Level: Incursion Building back home search
Author(s): Vinci
total rating:4.28 Gameplay &
Objects &
Sound &
Lighting &
dmdibl 4 5 5 5
eTux 4 5 3 4
Jay 5 5 5 5
Jose 1 5 2 5
manarch2 5 4 4 5
MichaelP 5 5 5 5
Nomad 3 4 5 5
Rambo 5 2 4 3
category averages
(8 reviews)
4.00 4.38 4.13 4.63

Reviewer's comments

"It seems that this author decided to build unofficial levels only for very expert players. The impossible jump with the quad, the way to hide the first keycard, the impossible timed runs, the baffling flipmaps, the impossible to see movable blocks... Fortunately I still could download the savegames (thanks dmdibl) so I could finish, but even so this level is a torture for many players. Not worth to play." - Jose (05-Jan-2018)

"Sorry, but this level was very frustrating and pointless. The puzzles did not make any sense, the whole map design was perfectly made to make your gameplay annoyingly hard, like jutting corners sneaky ramps etc. at every point you need to maintain your speed. Near the beginning there is a near impossible quad bike jump which I managed to do in about 100 tries. I persevered through the next timed run (at least that one made you think and was a fair run). But then there is this very obscure and out of place puzzle in a magical cave which teleports you all around and you have no idea what is going on, also thanks to the tile trigger which has no indication what it does. Even with the brilliant tactic reviewer eTux told below I couldn't even see the gate closing. I guess after that the level is nearly over but I couldn't finish. This level was probably made only for experts of the game but even so there should be some hints in the cave room. Still I have to congratulate the author to make impossible bike and running tracks which are still somehow possible." - Nomad (25-Sep-2016)

"This level appeared at the end of the wishlist so I tried it. Gameplay & Puzzles: The best part of this game, I found the quad bike jumps and the insane timed runs to be quite fun, there are some good ideas here. Sadly the end comes quick but it's quite filled with good tasks. Enemies, Objects & Secrets: A few enemies, almost no objects (a few filling the scenery) and no secrets, not really much to say about. Atmosphere, Sound & Cameras: The architecture is good, sounds and cameras are minimal. Atmosphere is okay but nothing special. Lighting & Textures: The textures are a bit wallpapered all over, yet more okay than the lighting which is absent at all. Total: 3,5/10, some good ideas but overall not very good." - Rambo (07-Jan-2015)

"Inspired by Jay's recent review, I finally took this one on and as eTux is already describing, sometimes it is assumptions that scare you away. This is actually a fairly basic and compact Level of about 30 mins. The snake and baddy enemies die quickly and easily and drop a few key cards for progression in this Nevada desert setting. But then there are of course the three really tricky things that take patience and practice to accomplish: A jump with the Quad bike through a whole (about 30 attempts), a timed run with a running jump through shallow water (about 10 attempts) and a timed run around a series of corners (about 50 attempts for me). So at the end of the day, this one is only worth a look if you want to try your skills on these expert type of challenges, but frankly, there is probably better things to do with your time..." - MichaelP (24-Oct-2013)

"This TR3 Nevada level really should come with a difficulty warning - it's not easy. I'm sure I'm not the only person who's had to rely on some of the savegames so kindly posted with the walkthrough. If you like quad bike riding and have some expertise with it then you might really enjoy the challenge of getting it parked just right in an alcove. Regrettably, I've never been very good with vehicles (either in TR levels or in real life) so I made a complete hash of it." - Jay (23-Oct-2013)

"Very recently I discussed with another builder that difficulty really is a non-issue when you have the right strategy to master a task at hand, and that players usually get frustrated only if it's not the one they expect or don't employ frequently in other games (consequently not being as flexible as the task demands). Despite what this level having only 2 other reviews to date might indicate, there isn't anything remotely impossible or masochistic when you know what has to be done and some cause-and-effect relationships between certain elements within the game. That said - I would've ultimately had a higher opinion of the level if the author had made clear what those relationships are at least in the latter part of the game. While you can kind of figure out that you somehow have to land the quadbike in the high alcove, and it was obvious which door opened for the shallow-water timed run (and once it was - I actually thought the timed run itself was very creative and figuring out the best possible course rather fun), the flipmap room where you have to open a number of doors, the last one - timed, it became a bit too 'clever' for it's own good. There are no clues as to what switch or trigger-tile did and you will find out a door is timed only when it closes right before your nose. The flipmap would've been a highlight in a more specific type of level (a temple, magic castle, etc.), but it felt quite out of place in a desert setting. And I was not sure why it was necessary to have two ways of activating it other than to deliberately mislead the players (to anyone playing - in the obstacle free room there is differently coloured ceiling tile - if you touch that after triggering the timed door, it will take you on an alternative route to the necessary room that spares some of the running around the other route requires). The looks are solid, but don't really stand out for anything and could've ultimately used some polishing in the lighting department as well as texturing - but you will probably be distracted from them by the tasks anyway through the 20-30 minute net gaming course. I enjoyed it quite a deal when I knew what had to be done despite the difficulty involved, but the obscure elements near the end managed to spoil it a bit for me." - eTux (03-Oct-2011)

"Played this. Made the quad bike jump and the timed run. Didn't manage the last run. Forgot this level. Replayed the last run now, six months later, with the help of dmdibl's savegames (thanks much to him). This level is not a good level, I think. When falling through a floor you get to another area, on its end you fall again through a floor and get to the area where you fell through the floor in this room? M.C. Escher would be happy to see this, but not the inclined player. Textures were desert ones, not that bad. But I don't think this level is recommendable, just because of the headaches it gives to you." - manarch2 (18-Dec-2010)

"Only memorable because of its painful quad bike jump and excruciating timed runs. Most players would be better served by the author's "The Grand Obelisk," where their efforts are rewarded by a topnotch level. This level can be summed up in a few sentences. Lara rides the quad bike and eventually makes a jump, followed by a difficult timed run requiring her to run through shallow water. Then there are a couple flip room effects to confuse players. There is a nasty timed run, and the level ends. The scenery and design are basic, and the enemies are fodder for Lara's guns. Vinci seems to have been experimenting with flip rooms, with flip tiles to stand on, and flip tiles to fall through, and flip tiles to jump through, and flip rooms to destroy any illusion of reality. Maybe this should be rated as a Test Level. Suitable for experts and masochists." - dmdibl (23-Nov-2009)
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