Showing posts with label puzzle. Show all posts
Showing posts with label puzzle. Show all posts

Monday, February 13, 2012

Goombd Played! - Trine 2


Following in the footsteps of its 2009 predecessor, Trine 2 is absolutely gorgeous. It carries the great combinations of beautiful art and smart puzzle design the original Trine an amazing indie game and takes some core ideas even further.

The magical artifact called the Trine calls upon the trio of heroes yet again. The wizard, an expert in conjuring items out of thin air, was busy taking care of his new family, while the bulky, sword and hammer wielding knight killed evil weeds and the acrobatic thief looked for the next big heist. Called off for a new adventure, they each employ their unique set of skills in their new quest to save a kingdom. Their only catch, which quickly becomes your problem - you can only control one of these guys at once.

That is if you're playing Trine 2 by yourself. This is the first time in the series where you're able to invite a friend onto your couch or online lobby to join you, each controlling a different character. Playing solo is possible and fun on its own but Trine 2's big draw is the new cooperative mode. The puzzle design is brilliantly designed in a way that allows you to figure everything out on your own but can also be broken up by a group of players putting their brains together.

Much like the first Trine, Trine 2's story is presented in a fairy tale book style. Each colorful level brings its own flavor, hitting your eyes with vibrant visuals in just about every corner. Even caves are beautifully drawn in this game. This is probably one of the few instances where you'll be happy to be in a dank place for so long, only to find your character drawfed by a gigantic sunset.

There's a lot to look forward to in Trine 2 if you're familiar with the original game. Likely, you probably got annoyed by the character development tree in the original or how magic drained a meter with every spell. One of these matters are done away with, in a sense. The magic meter, of one, is gone, while the development tree is made much simpler to deal with. A new skill point is earned with every 50 experience points you collect. It can be spent in new abilities for one of the three characters. This time, though, you're able to freely "respec" the tree at any time, so even when you don't have enough points to max everyone out, you can activate the right abilities at the right time and switch everything out on the fly.

These special abilities play a big part in game. Some puzzles require simple deduction and probably only one of your characters while others deal with complex timing that demands quick reactions and multiple abilities working in tandem. That's the fun aspect of Trine 2 that constantly dares you to be creative and think outside the box or even better, not to over-analyze a situation and simply look at what is dealt to you.

Trine 2 is a blast. While not the longest of journeys you'll embark in anytime soon, it's one hell of a ride. It's gorgeous, smart and mostly importantly, it doesn't hold you by the hand. This is one the best sequels out there and it can easily fall into anyone's 'favorites' list like it did with me. If you're into puzzle games with charm, personality and a little something extra, you should look no further. Trine 2 is just that. |8

Tuesday, January 10, 2012

Goombd Played! - Fractal


Fractal, or Fractal: Make Blooms Not War, is the newest indie game to hit the scene. This time we're dealing with a puzzle game and in terms of being puzzling and immersive, it does its job in spades.

Making blooms of hexagons is the name of the game, and although some of the gameplay ends up feeling a tad random and out of our control, the smooth audiovisual presentation and quick pace help keep things moving.


The play field is a simple looking emulation of a flowerbed, with a few scattered hexagonal buds. Instead of directly moving these buds, you're given the choice of pushing them along a certain direction. Thing is, this movement acts a lot like a wind current, so whenever you blow the wind, any other cubes in the vicinity of its range will move as well. When the blocks make contact and a flower is build, a combo starts, more buds move in and so the game continues. You're given a limited number of blocks to play with and an overall score to beat. Clang that score and you're golden and move on to the next level.

The aforementioned random nature of the game comes from how blocks come in and the overall shape of the playing field. Sometimes combos come in way too easily, simply as soon as new blocks are placed. In earlier levels, where there's only one block color to worry about, this randomness becomes apparent, but thanks to the quick pace of beating levels and moving on, you're quickly taken to harder stages that not only add extra bud colors, but also a changing color influence your wind can have
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At that point, Fractal turns into a much more strategic game and starts to rise above a simple concept turned into a cheaper gaming alternative, like a lot of indie downloads tend to fall into. This is even more evident when you jump out of the campaign mode and start poking around the extra modes, where new elements and alternative objectives are introduced. In one of the special stages, you're pushed forward by a strict time limit while having unlimited blocks to deal with, while challenge mode gives you specific objectives such as triggering an specific number of flowers or reaching a certain combo before time expires.

Fractal is one of the best indie puzzle games out at the moment. Even though it started out a little too easy for my taste, it quickly kicked me into high gear and kept me interested past the campaign mode with some clever extra modes that could have easily been made into separate games by themselves. |8