Developer: Frozenbyte | Released: 2011 | Genre: Platform, Puzzle
I started this sequel shortly after adding a diary blog post about the first Trine, which I completed back in 2012. That was of course the reason I transferred that, so I could refer back to that blog post.
The sequel was basically more of the same, with only a few tweaks. It had the same trio that I could freely switch between – the wizard Amadeus, the knight Pontius, and the thief Zoya.
Again the wizard could conjure metallic crates out of thin air and also levitate the things the developers allowed me to move. The knight could smash through certain barriers, fight with a sword or a hammer, and protect himself with a shield that could have its direction adjusted with the mouse. The thief could shoot arrows with various strengths, and also shoot a grappling hook for swinging to the other side.
And again the graphics was total eyegasm, with lots of exquisitely animating details. It was brighter and more saturated – perhaps too much for some, but I didn’t mind that. It looked great to me.
The wizard could now both levitate certain objects and also rotate them with left/right hotkeys. There were puzzles with air blown out of pipes where I could levitate a bent piece of pipe, rotate it to fit properly, then attach it to blow wind in another direction. This could then lift a character upwards. This was a cute idea that made good use of the levitation ability. Later the pipes could also be used for fire.