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Level: Nocturnal Monsters (Demo) back home search
Author(s): CelticGuard
total rating:4.92 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Ceamonks890 3 5 4 4
Diz 4 5 5 5
dmdibl 6 7 6 6
eTux 3 3 4 4
FX 3 1 1 2
High Priestess 5 5 5 5
Jay 4 6 5 6
manarch2 3 6 5 4
MichaelP 3 6 6 6
Moonpooka 7 7 7 4
Obig 6 6 7 7
Orbit Dream 4 6 5 8
rtrger 3 3 4 6
Ryan 4 4 5 6
Scottie 6 7 6 7
TheStig 5 6 4 4
category averages
(16 reviews)
4.31 5.19 4.94 5.25

Reviewer's comments

"A bit of an oddity, this one. The opening cut scene looks suspiciously like one from TR3 (albeit well done), but it goes downhill from there. When the level starts, either Lara is dressed up or we are playing as Sophia Leigh. Anyway, this seems like a variation of the traditional house level and it has its quirky side, with Larson sitting on the bed (later a boss fight) and the dead bodies strewn about. But, I guess we will never know what happens next, since it has been a while since this "work in progress" has been released." - Ryan (27-Jul-2016)

"Despite having a promising intro FMV play upon starting up this release, it all quickly starts to fall apart from then on, as its rather clear from the get go that this demo really needed a lot more time in development, before being let out for reviewers and players to immediately criticize. For one thing, there's a concerning number of bugs on offer here(which while may not be anything close to game-breaking thankfully), are still fairly unprofessional to leave in nonetheless. And secondly, as impressive as the visuals can be at times, I found the overly simplistic gameplay and overall lack of an actual finish trigger to be very disappointing, ultimately leaving me feeling like I'd accomplished nothing by the end of it all. So in conclusion, despite some promising signs of creativity from the builder in question, I'd highly recommend avoiding this one, as the generally unfinished nature of the experience as a whole, just ruins any amount of potential fun that this level could have provided." - Ceamonks890 (11-Oct-2014)

"The opening cut scene is terrific,must have taken ages to construct and gets several points added to each of the different categories as a reward; it's a great pity that there's little to follow up on as far as a proper level is concerned.You get a pointless House to run around in for three minutes;and then you commence the adventure proper,and it very soon becomes apparent that things are just not going the builders way.For a start,many of the pick-ups are faulty and magically appear in front of you for no apparent reason;or worse,fail to appear when they properly should (a glass key being a good example).A lever is hidden behind a pot plant that is itself hidden by a sneaky camera angle;and there's a persistent looping audio track of what appears to be industrial noise throughout the level.Enemies are absent until the final Boss (who can be despatched with relative ease);there's little atmosphere to speak of,and cameras are used sparingly. Nonetheless,the texturing and (especially) the lighting is often stunning;and indicates that the builder has lots of creative talent,if only they could discipline themselves to utilise it in a practical way. The whole game is not un-enjoyable;but after so magnificent an introduction,be prepared to feel disapointed along the way." - Orbit Dream (10-Dec-2010)

"A demo indeed... looks like plenty of effort went into creating the opening cut scene which is nicely done and then the builder ran out of steam when it got down to actually creating a playable level. This is more an attempt at showcasing a few special effects than anything. Lara in a Lady Gaga style outfit, running around in the manor, pushing a few buttons and wondering why at times pickup items appear right between her feet out of thin air. The encounter with Larson is funny though - I mean the first one with the glass. The second one is a brief boss fight just before you realize this is the end after about 15 minutes - an end without a finish trigger. Prematurely released and I am willing to bet we will never see this demo emerge into more than a demo - as with many others out there..." - MichaelP (25-Sep-2010)

"I'm afraid I have to file this level under the catagory of the stranger levels I've played. To be honest after reading the reviews I'm sure I missed a chunk of it some-how but I did never the less make it to the end trigger. The author quite rightly points out that it is a buggy affair, and I'm afraid it's very much true. To be honest I couldnt let something with the sound problems this has reach the wider public. You instantly find yourself turning the music off otherwise frankly you'd go insane with a tiny proportion of sound looping continously. The other bizzare thing is the way pickups seem to regenerate when you re-load or step on certain triggers. I actually got the two keys I needed by pressing the stereo in one room twice (I never did figure out the bit I've seen in the preview screens with Larson). Positives? Well the texturing is pretty good throughout, and there's clearly been some effort put into the custom objects used. Lighting isnt bad either (and definately better than most efforts we see from the unofficial editor). Gameplay for me lasted 30 minutes, culminating in a battle with the Baddie you see during the beginning cut-scene. If you are prepared to put up with the bugs and general strangness of this one it is never the less entertaining, but the incomplete nature of the project makes it difficult to recommend. Stiggy" - TheStig (19-Aug-2010)

"This level has some nice built rooms with nice atmosphere. However it has too little and too easy gameplay and there are some very annoying bugs - I found two keys and the wine at the same place - and those who are listed in the description. The idea was good but the implementation is improvable." - manarch2 (06-Aug-2010)

"It's interesting how players who say they don't generally enjoy TR3 levels found something in this one. It's not one I would consider the poster child for an exceptional level of that type myself, but different strokes for different folks, I assume. I don't think I can add much to what the others have said, and this level is most aptly described as weird. With the exception of the futuristic coffins for the monsters and the T-Rex heads this is actually pretty mundane looks-wise, but gameplay is where all the odd things happen. You have to save and reload for a glass of wine to appear in the bedroom, pressing buttons manifests items such as keys and pistols out of thin air and a few more. I'm the last person who could criticize a level for taking a turn off the beaten path, but there has to be a method to madness or the author's ideas won't translate as intended into the minds of the players. That's not to say this doesn't have any appeal at all - as I liked how the initial cutscene was used to set the scene for the entire game, getting Larson drunk for him to give up a key was a nice touch, and while I don't think that hidding a glass key on the disco floor is fair to the players, it did show some innovation from the builder's side. It's not that the potential isn't there, but the builder will have to put some more thought into the workings of the game for it to work in the final version, if this turns out to be one of the demos to become a full game after all." - eTux (24-Jun-2010)

