It doesn’t change the fact that Trine 2 is a wonderful game, though, one that we already know we like without touchscreen controls, and this is a slightly better version of it. Given that Trine wasn’t made for Wii U, it’s perhaps not surprising that the touchscreen elements feel like they’ve been shoehorned in – so far the best titles on show for Nintendo’s new console have been the ones conceived for it from the ground up, ones that either put no pressure on the touch screen or turn it into an integral part of the gameplay. There is one “party” mode designed for four players called Magic Mayhem, which uses both the gamepad and remotes, but this hasn’t been shown yet, and there are no details as to how exactly it will work. Happily, you can ignore the touchscreen entirely and play using buttons only, or with a Wii remote. Drawing boxes on the screen for the Wizard to use makes instinctive sense, but the two control options don’t mesh together well. You can attack, fire arrows and grapple using touch icons on the handheld screen, but in order to move and jump you have to use the stick and the B button, leaving you fumbling for the buttons with your right hand whilst trying to keep the stylus clamped between your fingers. Unfortunately the Wii U gamepad integration is hardly brilliant, necessitating an awkward mix of touch and physical control. The action is identical on the screen in your hands and the TV. Instead, I tackled the opening level in single-player with the Wii U gamepad. This three-player co-op remains intact for the Wii U version – the game supports three Wii Remotes as well as a gamepad, though the multiplayer hasn’t been shown yet in all its glory. Trine is a wonderful co-op platformer, and you start to look at its world in a wholly different way when you can team two heroes’ powers together. In single-player, you switch between the three heroes at the touch of a button, but with more players you can control each one separately.
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