![]() We realized, though, that such a combination made some of Trine 1’s puzzles irrelevant and made the game a bit too easy. It’s this freeform problem solving that makes Trine 2 such an empowering experience.Īt first we were confused by the developer’s decision to remove character abilities that were a big part of the first game – the wizard used to be able to conjure floating platforms and allow the thief to grapple onto them. Occasionally we’d create a pile of objects on a steep slope and simply jump across it before the whole teetering mess collapsed and tumbled down into a pit – a seriously sloppy solution, but no less a valid one. We used the cube stack as both a foundation for the plank, and as a launch point for our jump that got us to the next ledge. At one point we managed to stack two cubes on top of each other and then create a plank that we then leaned against a button that needed to be held down (and which was high up on a wall). Since the wizard can conjure cubes and planks that have physical weight in the world, all kinds of weird setups can circumvent problems. We know this because there were puzzles where objects, levers, or portals were present and we didn’t even use them. We’re quite sure that half the solutions we devised weren’t the “right” answer to an obstacle. One of the wonderful things about the Trine philosophy is that the game encourages you to make up your own solutions to puzzles.
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