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For example, although a chapter may begin in bright & sunny beach setting, you may end the same chapter in a dark & dingy castle on a stormy night. Later chapters in this game not only look stunning but transcend in theme as you play them. The graphics immerse you into an enchanted fantasy world reminiscent of a fairy tale. The locations are full of colour, depth, texture and tone. I try to keep things in perspective when it comes to video games but I doubt many would disagree when I say that visibly this game is a work or art.
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The first thing you’ll notice when you start Trine 2: The Director’s Cut is just how beautiful the graphics are. The apparatus you’ll encounter scattered throughout the chapters include such things as leavers, boulders, seesaws, rope pulleys, steam pipes and the like. These usually involve using the team’s mix of abilities to manipulate the landscape and surrounding apparatus to bypass obstacles and perils. The focus of this game is to find solutions to a gauntlet of physics based puzzles in order to create a safe passage for your team to progress. The team are summoned together by a mysterious artifact known as ‘The Trine’ which guides them through the overgrown forest to discover the dangers that are threatening the kingdom. Last but not least is Zoya the thief, who has amazing dexterity, a grappling rope and archery skills. The second playable character you encounter is Pontius the knight, who is the best character when it comes to combat. You start the game as Amadeus, a wizard who has the power to move object and create boxes & planks using his magic. The story of Trine 2: The Director’s Cut revolves around three characters. However, good things come to those who wait and as such ‘Trine 2: Director’s Cut’ (exclusive for WiiU) takes Frozenbyte’s classic adventure title ‘Trine 2’, adds some enhanced controls, a large expansion quest named ‘Goblin Menace’ and if you’re extremely good you can unlock a Nintendo exclusive chapter entitled ‘The Dwarven Caverns’. Maybe I'll give the first another playthrough after I finish the second and I'll see if I can post any more differences that I can find.Anyone who was in the Nintendo camp during the last console generation would have missed out on one of the most stunningly beautiful platform puzzle games developed in recent years. I think a major complaint was the lack of different enemy types and enemy variety in the first one, and it definitely seems to have been addressed in the second one.They both were really great LAN games that were plenty of fun to play.I don't remember finding any torches which can be set alight to make dark rooms brighter as was a possibility in the first, but everything mostly seems to be well-lit where appropriate anyways.I know the wizard used to have a floating triangular platform, there doesn't really seem to be one any longer. All 3 of our heroes got some neat new abilities and possibly lost a few here and there.
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The thief doesn't get to fire as many arrows as before, but she can fire two at once if you upgrade frozen arrows (and use them alongside the ice bow).The wizard is a lot more useful now that he can lock up monsters or pick them up and use environmental hazards to finish them off, but he can't place as many combinations of the different conjured items that he used to be able to.I get a feeling the the level up has been improved a lot, but I can't really say.The equipment is missing in the second, now in treasure chests you find rather interesting collectible poems and paintings rather than items you can exchange between the characters for various benefits.
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