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Level: A little Help for some Friends back home search
Author(s): Doro
total rating:7.27 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
AdamR 6 7 8 7
Diz 7 7 8 7
dmdibl 6 7 7 8
Gerty 7 7 7 7
High Priestess 8 6 10 8
Jay 7 7 8 8
Jose 7 7 7 7
manarch2 8 7 8 8
MichaelP 6 7 8 8
Orbit Dream 6 6 7 8
Phil 8 8 8 9
Ryan 7 7 7 8
TheStig 6 7 6 7
category averages
(13 reviews)
6.85 6.92 7.62 7.69

Reviewer's comments

"This was a rather outlandish yet satisfying début level. Lara must bring together two tigers, two whales and a guy and a girl, presumably to ensure happiness. One note of caution about these tigers: do not step too close to them otherwise they will see you as a threat and immediately attack you, but they cease doing so when you step off their path. The actual gameplay is quite easy to follow with the exception of some breakable tiles and some slope jumps. The textures were rather colourful although I liked the overall appearance, and the music choices were rather fitting, at least under these circumstances. A charming début, if you can grasp the somewhat different storyline." - Ryan (21-Jul-2017)

"I've got mixed feelings about this one. Based on the tomb raider III engine you basically set out to unite some tigers, some whales and 2 people. For a bright concept the level itself is a bit dark and gloomy at times. Allot of the textures are custom work, but I found the colours throughout to be very strange (I've just bought a new laptop and was convinced initially that it was the colour calibration on the screen that was out). All of this makes the environments look and feel a little odd. It's a shame as structurally there's some very good work here, with some new large and though out chambers to progress through. Difficulty wise it's pitched at an beginner to intermediate level. The music selection again I found a little strange for my tastes. Towards the beginning there was a wall you needed to shatter. I'd had loads of goes at this and possibly wouldnt of cracked it without the help of the walk-through. All in all I netted 1 hour 6 minutes from A Little Help For Some Friends. if you enjoy the retro TR3 feel then you may well get some enjoyment out of this. Stiggy." - TheStig (19-Apr-2012)

"This a unique type of level, or at least I think it is. Lara is supposed to help some animals and people. The author said that you should not kill them, but I don't think that killing them would cause any troubles as Lara has to reach some points in order to find few keys and switches. Her "friends" don't seem to do anything else except than following her or standing on a path. Gameplay is mostly simple. Open the door, push the pushable etc. There some more interesting things like jumping away from blades and perform some tricky jumps. Textures are nice, but sometimes they don't seem too beautiful. The lighting is unsual, but it really suits to that level. Colourful areas seem very attractive. All in all, this level has some interesting parts, but I would rather to see a better gameplay and greater textures. Also the story should be more clear to the player. During the gameplay you will be able to listen to some very great music tracks. On the other hand, I think they could be used a lot better, but I enjoed listening to them while I was playing. It is not a level for everyone's taste, but it can really be fascinating." - AdamR (07-Mar-2012)

"It is a debut level and a animal friendly one. But even if you read the readme, the tigers can come after you and I never found out what happens if you dont shoot them. I can only blame myself for being stuck for days on end as I didnt see the door that I opened. Ive been running pass it for too many times LOL. There is a friendly guide that will show you where to go further up in the level, nice chap. Not everything worked as it was intended to do as I could jump passing the flames in the bowls and avoid the monkey climb there. Here and there are presents laying around and dont forget to pick up the Keys as that is what you are after for" - Gerty (25-Jul-2011)

"Original way to conceive a level, but you also can finish it even if couples are not together, not shooting the wall for the tigers, the whale don't follow you or not luring the men at the end. The level is lineal and the tasks are easy; only got problems when tigers attacked me 'cause I didn't want to shoot them and, of course, with the first shootable wall. Colourful textured, a bit dark in some places, I've to reload sometimes when falling from breakable tiles. Also I noticed that if you later return to the rooms, the same items appear again in the same places. Good debut anyway." - Jos (16-Jul-2011)

"I had originally abandoned this level, not realising I had to shoot the wall near the beginning but having read the walkthrough for the clue, I continued last night and am so glad I did. Blissfully linear sequences with some quirky touches and very nice music. Another level I was sad to see end - completely absorbing. Note: It is possible to run/jump over the burners from their left at the foot of the ramp and avoid the rolling spikes without getting burnt if you don't want to use the ramp and wall ladder. I look forward to more levels like this from the builder! A great, original piece of gameplay and very achievable!" - High Priestess (28-Jun-2011)

"This is really a wonderful little gem that Doro presents us with. I liked the very colourful texturing and solid use of objects throughout, as well as the audio choices to create quite a unique atmosphere. Add to that the charming and quite original storyline of bringing together tigers, orcas and eventually a guy and his girl and you can understand how this level would have fit perfectly into the Advent Calendar season. Generally linear, the adventure is still not without its challenges, as there are quite a few slope/curve jumps and a few breaktiles to maneuver while you pick up gifts and keys along the way. A fun level indeed and hopefully Doro will one day try her hands with the TR4 editor." - MichaelP (30-May-2011)

