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Level: Revenge of Osiris - Osiris' Spaceship back home search
Author(s): Pouco2 Thierry Stoorne
total rating:9.33 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Casual Raider 8 8 9 10
CC 8 9 10 10
DJ Full 9 10 10 9
eTux 8 9 10 9
Gerty 9 10 10 9
Jay 9 10 10 10
JesseG 8 9 10 10
Jose 9 9 10 10
Kristina 8 8 8 8
manarch2 8 10 10 9
MichaelP 9 9 10 9
Mman 8 10 9 9
Mytly 9 9 10 9
Phil 10 10 10 10
QRS 10 10 10 10
Ravenwen 10 10 10 10
Raymond 10 10 10 10
Relic Hunter 9 9 10 9
Ryan 9 9 10 10
Samu 9 9 7 8
TimJ 9 10 10 10
category averages
(21 reviews)
8.86 9.38 9.67 9.43

Reviewer's comments

"We have left Terra firma and are now aboard a spaceship towards the finale. This is a masterpiece in the series, no doubt about it. I loved the textures that were used and the re- textured guards and demigods were brilliantly done. Gameplay starts simple, but soon you'll be avoiding laser traps, performing challenging acrobatics and picking up red and blue artefacts. An amazing level and now the final boss(es) awaits..." - Ryan (22-Sep-2016)

