It's cool that some puzzles have more than one solution.Ī returning feature from Trine 4 is that puzzles change depending on the number of players you’re working with, and the extra steps required to solve them with friends often make those feel like the definitive versions. Some of those actually allow you to gain access to secret areas that were inaccessible on your first run, so it’s worth revisiting those stages. You can also return to previous levels with new powers acquired throughout the story, which give you new ways to complete old levels. While each obstacle clearly has a right way to do it, if you can’t figure one out or are just feeling rebellious, there are plenty you can get through by making clever use of your abilities, doing something unexpected, or just getting lucky. It’s also cool that some puzzles have more than one solution, which allows you to get creative when the mood strikes you. Clever interactions like that are common, and pretty awesome when it finally clicks. For example, Amadeus eventually gains the ability to reverse gravity on his summoned objects so they float in the air like a balloon, which – when combined with Zoya’s ability to teleport to any object her rope can attach to – allows her to reach areas that were previously inaccessible. Each character gains such a wide variety of abilities by the end that it's easy to forget about one.Ī lot of that difficulty comes from the fact that each character gains such a wide variety of abilities by the end that it’s easy to forget about one of the tools in your kit, or neglect to consider how new abilities might interact with old ones to allow for new solutions. I pride myself on being an adept puzzle solver, and during Trine 5’s 10 hour story I found myself stumped for minutes at a time on more than a few occasions – that’s always a pleasant surprise. One of the most significant improvements is that puzzles are oftentimes pretty darn challenging, which is especially nice to see after Trine 4’s mostly humdrum obstacles.
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