"I've completed this one with mixed feelings in all honesty. The Broken Kingdom plays like a series of unconnected levels. This is a shame because some of them (the Nepal Level especially), stand very well on their own, an could in themselves be expanded to much fuller adventures. As things are you start off in The Lourve in Paris. This level feels a little like a tribute to Angel of Darkness, but unfortunately the application is a little lacking. The doors that go no-where just look a bit silly in all honesty, and your not ther very long before being whisked away to the next location. Texturing and lighting standards vary throughout. Much of the texturing used are of lower resolution than I would of liked, but the lighting for the most part is pretty well applied. There are some structural issues though. In the last level you find yourself climbing a grassy mound and then are immediately on the edge of the map, looking behind untextured surfaces and walls. This is an area that the builder 'intended' you to get to so leaving it in this bare state is dissapointing, and quite jarring against the thoughtfully textured and light misty temple complex of the broken kingdom.
Puzzles are limited to finding objects (often close by to their recepticles) or pulling levers. No nasty timed runs to worry about either which makes this accessible to most players. There is the odd strange design decision (no guns in the last two levels...why?). Mostly it's pretty straight forward an linear (the trickest thing to spot is probably the under-water levers in the great wall of china level).
All in all I netted just over 3 hours from Broken Kingdom. There's some real high quality elements here. While I'd say this is a good level series, it doesnt quite yet have the level of polish to make a 'great level'. Just a few tweaks here and there, a little more attention to detail and this author will definately be one to watch. Recommended, Stiggy." - TheStig (03-Feb-2013)
"This five-level adventure seems almost like the work of two
different builders.One constructs pretty basic environments
and unsophisticated 'proceed from one large area to the
next' gameplay;the other builds beautiful and elegant
surroundings;fills them with well-chosen objects;and creates
absorbing gameplay.Generally,the first three levels are
built by the former;the final two,the latter.
Level 1: The Louvre setting is always a good concept,and the
Mona Lisa Gallery was great to see;but the buggy gameplay
(you had to have your guns drawn at every
opportunity,otherwise the key-possessing guards wouldn't
appear) and the painful architectural simplicity of the
building itself spoilt the atmosphere.
Level 2: The Great Wall didn't really feel particularly
Oriental,and there was very little sense of place.Gameplay
was all about running into a large area and locating the
lever which would open the exit door,leading to the next
Level 3: Icy,but the poorly conceived outside areas(where
you rubbed your nose against the end of the world)did a
lot,once again,to spoil the atmosphere.As for the
gameplay,refer to its description in the previous level.
Level 4: Now,this is much better.A beautifully crafted
Angkor environment;superb texturing and lighting;and
remarkably fine gameplay involving gauntlets galore and a
cunning (assuming you ignore the trial-and-error procedure)letter-based jumping challenge.Great stuff!
Level 5: The locations are every bit as stunning as level
4's;but the gameplay has reverted back to the basic
simplicity of the first three.
Continuous and distracting music;excellent object
placement,aside from excessive use of foliage to hide
things;superb lighting;schizophrenic level construction
(sometimes amazingly detailed;often,starkly simplistic).
In short,2 1/2 hours of highly variable adventuring;but a
memorable début all the same." - Orbit Dream (22-Apr-2012)
"I have to say that this is really a bit of a gem as far as debut levels go and the average score almost does not do it justice. What you get here is five relatively short levels (all in the 15-30 minute range) in completely different settings, which stand out for their rather solid look and feel. In fact, I thought with each level it got another little notch better in that regard. You always get a few enemies to deal with: Guards in the Louvre, tigers, bats and spiders on the Great Wall, snow leopards, ahmets and yetis in Nepal... and then Angkor Wat has the largest amount of traps, with plenty of blades trying to slice Lara up. Which is also why I would say gameplay is strongest in that part. Most of the other levels are purely running from hallway to cave to temple room, finding levers often unfairly concealed in greenery to open a nearby door. Also in the last level, you get great looks but only a hunt for a few levers to execute within the beautifully designed rooms with luscious plants all over the place. The idea with the passwords for the secrets to continue the storytelling was original but not necessarily thought through - if you do not find the hint, you are obviously stuck not getting how the story progresses (and maybe a little more could have been done with the storyline as well). All the gripes aside though, this was an enttertaining level set of just above 90 minutes of net gaming time with great variety of settings and hence is definitely worth a look." - MichaelP (15-Apr-2012)
"I'll get the gripes out of the way first. The looping ambient music. Early in the second level I deleted ALL the files from the audio folder and greatly enjoyed the peace and quiet the rest of the way. The vegetation. A better title for this five-level debut would have been "The Broken Weed Whacker." Can you now understand why I voted for the Northern Legends theme for next year's BtB competition? If Khmer Empire had won, and if the levels were to become (as I feared) epitomized by fronds and branches placed willy-nilly in random profusion as they were here, I would soon be a candidate for the Funny Farm. Except for those two distractions, one of which I could fix and one of which I couldn't, I had a good time during the two hours I spent here. Dmbibl has provided a well-written walkthrough that documents the various bugs one is likely to encounter during gameplay, and his advance warnings were greatly appreciated. As others have noted, the difficulty factor bumped dramatically upward near the end, but it was nothing that a seasoned raider couldn't handle. The lighting is good and the environs are pleasing to the eye. For a debut effort, this is remarkably well done. Recommended, except for that background music and the vegetation." - Phil (22-Dec-2011)