"Like always for linear plots, I rate all levels equally yet with different score combos to highlight ups and downs of each part, links to which are embedded in common text. We begin in Thierry's Parisian Streets and how not to repeat the con remarks for this builder. Why not to take a bike if the streets are so wide? Why not to return Lara with a rapid sewer current? Or maybe why not to put her on the back of a city pigeon for faster travel? Ideas to kill redundancy are numerous and would also work for atmosphere... but no, again we have backtracking, lack of shortcuts and passage repetition. Thankfully as imperfect as in path design, Thierry is brilliant in isolation craft so I didn't mind the extra travel that much. So far. Then we go into Church which sustains the mood despite of dropping the scale, and makes it spookier in return. But this is an exercise in bad combat. Riding a bike under sentry fire. Pulling up onto an edge with a running dog. Getting perforated by a SAS while wading through the water... Of course you want to be smart to avoid health loss but the author made sure to prevent that. Think about it: there's a group of dogs and a bike. It rings a bell to run over the beasts, but the vehicle gets impaled with spikes blocking the passage to break your plan. Then you want to fight these dogs from the entrance corridor but a rollingball forces you into the room. So you escape on the nearby ledge to shoot them from above, but an invisible collision panel feels just like deliberately applied to make that attempt futile as well. The only combat the author approves is direct encounter what instead of challenging is horribly annoying. All this time you only have the pistols and don't even tell me about that red herring revolver. When finishing this part I was absolutely infuriated so it was great to embrace delightful chillout of the following Airport. Again we have a red herring, this time a medikit, and the breakable walls are way too hidden, especially if one of them is secret and the other one isnt, but we can relax among realistic bars, pass through check-in gates, enter metro wagons, climb escalators and explore a secret hotel. In the end I felt ashamed I never tried Leeloo's levels before, and I will soon repair that mistake with The Hangar. But before that we leave France and pass into Egypt, to the plot core. The Temple feels convincingly buried, has neat layout and local visual gems. It's another one of Thierry, but the path design is incomparably better, just like if not his. What may confuse beginners is a quadruple slot which looks like a multi-item combo but in fact requires progressive filling, and the treasure pool challenge which may cause you to save the game just before you die. Next TC enters the stage with his Lava section, as we proceed deeper into the Earth crust to get literally overflown with magma. It's one of these levels where you can feel the heat and play with fire while utilizing loads of cracks, crevices and ladders like this author got us used to. The design is a bit subpar and cramped in comparison to the author's flagship projects, but still very good and enjoyable, however since that moment the project gets confusing as the opportunity to miss or do something wrong appears - for instance I could only solve the statue pushable after multiple corrections and I had to repeat half of the level when the zipline didn't retrigger. But the most serious and easily evitable mistake was the door cube pushable. Once raised, the portals shouldn't close because using the block every time to unlock them makes no sense especially in a level where it's so easy to commit a mistake and try again. What I particularly liked was a nice touch of the barriers surrounding the rocks sticking out of the lava stream, what made that part of platforming much easier. Then we descend even deeper to cool down in the Underground Lake, but I unfortunately recognized the retextured ship level of TR2, and instead of lukewarm depths of volcanic cavern I kept imagining an overturned rusty vessel no matter how fine TimJ's rendition was. But at least the map was familiar, and tasking got ambitious with the multilevel pushable, though it went too ambitious with the underwater lever. Since the place is huge and the lights draw attention away, I couldn't locate that spot even with the walkthrough in hand, and only thanks to TRGamer's let's play video I could get enough help to breach the gates of sunken Castle of Corpus Fatalis, likely a pun of "over my dead body". This map is made from scratch, outstandingly atmospheric and the most suitable word would be "epic" despite of not so big size and darkness. One nice trick to strenghten its grandeur is the lack of ceiling substituted with progressive fadeout, so we can imagine the central hall much higher than it really is. Then we unlock the City of the Priests, another element of TC's dense world, even more lava-soaked than his other bit made for this game was. Here I noticed external cooperation of the French forum, with MagPlus's Apophis warriors really making this part feel like a sequel to The Rescue. If I missed something in this level and the entire volcanic episode, it was the sound of flowing lava - while we get the Xian ambience for mystery mood, the river of molten rocks is absolutely silent. Eventually, we enter the underworld Kingdom to get some Swedish vibes, for either this has been inspired with QRS's Limbo or vice versa. The part is really open but not confusing at all, and platforming over the floating islands was pure pleasure. This is possibly also the moment of the adventure where the greatest amount of customized objects dwell, including the Obole puzzle making for a serious closure hitpoint and perfect for transition, however in the final scene I missed some music, waves on the river and actually showing Charon's boat sail the waters into the Farplane. Very soon it appears this one holds a very tightly embedded realm of Lost Spirits, filled with randomly arranged floating islands, multiple intersections, start positions and sometimes even requiring the right choice for correct progress, while not even mentioning you are in such situation - seriously, the thunder plain and the final fight of the chapter might remain in my heart forever, but learning fluent French would be less confusing than solving this whole chapter. Often I had no idea what to do, some doors never open, some levers are never pulled, certain things are hard to guess like the monkey swing because no other texture of the kind is grabbable, or the cross puzzle hole because no other object like this is interactive, or the water corridor secret triggered with an invisible shatter - however the last one may be discussable as well as the requirement to grab an uraeus from the active spike trap. As a result I failed multiple times to proceed without a walkthrough and only after a whole day, what is as much time as the whole preceding content took me, I grabbed the key to the Osiris's Pyramid. Here's Thierry again, even better than his previous bit, and possibly in his greatest solo map. Despite of structural simplicity and intense combat, the place feels incredibly calm and relieving while offering total immersion, rewarding tasks and both casual and unusual geometry. Only the crawling part could be shorter but I liked the exploration very much - in the end every square in sight appears accessible. The bike part is really unexpected in such place, and the final teleport flyby is properly satisfying as we teleport into space... or at least I thought we should, but before that we unexpectedly visit an extra pyramid level which is fully unlike the ordinary pyramid design, with each corridor intricate and attractive, and transparent enemies making us sure we're really deep already. The gate to let us out from the first slot with the White Stone is another one which should remain open once open, otherwise it forces passage repetition if we visit the place too early. The transition to alien scenery is made very well but just like in case of the Kingdom boat cutscene, we should really see the shuttle fly as we get ourselves abducted onboard the Osiris's Spaceship. The surroundings are simply breathtaking: the outer space introduction, the hangar section the control room - I have a feeling the author was under impression of the Cygnus from The Black Hole movie, and if the plot wasn't Egyptian this dystopian, almost a derelict-like ship would be a great host for creepy humanoid workers or an evil robot like Maximilian (yeah you need to watch that if you haven't already). Certain design shouldn't occur like the water tank, another place we can save in, unaware of imminent death. Multiple passing through the could be easy reduced either, and I even had to cheat for shells when it appeared they aren't provided for the Horus fight they're crucial for. I eventually hacked Osiris's security system and defeated the guy Somewhere in the Farplane, where a nicely controlled timed challenge may give us two different endings, producing one of these moments worth to die in. SUMMARY: This is a very solid and seriously coherent team work where every participant cared a lot, with original plot, new graphics and even music tracks. Sometimes you may need a walkthrough to deal with annoying mistakes and properly enjoy unforgettable highlights which make this game obligatory to play at certain moment, so why not now." - DJ Full (25-Jun-2016)

