Trine 2: Director’s Cut: A cut above the original

December 12, 2012

To save myself a ton of time, I wanted to start this by stating that just about everything Andrew mentioned in his review of Trine 2 still applies to the Wii U edition. This game looks just as amazing and plays just as brilliantly as it does on other systems, and all of the puzzling adventures contained there are here as well. But that isn’t all, as Director’s Cut includes much more.

For starters, this edition includes six additional stages found in the PC expansion pack “The Goblin Menace” along with the new hero abilities also introduced there, all available right from the start (give or take some leveling up). Eventually having access to abilities like Zoya’s anti-gravity arrow, Pontius’s kite shield or Amadeus’s object magnetization will bring all kinds of new possible solutions to the original levels. Or you could just ignore them (they’re all four-cost abilities, after all) and play the first dozen or so levels like normal. More options is always good, especially in an unstructured game like Trine 2.

The conversion to the Wii U has allowed the team at Frozenbyte to touch things up here and there as well. I didn’t experience any of the wonky physics or clipping issues that Andrew mentioned, for starters. And if possible, the game might be even prettier than it has been previously. But more importantly, now players have access to the GamePad. For Zoya and Pontius, that isn’t actually much of an upgrade, but Amadeus will love it. Now summoning a box or a plank is as simple as drawing a square or line on the touch screen, and moving objects around with telekinesis is just as intuitive. The other heroes can make use of the touch screen as well, which can help when aiming an arrow or hammer, changing heroes out of the normal rotation sequence or if you just forget when button activates certain abilities. But for the most part, you’re probably better off just using them normally.

Both local and online multiplayer are still included in the Director’s Cut, and the ability to post screen shots to the Miiverse community allows for an interesting help option should you require it for some of the trickier puzzles. What was not included, however, is the “Magic Mayhem” multiplayer mode the developers mentioned in a recent Nintendo Power article; that is probably still coming some time down the road, and could be exclusive to Wii U unless the PC controls work out somehow, but until Frozenbyte has more to say on the subject we’ll just have to be content with what we’ve got for now.

And as a reminder, what we’ve got is nineteen gorgeous enemy-filled stages of puzzling adventure and a bonus stage if you manage to find all of the secret treasures, of which there are two in each level. Once you’ve gone through the first ninetee,n you can replay any you’ve already completed to track down the stuff you’ve missed, and adjustable difficulty levels will keep you on your toes for some time. I spent a little under twenty hours getting that far, and that was without even exploring cooperative multiplayer or replaying levels. For twenty bucks, that seems like a great deal. As someone who enjoyed The Lost Vikings way back when, this kind of gameplay is unfortunately something I haven’t experienced in a long time. It was worth the wait.

Pros: Open-ended puzzling, additional replay ability, GamePad wizard controls
Cons: Physics can be a little floaty at times

Score: 4/5

Questions? Check out our review guide.


WesFX December 12, 2012 at 7:21 am

I quite enjoy the added fidelity/options of aiming Zoya’s grappling hook thing. The game would normally auto-target a hook-able surface, and sometimes it’s not necessarily the one you want or where you want it. And, perhaps this is a Wii U analog stick issue only, but you get far more degrees of accuracy (and lining up those degrees faster) with the touchscreen. It takes a little adjusting, but I prefer the touch-screen controls in all circumstances.

This game actually helped me realize why I don’t enjoy the look of many 360/PS3 games because of this issue with the gamma being off; the truer blacks aren’t attractive to me. They just look unnatural. I’m honestly considering skipping the update to fix the gamma if possible, and will keep this idea in mind for future games so that I might reduce the harshness of blacks in future games (not just Wii U).

JoelFB December 12, 2012 at 10:49 am

Joel from Frozenbyte here, glad to hear. :)

After the update we plan to bring in December, the game will indeed look a bit darker (similar to other platforms). If you prefer the lighter look you can achieve it by going to Settings -> Visual and turning the Brightness slider all the way to the right. It should then match the release version look, more or less. (The update will also bring Wii U Pro Controller support, Voice Chat for online multiplayer, some languages, some fixes, and some minor things.)

Oh and Magic Mayhem – some ways into development, we dropped it and replaced it with the Wii U exclusive Dwarven Caverns level. It’s a great level but requires almost full completion of the game to access (you have to collect 10 secret map pieces in the Goblin Menace expansion levels). That makes the total level amount 20. :)

- Joel, Frozenbyte team, developers of Trine 2: Director’s Cut

Chris Ingersoll December 12, 2012 at 12:01 pm

Neat! I was already considering going back to find the treasures I missed anyway.