This is where the warm appeal of the game starts to get hard to define, actually, because it's not really much of a standout as a platformer, a brawler or a puzzler, either. It's a nice suite of fairly basic choices, but Trine 2's no RPG. They've each got a range of simple new powers to choose between as you level up, too, with skill points adding fire or ice to the thief's arrows, say, or allowing the wizard to chuck enemies around. The first game's cast has returned, meaning you play while cycling between a brawling knight, a nimble grapple-hook-wielding thief and a wizard who can levitate objects and conjure a series of blocks and planks. Suddenly you can blast through this chaotic fantasy universe with friends and strangers alike: improvising, collaborating and fighting over who gets to be the wizard.Įlsewhere, it's pretty much the game it once was, with Frozenbyte's vivid 3D art used to craft a new selection of intricate side-scrolling 2D levels laden with puzzles and combat. It's easy to jump into, extremely stable (on the PC/Mac version anyway, which is all I've tested) and it's a crucial addition to the game. Trine 2 doesn't change very much about the basics of the design, but it does take its new campaign online for up to three players. Multiplayer was only available locally, and Frozenbyte's rather earnest class-based platformer could initially seem a little too complicated to appeal to the drop-in, drop-out couch crowd. Trine was a great co-op adventure that too many people worked their way through alone.
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