"I liked this level for its textures and atmosphere. Didn't like some traps and all look alike corridors. Gameplay wasn't that fun as in other levels and it was a bit annoying at times. The spaceship itself was very interesting, Recommended mostly for experienced players." - Casual Raider (08-Oct-2013)

"This level starts nice with a great cutscene showing the exterior of the huge airship and Lara in her new cool white outfit, and throughout the whole level there is an especially great atmosphere. There is a very nice usage of laser objects and textures at the start including a red- herring passage (this is such a small thing only consisting of one raising block but I found it pretty nice). The unmarked trapdoor afterwards was pretty unnecessary but no problem thanks to the help of the walkthrough, and the laser passage afterwards was quite fun but unnecessary to get through the same laser setup three times. There are some really great things in this level, such as the laser from the TR 5 levels that cuts off a wall for you, the green lasers consisting of zeros and ones and yet again a detailed and realistic architecture of the spaceship. Found one unmarked ladder which is forgivable, but I also have the strange feeling that some of the rooms are copied from the previous level, as the room with the red and blue receptacles, but I can be mistaken. However – I hate to say it again – the gameplay once more didn’t quite catch me as it mostly is about running around, finding a lot of items and levers (just to note that the lever bug is still active in this level) and so on. In comparison to the previous levels, a little more varied gameplay is thrown in, such as the slope room with little twists as the monkeyswing and the ladder, the timed run over another of these slope- monkeyswing combinations and more fun lasers to avoid. Also, the textures being completely different to before actually made the exploration more fun and the few Egyptian objects put in later in this level actually fit quite well to the scenery. The enemies are the androids already seen in the last level and quite a few more, the fights with some of them are surprisingly (and for sure unintendedly) short when using the shotgun, and I really liked some of their placements, e.g. the androids beaming in front of Lara out of rays. Also, the objects were quite fantastic, as the laser pole that works its way to the floor, or the aliens that can be seen behind a glass window. The two secrets were nearly impossible to miss and I have to support eTux’s thought that they were placed as an afterthought, as even the level list on TRO doesn’t speak of any secrets in this level. All in all on tie with “Kingdom of the Dead” for the most atmospheric level, the only thing I missed were more outside glimpses. 50 minutes." - manarch2 (26-Feb-2012)