"You should look into this level. True, it is just a demo. Shame it haven't sequel yet, because it's very fair. I've searched the second key fumingly, maybe that was not a full methold. Because it haven't logic you have to turn on the HiFi, then appearel on the same place like the first one. Red Vine mindless too. But the idea itself great, it's not an avarage level." - Obig (30-May-2010)

"May be using classic images from psychoanalysis, and Freud's "Interpretation of Dreams," to present an erotic, and at times disturbing, psychodrama--though this is the nature of the subconscious. The wine appears after saving and reloading, and after the wine Larsen gives up the glass key. The stereo yields the other glass key. Then Lara(?) is swimming through air. And there is the woman on the ground who at first appears to be sleeping (the first dream image shows the defense), but more violent images follow. And note how two secrets are connected to the two pools with classic psychological symbolism: the first yields chocolate bars, then Lara climbs up to the roof(!) for the next secret bar. It is very hard to kill Tony at the end. Then again, this could be a confused and buggy level. Anyone who sleeps with a T-rex head mounted over their bed is bound to have peculiar dreams. Worth checking out to see what you think." - dmdibl (17-Apr-2010)

"I've rated this averagely on all counts because it does appear to need work, although it has great promise. In spite of searching high and low several times and as thoroughly as my patience allowed, I was still unable to locate the second glass key. It was by reading the reviews here that I was able to reload and press the stereo switch once again to get a replica of the first one so I have clearly missed something out...well I would hope that's the case. The same thing happens with the red wine glasses and the chocolate bars - upon each reload, these items reappear and are visible in the inventory. I don't quite know what I was supposed to do below the bedroom hatch aside from triggering a fire (which didn't appear to trigger anything else thereafter) and collecting a chocolate bar. Still, it was refreshing to be able to explore without being persistently shot at, poisoned, falling into a spear trap or being mown down by a giant pea...(boulder then) :D" - High Priestess (24-Mar-2010)

"What an odd little level! I'm not sure whether things should happen as they did, or if they were meant to be that way - seen as this was slightly weird from start to finish. Saying that though, apart from the horrible textures that were also badly placed in certain areas, the game-play was pretty good fun. We begin with a long cut-scene (that you can flick off via the esc key) showing the meteorite cavers and the Willard dude. A blonde Lara (kitted out a white outfit) is then zapped off to a manor house. Here she must find two keys to open the final doors. Trouble is, you collect items by making them appear via certain buttons and I happened to get both keys at the same time; thus missing out on another area from what I see from the screenshots. So, I finished the level too soon, which is a shame as I was quite enjoying the level's game-play. At the end, you meet the Willard dude, kill him and pick up the quest item. No idea what the quest item was as the game ends here. I found two of the three secrets; the third one I probably missed through finishing too soon, but I liked the disco stick secret which was quite sneaky. All in all, as far as game-play goes this was fun, but the textures and short-cuts need to be fixed and the rooms need to have more objects added to make them less empty." - Moonpooka (26-Feb-2010)

"This adventure is bad. I had a lot of bugs in this adventure. Hoping that the full version will be better, because there's no reason to download this one." - FX (16-Feb-2010)

"I really don't know what can I say about this one. It's weird. Weird and random. Items are appearing on the ground randomly. Or you have to save and load the game to get one of them. The final item is invisible, and I don't understand why. Otherwise, the level looks good. I just had that problem with the items..." - rtrger (14-Feb-2010)

"Finally sometimes a house level to which the house looks different than ordinarily. The inclined player sees this rather rare. I have liked the level, indeed, the level builder still has a lot of work to go. The level builder has already addressed the sound problems. Another problem is which one can press two times the switch at the stereo equipment and can find two keys. Moreover, all Items are after every reload of a Savegames again on her place. One can gather ammunition, Flares and the wineglass on occasion. The lever on the balcony is hidden too well and one gets because of the plant only hard at the lever. The Level builder should position the key in the room with the stereo equipment directly at the stereo equipment, because by the glass floor and the light one can see the key only difficult, particularly as there is also no hint which lies there generally what if the switch is pressed. The level builder should still improve the lighting. Hopefully the level builder can correct all the mistakes, because then we get a really good level. The potential exists in any case." - Scottie (14-Feb-2010)

"I'm not entirely sure what to make of this one. I don't expect much from a TR3 level; frankly, they're usually fairly dire, but this actually has some merit, if the bugs could be ironed out. Objects rather spookily appear when Lara pushes buttons (sometimes more than once) and I was able to pick up a wine glass from one room multiple times. It's also possible to pick up a key more than once by pressing the button again, thereby completely bypassing the correct method, so obviously there is a lot of work needed, but it definitely has the germ of a halfway decent TR3 level" - Jay (14-Feb-2010)

"Firstly let me say I don't generally like TR3 levels. I suppose, for some people, there's a certain retro appeal but I always feel that it's second best. That said, it was nice to have a Lara's House level that didn't use the same old layout and I remember a girlfriend of mine back in the 70's wearing the same white hotpants and boots outfit (Aah, happy days!). The pickups were strangely done, appearing and then reappearing which meant that you could shortcut the level by getting the same key twice! A good attempt with some imagination used. Shame it was let down by so many faults." - Diz (14-Feb-2010)
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