The sisters are finally named and Isabel gets a song, Rosabel a lament. The last two poems in the game are longer. It's another case, I feel, where even waving it under the nose of a poet would have resulted in a superior edit. The writer's grasp of meter does slip a little, unfortunately, as in the last two lines of the sixth piece: There's little in the way of subtle metaphor, but that's fine – they fulfil their intended purpose of innocently leading the reader down an ever-darkening path. Cleverly, they use repetition to telegraph the conceit of alternating narrators: two sisters taking it in turn to speak about their relationship, each with a different outlook. The first ten are all simple quatrains with an ABCB rhyme-scheme. And like in Mark of the Ninja, they form a complete narrative when pieced together, gradually revealing the history of the game's antagonist. Because it's set in a fantasy land ablaze with colour and sunlight, however, the narration is somewhat more direct, the style of telling sharply reminiscent of children's fairy tales. The poems in Trine 2 are written on secret scrolls hidden in various places throughout the span of the game, much like in Mark of the Ninja. The Knight holds off the goblins with sword and shield while the Wizard alchemises an unstable bridge out of thin air and the Thief lights the way with flaming arrows. The plot makes a little more sense in single-player (the Trine itself is a device used to explain why the player can switch between three characters) but it comes into its own when played with two friends. Trine 2 is a delightful co-op puzzle platformer which will burn out your PC's heart with its gorgeousness.
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