"Looks like Thierry Stoorne and Pouco2 make a really good team, seeing as their second collaborative level in RoO is even better than the first. Of course, the change in setting is also in their favour, as the alien spaceship provides a completely new feel to this level. The spaceship looks amazing, and features many lovely new objects. There is the occasional surreal touch like the floating translucent blocks and the room with water walls that add to the otherworldly feel, while a few Egyptian touches ‘ground’ it and tie the theme to the previous levels slightly. The level reminds me of ‘The Hidden Experiment’ level in MagPlus’s The Rescue, which I loved.
Apart from a cool opening flyby showing the spaceship, the beginning is a tad dull, including an overly camouflaged trapdoor and dark narrow corridors, though it does also feature laser traps, which I like. Things pick up once you open up newer parts of the spaceship, and there are some cool moments like activating a laser that cuts open a door for you. The gameplay involves mostly exploration, lots of traps and some very enjoyable jumps, such as the jumps on the way back in the room with the monkeyswing and deadly floor. There is an encounter with an unavoidable gun turret, a rather too many artefacts to be found, and a bit too much backtracking, but otherwise the gameplay is consistently enjoyable throughout.
Enemies include a few humans (on an alien spaceship?), the androids from the previous level, demigods, plus some huge mini-boss-like aliens modelled on the gladiator from TR5 (which can be a bit buggy and hard to kill). The secrets are just lying out in the open, such that you’re unlikely to miss them.
Overall: One of the best levels in RoO, and a great penultimate level to this saga." - Mytly (23-Feb-2012)

"After your discovery in the last level you go to space and dock on a large spaceship. After the amazing first impression with the spaceship in front of you I found the initial areas pretty disappointing, with a bunch of confined corridors and similar that don't really convey being in the enormous ship at all. About half-way through though you enter a large area and the feeling improves a lot, but it's a shame it takes so long before the visuals start to shine. Lighting goes through a similar progression, with the start being a bit mediocre and later half being excellent. The objects fit perfectly however (including some nice references to the Egyptian theme later on).
Gameplay follows a similar progression to the visuals, with the start involving a lot of backtracking between relatively simple actions, and the second half being a lot more developed and interesting. There's a variety of traps and puzzles, and the second half had quite a bit of exploration too. It's a shame about that first half which lets it down. It kind of feels like one level wasn't enough to do justice to the initial build-up to this setting (and the ending feels a bit anti-climatic), but it's still a good attempt at this rarely-used theme." - Mman (19-Feb-2011)

"It's amazing how much work can be done to turn a game level into its own world - and when work goes to areas the player doesn't even reach, that world is closer to a masterpiece. In this case I speak of the outside of the ship, which blew me away. The inside is great too - it feels very "intelligent". After getting over the nostalgic feeling of having slipped back into Dark Forces, I had to look hard to find that elusive trapdoor, which I wasn't very thrilled about. They could at least add a handle to the thing. Anyway for the most part the level is engaging and will have you dodging lasers, climbing electric poles and performing crazy jump routines on sloped areas. One note is that there is quite a bit of potential backtracking - perhaps closing the player in a somewhat smaller box at times would have helped. But that is not too much of an issue here. Very nice level, I almost miss the place already." - SSJ6Wolf (06-Jun-2009)

"While, as I said in my review for the previous installment in the series - I didn't find it to be particularly original or interesting to basically adapt the Stargate storyline to their needs for this series, good gameplay and atmosphere can compensate a lot of story telling mishaps in video games, and it certainly delivers here. Already from the first fly-by you can't help but be absorbed into the unique world the level presents, and as you keep keep exploring it will get harder and harder to let go. The attention to details is amazing, and overall, despite relying on the same old technocratic alien race cliche, offers one of the most memorable outer space raids created for Lara to raid. There's a balanced amount of enemy battles ranging from the simpler foot soldiers to androids of various levels of coolness (and toughness) descending via beams of light. As with the levels before - it's quite expansive and after a more linear intro you're free to explore it to your liking, so it's possibly best to sit this through in one go, but the various areas are distinctive enough to tell them apart and use as landmarks to find it wherever it is you're headed here. The tasks as such weren't really anything out of the ordinary and mainly required you to find the right switch (the switch bug is still present here, so if you feel like a switch did nothing - try sticking around a bit longer on the tile it's on), the right pickup or the right direction to go, but there were a number of neat jumps, some great gun turret action, and the laser traps are always fun to avoid (though they did feel a tad too repetitive after a while), thus the difficulty level is pretty high, but at this point in the game, it really should be too! If the secrets were fairly simple to find in the preceding two levels, their placement here felt like a mere afterthought, as I didn't really find them any harder to locate than other random pickups lying on this spaceship, but that's a minor gripe, as I'm not that big into searching out every nook and cranny for them anyway. Overall it's an excellent space level, one of the best around, and some of the more sour moments throughout the series are easily forgotten as you get to experience this gem of a level!" - eTux (15-Jul-2008)

