Trine2 Feedback (multiplayer)

For discussion about Trine 2, released in December 2011 on Windows, Mac, Xbox, PlayStation Network and later on Linux and Wii U.
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Joined: Sun Mar 11, 2012 1:38 am

Trine2 Feedback (multiplayer)

Postby PinkieSense » Sun Mar 11, 2012 1:45 am

After finishing Trine and Trine 2 over the course of a few weekends, we wanted to leave some feedback.
We enjoyed both games very much but while we were overwhelmed how much things improved from Trine to Trine 2, we still think that some stuff was handled better in Trine 1. Big wall of text incoming.

Our game setup:
- pc version played on HD tv
- 3 players, classic mode
- wizard with mouse and keyboard
- knight and thief using Wii classic controllers (basically PS2 controllers)
- 'experienced' gamers, all over 20 years old

From here on, everything is divided in good (+) and bad (-) changes from Trine 1 to Trine 2.

+ Game pads are much better supported, no more weird behavior with analog sticks
- We had to configure our game pads through config files since it was impossible to do in-game (would always take one axis as input for everything)

+ Highest difficulty available from the start
- No true final challenge like "Tower of Sarek" on (very) hard or "Path to a New Dawn"
- Ultimately too easy, even the last boss
- No level/achievement required some kind of game plan or tactical approach that went beyond "let's go all left/right!" (in contrast to tower of Sarek, survivalist achievement)

Game engine
+ Awesome physics
+ Less exploits
+ Option to go afk in multiplayer (but see below)
- Teleport exploiting by rejoining
- Camera seems to be even worse, at least annoying at times

Overall game design
+ Much better designed towards multiplayer
+ Removed items. Were fun but did not add any real depth
+ Talent trees and new skills are awesome
+ Experience placement is less frustrating
- Too much experience to collect overall
- No real motivation to complete the game 100%
- Trine1 playtime: >35h, Trine2: <20h

Level design
+ Beautiful levels
+ Better balance between fights and puzzles
+ Boss fight!
- Levels are a little too long
- no challenge level like "Tower Of Sarek"

Story / Cinematics
+ Much nicer presentation, great story telling
- some cutscenes have to be rewatched when restarting a level (last boss)

+ Interesting and fun achievements
+ No pointless progress achievements
- No completion achievements (gathered all unlockables, all experience in the whole game)
- No challenging achievements (better than developers, survivalist)

+ More dynamic and interesting
+ No more lazy spawning
+ Even better AI
- Nothing to say here, really

What we would love to see in Trine3 (you will make it 20% cooler anyway):
- More interesting boss fights. The dragon was really cool but the fight was too short. Could have required more tactics.
- Big one: The return of challenging levels and achievements (better than developers, tower of Sarek, path to a new dawn)
- Challenges requiring actual tactics and better teamplay, we want to be pushed to our limits and shout and scream at each other

We spent like 7+ hours on tower of Sarek and path to a new dawn. We collected even better than developers, the survivalist and kill no enemies achievements in tower of Sarek on very hard. That was a lot of fun.

And that's it. Hope to see other cool multiplayer games in the future.


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Re: Trine2 Feedback (multiplayer)

Postby FB_Esa » Tue Mar 13, 2012 11:05 am

Thanks for the feedback, we appreciate the time you put into this post 8)

We are currently testing a hardcore mode for your guys and tweaking it as we go. It will be some time until its done but it will provide much more challenging experience as a whole :)

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Joined: Sun Mar 11, 2012 1:38 am

Re: Trine2 Feedback (multiplayer)

Postby PinkieSense » Tue Mar 13, 2012 9:14 pm

That's great news, thanks a ton!

And if there is any fire envolved, make it blue. Blue fire is awesome.

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