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Instead, the design team focused on doing documentation for different core elements of the game: The new skills and abilities, enemies, interactable objects and puzzles – basically everything gameplay related was thought out. Since Trine 2 was a sequel and the gameplay was very similar, we didn’t use any grand design documents to cover the entire game. So the decision to make Trine 2 was made quickly, and from early on we began planning the improvements and new features – many which were left out from the original Trine (sometimes due to time constraints and sometimes because they would have clashed with other existing features/design). The concept process for Trine 2 started already during the development of the original Trine We had learned from our experiences on the aftermath of our first game, Shadowgrounds, that we should immediately have a follow-up project after a game was complete. Overall development from the concept stage to code: Surprisingly, there wasn’t an over-arching design that dominated the game when it came to the PlayStation 4 as Trine 2: Complete Story.įrozenbyte Studios’ marketing manager Kai Tuovinen offered his thoughts on PlayStation 4 version, documenting the changes from the game’s initial inception to the final stretch, how the new content fundamentally changes the game overall and the process behind the level design. That was until Trine 2 came along – that too after the amazing first game – offered an amazing experience overall to players. There are even less of such games which offers players a chance to cooperate together with varying classes and across a vast fantasy world.
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There aren’t a lot of side-scrolling, 2D, action RPGs out there.