"From the very nice intro flyby showing the wonderful horizon in space, the adventure now fully takes a turn into the alien world, although gameplay remains fairly straightforward with a search for fuses and other artifacts, a few challenging laser traps and plenty of guards and some cool and tougher enemies to battle. The atmosphere is very convincing and it is great fun to explore this huge and rather empty spaceship and eventually trigger the things you need to in order to make it to the final show down (70 min., 2 secrets)." - MichaelP (15-Jun-2008)

"I'm really happy that everyone liked this level a lot ! I was sure it won't be liked so much when I spoke with Thierry about it the first time (well, it wasn't finished and I discovered great things too when I tested the finished version). In my opinion the level is too much linear. There is a lot of things to do in a spaceship (like in a base) and it could have been completely confusing with a lot of path from the huge center area. Anyway this spaceship is just superb ! It is well designed. There are a lot of things to do (lot of traps lol). The horus guard was really surprising ! We can kill it with only one shotgun shot but as long as we try to shoot it with the pistols we can't go out of the room where we are trapped with this big boss. I really liked the wink to Star Wars with the small star fighters near the piloting cabin. It was really a good level that I liked a lot!!!" - TimJ (20-Jul-2007)

"Fantastic opening flyby of the spaceship making it's way through a red galaxy. Worth all the hassle just to see this. And if, after all we've been through, we had ended up in a ho-hum base/lab type level it would have been a huge disappointment. But our boy Osiris has not disappointed. Amazing looking ship, excellent texturing, colours, lighting, objects, enemies, atmosphere. Loved those metal walls and animated texture lights. There are cool looking robot guards and demigods, but the place is very secure with all those laser traps we have to get through. We're searching for lots of fuses, crystals and key parts to activate computer coded columns that will eventually see us face to face with the bossman himself." - CC (07-Jul-2007)

"I beta tested this one quite a while ago and I cursed the builders for the trapdoor as that eluded me big time. It still is a great level to play though. I was blown away by the use of the teleporters out of the Star gate series. Wow. Great use of textures, enemies and objects, the music was an added bonus tough. I’m still not fond of laser traps and I had a hard time to get through them." - Gerty (04-Jul-2007)

"Not being familiar with the level editor, I have no idea how much trouble it is, relatively speaking, to construct a setting that looks like the interior of a space craft. But the builders have succeeded so well in this case that I feel compelled to award it top scores for this reason alone. But other aspects of this level show signs of excellence as well - enemies descend in a spiral of light as they rain death upon you, there are some unusual jump sequences, and the gameplay overall is very efficiently laid out. I'm near the end, with only the boss level still ahead, and I can't remember when I enjoyed myself more during an extended raid (unless it was when I was playing Neon God)." - Phil (09-May-2007)

"This level was fantastic! I loved everything about it, the sci-fi feel, the settings, the atmosphere, the gameplay. In a complete change of scenery, Lara is now found inside the futuristic spaceship of Osiris (wearing a pretty neat new outfit too!), where technology meets ancient Egypt in the most creative way. There are hi-tech texturings and settings, but the egyptian element is still there, either in the form of original egyptian artifacts, objects (the 'chess' puzzle pieces that appear here with a different texturing) or the colours of some rooms - bright red and green, that bring to mind egyptian wall paintings. Thierry and Pouco2 have outdone themselves with this level, proving that they can create diverse environments with equal mastery, as this level is much different from their Secret of the Pyramid one. There are several laser traps to pass through and plenty of enemies to shoot; there are also a couple of bigger enemies (sort of bosses) that are a bit of a pain. Action and gameplay are excellent, and there are many challenging situations as well. Objects including some weapons, ammo and the aforementioned puzzle pieces are modified so as to match the style of the level, and so are the demigods that you meet. A level beautifully crafted from every aspect." - Ravenwen (17-Apr-2007)

