still out on that but I can say these first few levels are a vast improvement to an already quality original game. Good Job FrozenByte! Now go back and finish Jack Claw already!
Nic: I’ve played through the two levels available to us ~5 times so far and am very much looking forward to grabbing as many of the collectibles as I can post-release. It’s essentially a bigger, more beautiful, more engaging Trine with a brand new story.