But there is expanse in the other. Moving forward, collecting some blue feathers scattered throughout the levels, defeating the "bosses" and opening the chests, we find many different magic caps and staffs that give unique effects - one, for example, increases the speed of recovery, while the other heals the character, When he makes a sharp jerk to bypass the shielded enemy.
In addition, we gain experience, new levels and "pump" the character in different branches, reducing, say, the cost of using spells, increasing the damage or effectiveness of a particular type of magic. Nothing special, but the possibility of such a point-like "tuning" of the character, of course, pleases.
Finally, finding staffs and hats, getting special achievements and performing special tasks, we gradually open up more and more new characters or advanced versions of the old ones. Initially, only two heroes are available - a young student gravitating toward attack magic, and a female student who also knows how to treat. And then there are even more powerful mages with different sets of "spells".
That's only to change the hero right in the course of the passage is impossible - you have to start all over again. The authors thus clearly encourage us to re-play the game over and over again in order to open even more content, hats, staffs and characters and try out other spells and combinations in the same situations, but still the solution is ambiguous - let's at least choose individual chapters like this was in Trine. Moreover, I repeat, the same expanse for creative experiments, as in Magicka , there is not, and therefore there is no special incentive for constant pereproshdeniya.