"This is a masterpiece of the alien levels. An impressive and enormous spaceship very well builded, lightened and textured with a lot of dangers inside and hard enemies to kill. There are some excellent effects and hard tasks too, but this level was the best of the game for me. Only I found one defect: secrets were not hidden (I found two), but the entire level is magnific, over all atmosphere and ambience, you can really feel that you are into a nave in the space. A great work you can't miss." - José (10-Apr-2007)

"The level is one big spaceship as expected with gems to find and demigods to fight. The level is challenging with lasers to avoid while you need to crawl into a small space to access a receptacle. It’s different from that you have played so far in this adventure and a nice change of scenery. The end comes with Lara going back once again to the pyramid area, in fact onto the pyramid and getting transferred to a strange area for the final fight which will be the conclusion of this game. I found two secrets." - Kristina (19-Mar-2007)

"From Egypt we end up in some funky spaceship ruled by our dear pal Osiris. This is one of the coolest alien levels I have played. It contains a very nice alien atmosphere aboard the spaceship, and there's a good deal of exploration to do throughout the level. It's a very fluid level in terms of progression in which you won't get stuck if you can remember areas of importance. The enemies aboard the ship were cool, and I liked how they appeared in the later parts of the level. The gameplay in here isn't of great difficulty, but should still provide experienced raiders some good fun. Now it's time to go deal with Mr. Osiris himself..." - Relic Hunter (17-Mar-2007)

"What a spectacular opening flyby – a real scene setter. Some of the textures and settings really are very well done and give an authentic otherworldly feel to the level. There are a lot of guards, laser traps and tough cyborgs around to drain your health so I hope you’ve been careful with those medipacks thus far. Another highly enjoyable entry in the series, but I’m going to have my customary grumble about irritating looped sound files though. Please, please don’t. Otherwise, highly recommended." - Jay (08-Mar-2007)

"I'm not a fond of strange alien levels like this level which has an effect on my review. I enjoyed still playing it and at least it was unique and interesting experience to play through. The way of using lazer traps is very impressive and I like also the way authors have used objects to suit the level. For example aliens behind the glass are very nice addition and they really fit well in space ship. There are also many other nice things in this level and I liked it despite this sort of levels are usually not to my taste." - Samu (26-Feb-2007)

"Nothing much to add to the review of QRS. You must see this starship. It´s all in every detail so pefectly done, that you have to admire it. Gameplay highlight are the devious laser traps. So the level has some tough moments, but it shouldn´t be too challenging. You´ll have to do also a lot of exploring and some nice fights with beautifully crafted enemies. So it´s alltogether a very entertaining mix. This level is another strong argument to play this highly professionell level series in it´s entirety! Many thanks to all the builders for this great enjoyment and the many hours of fun!" - Raymond (19-Feb-2007)

"This is the best level by Thierry and Pouco2. I’m not a fun of alien/spaceship levels but there are a few gems out there. “Stargate” by Titia comes to mind…and this level keeps that standard. Amazing environment, atmosphere and cameras. The music is great and fits perfect. The lighting and texturing is done to perfection. Some of the textures did almost look as fine as if they were 128x128. Another thing that was fantastic was the range of different enemies and how they looked. The huge sethas and how they teleported to kill Lara etc. The architecture make you feel like you are on an alien spaceship with a small twist of Egypt as a flavour hehe. Highlights: The Egypt room near the end, the room full of aliens LOL! And of course the opening scene with the spaceship WOW! This is a level that will become a classic in this genre. Nothing at all to complain about here. All tens from me." - QRS (13-Feb-2007)
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