"Force of habit is a terrible thing! The first time I encountered the tigers,instead of leading them to their mates (as the builder intended) I jumped onto a higher ledge and gunned them down.Actually,I get the impression that it didn't really matter what I did;the level would probably have progressed perfectly well without them.In any case,the linear gameplay is all about finding ways to access the next area;and sometimes it works well (performing fun jumps to reach a lever),and sometimes not (shooting an ordinary looking wall in order to make it shatter).Generally speaking,it's all pretty straightforward;although I got the impression that there were several places where I progressed in a manner unenvisaged by the builder,especially where rolling blades were concerned. Texturing and lighting were decent enough within the somewhat restricted limitations of the old TR3 format,although appearing somewhat flat on occasion;while sounds were used creatively and often entertained. The Finale was amusing;although having the song 'Dream Lover' playing on the soundtrack while Lara ran toward a beckoning woman raised a few unexpected questions. All in all,it's an unusual and well-meaning hour-long experience;but perhaps not to everyone's taste." - Orbit Dream (23-May-2011)

"This was a much more satisfying level for me with the advance insights provided by the builder in the walkthrough small talk thread (not to mention the tip given in one of the reviews for shattering that stubborn wall). The very title of the level provides the most telling clue: the tigers at the beginning of the level aren't interested in devouring Lara (provided she gives them a wide berth); they're just horny for their mates, so Lara obligingly plays matchmaker. Likewise, the red fellow is pining for his blue counterpart, and the task of bringing the two cetaceans together is considerably more complicated and consumes the bulk of the action here. And finally, that waving female at the end isn't Sophia, she's the bum's girl friend. So it all makes perfect sense, and this TR3 gem would have made a perfect Advent level had it been released a few months ago. I played it while weaving the builder's comments into manarch2's well-written walkthrough, so I didn't keep close track of my gaming time, but I enjoyed every aspect of this little adventure. A fine debut." - Phil (19-May-2011)

"This was a very good unofficial level lasting 40 minutes. Most textures were custom made and I liked the atmosphere very much. Gameplay wasn't really challenging but there were very good ideas in it, such as the tiger's path (even if with weapons pretty unnecessary), the guide and the architecture of this level - there were many "circle" paths that sometime lead back to the main path. The progression in this level is however quite linear without any backtracking. I loved the slope jumps and the room with the two blades that have to be activated in the right time to give access to a lever. There were many gifts to find, one kind can be found in the inventory, one unfortunately not. The negatives of this level are the strange breakable walls, expecially the one at the beginning, the many bugs in this level (respawning effect of the gifts and items, sound problems, crashing), but overall for an unofficial level this is quite outstanding." - manarch2 (15-May-2011)

"First of all, a big Thank You for Dmdibl whose review got me past that breakable wall. I had read the Read Me and tried everything without success and was about to give up, cheers mate. Now for the review: in some respects this is an interesting game where the builder has tried some things that dont quite work, such as tigers that come after you even when you leave their pathways alone (they weren't supposed to) and a guide that I accidently shot at a distance and played the rest of the game without him. This doesnt mean that the builder shouldnt get a pat on the back for trying them but they need tweaking a bit. Good use of lighting and textures even if some of the textures could be considered a bit garish; personally Im in favour of a bit of garishness about the place from time to time. The gameplay is all straight forward, although, if youre like me and shot the guide (Doh!), youll wonder why you keep opening up alternative routes to places. A pleasant bit of bouncing and sliding, all very do-able for most players." - Diz (10-May-2011)

"Well, the tigers obviously hadnt bothered to look at the readme, because despite Lara staying firmly away from their walkways they followed her and turned aggressive. So they got shot. Sorry. This is an odd level, but not without a certain charm. Its (allegedly) peaceful and the gameplay is straightforward as Lara explores various areas in search of presents, which unfortunately she never gets to deliver. There are some fun breaking tile runs and sliding and bouncing, but all readily achievable by most players. The textures and colours have a certain wild exuberance, giving the whole thing a rather psychedelic feel, definitely enhanced by the eclectic and quirky use of sound files and juxtaposition of snowy outdoor areas, jungle rooms and lurid, largely unquantifiable indoor areas. Its a bit hard to describe in some ways, but I definitely recommend taking a look at it. Dont be like the tigers though read the readme; theres important information in it." - Jay (03-May-2011)

"This one is hard to explain. The author clearly knows how to use the unofficial editor, so this TR3 debut has expansive outdoor areas and multilevel rooms with jumps and slides that can be fun. The fact that this started out to be an Advent level explains features such as a few garish textures, the fact that Lara is gathering gifts, and the nonviolent game play. There are tigers, but bad things happen (I think) if Lara shoots them. The tigers are supposed to stay on their own pathway; however, if Lara steps onto that pathway, the tigers will romp off it in pursuit of her. At the start of this level I had no idea what to do. There is a long readme, and if players persist to the end they read that near a green crystal there is a shootable wall which must be shot squarely facing it. Lara climbed up to what looked like this spot. There was no way to shoot this wall, not crouching, leaping, side-stepping, etc. After some time, Lara stood where the green crystal had been, to the side of the wall, and shot it at a forty-five degree angle. That worked. I suspect that most players won't get all the way to the end of the readme file where this wall is mentioned, but if they do the information seems to be wrong. Why is the author using such a confusing opening? Players may quit at this wall. Then there is the ending. The author says that because of Sophia's aggressive nature the level had to end before Lara reaches her. I replayed the end twice, to spot Sophia off in the distance in a doorway. Then why bother to use Sophia at all? Why not have Lara enter the building to see a table laden with presents? I hate to be too critical as everything works, and there are fun slides and jumps, and even sort of an AI guide. To say that some textures are colorful is a bit of an understatement. Whales are red. The game play is mostly easy. This could be a suitable level for children. Play is under an hour." - dmdibl (02-May-2011)
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