The big idea is still the same: a wizard, rogue and knight navigate 2D environments, each using their unique skills (the knight's shield deflects, the rogue has a grappling hook) to navigate platforming puzzles. You can switch between the three or get a co-op pal to help.
Unfortunately, one member of the merry band was ruining things for everyone else. Namely: way too many puzzles could be uncreatively solved using the wizards knack for levitating on-screen objects. While he hasn't lost the touch, it's no longer the all-purpose Slap Chop of puzzle solving it used to be.
In one of the stages I played, I had to heat up a cauldron to create bubbles I could ride to a higher level (don't worry, it makes sense in context). Noticing a column of flame above, I moved a nearby portal next to it with the wizard's magic (OK, yeah, it came in handy this time) and watched as a column of flame leapt out of its corresponding twin portal. By moving the second portal I was able to redirect the flame, heating up the cauldron and propelling me to victory.
In another, I needed to grow a plant using a poorly located stream of water. By standing under it as the knight, I was able to raise my shield and splash the flow onto one of the plants, growing it into a really handy platform.
And, oh, how gorgeous that water looked.
OK, OK, I can't pretend I didn't fall prey to ogling Trine 2
. The thing is lovely, from its fluidly animated leads to its ... well, its fluids. It's a shame that "visual feast" has been overused into irrelevance, because this is the art design equivalent to the carnival-colored imaginary feast the Lost Boys eat in Hook
When Trine 2
releases later this year, you're bound to hear about its smooth animations and vibrant pallette. Just make sure you remember there's a brain in there too.