"I really appreciate a builder who attempts to build in an advanced style, however, there were many problems with the levels. I think everyone has already pointed those areas out. I saw many missed opportunities for more fun gameplay and puzzles. Ankgor wat had some nifty areas that challenged Lara. I wasn't fond of the builder placing clumps of medipaks because I felt like I would run out. I went through the whole game with grenade ammo that I would have loved to been able to use with a gun, but never found it. I liked the idea of finding passwords in each level, but not to unlock the basic storyline. The levels ended abruptly and without a story right there, it hurt the experience. Finding passwords work best as secrets. I am not a builder, so I didn't notice all the problems with texturing, but I did notice the end of the world and invisible blocks. I also thought that the builder should have placed grates in front of the outside crawlspace entrances in the Louvre. You have to think about reality, and in reality, a building wouldn't want vermin or the elements in there. The crawling was tiresome there too, so next time maybe use a special somersault move. I sound like I didn't like the level, and that's not true. I thought the atmosphere was just beautiful, and lighting topnotch. What is needed next time are more camera clues, secrets, better puzzles and more challenging and interesting gameplay. I loved the style of the texturing, as I wish everyone would build in this manner. The music chosen for each level was also just perfect and lovely. Please keep building, because there is definitely a superior level in you, Pilip." - Shandroid (27-Nov-2011)
"A nice gentle raid, if a bit boring, and I was just thinking of how it would be a good introduction to someone new to raiding when, bang, the final part hit and it’s definitely not one for the beginner. It’s all well made (apart from a couple of missing textures) and it all flows together, but there are large parts where ‘All of a sudden, nothing happened!’ With a bit of work, even out the difficulty levels, put in more and varied gameplay, and this would have been a tasty little number." - Diz (14-Oct-2011)
"Louvre Quest for an answer: The level is not so bad at all.
It is never good of course if one comes to the edge of the
Map, but the museum looks quite well-arranged. The bug is
not nice of course, but if one has read the Readme, one
knows what is to be done. It is a little bit annoying to
crawl through the many corridors.
The Great Wall Emperors Tomb: This level is a very good
example as one can totally ruin an actually good level.
There are no camera hints for the many levers, so the
inclined player never knows where he has to go there. The
Jumpswitches are hidden so well that one must search them
very long. The levers have the same colour like the wall.
Then it makes no more difference, that the Jumpswitches have
no sound. As said, the level looks, actually, good and is
well built, but, nevertheless, the frustration is bigger
than the play pleasure.
Nepal Race to Shambhala: This level is substantially better
than the previous one. Indeed, there are two places which I
have not liked. In the ice-cold water one lost too fast his
energy and it was very difficult to climb the Pushblock.
Angkor Wat The lost World: It is okay if one must find a
password in the previous level, so that one can solve a
difficult job in the current level. It is also no problem
that the player knows this proceeding only if he has read
the Readme. However, it becomes a problem when the player
has not read the Readme and has overwritten the last saving
of the previous level, because one can not go back to the
previous level. Then the player can look only in the forum
for the solution, or he must play from scratch. Such a thing
is of course annoying and unnecessary. It would have been
better if the player had found a piece of paper with the
necessary instructions, because then he would have known
that he must find before the level change absolutely the
password. Apart from that was the level good to play.
However, it has disturbed me a little bit that the screen
has wobbled every few seconds after the letter puzzle.
Shambala The broken Kingdom: Apart from the usual missing
camera hints is this level also pleasant to play.
Result: Basically this level is not so bad at all. The
inclined player sees many good-looking places and the
Gameplay is mostly so formed that every player should manage
it. However, there are some things which I have not liked at
all. Missing camera hints, hidden levers and Jumpswitches,
smaller sound problems and several texture mistakes diminish
the play fun partly considerably." - Scottie (13-Oct-2011)
"Louvre: While looking at the levelinfo pics and seeing the title I thought this will be a great level. But soon, I recognised many beginner mistakes. The first was that pricipally everything is shootable in this level, that there were doors that lead to the wall, and the guards only appear when drawing the pistols. Gameplay was nothing but dull - progression only is made by finding the next lever or key and there was no backtracking. No puzzles or clever traps (the lasers were easy to surpass). There were sound problems and texturing also was with mistakes.
Great Wall: Much more objects used in this level, but gameplaywise this is even worse than the first level, as finding the ten or so too well hidden jumpswitches or underwater levers was truly annoying. Some climbing and lever-pulling, that was it. Atmosphere was a little more better than in Louvre but the objects overloaded the level. Unfortunately, no camera hints, as in the whole game, so players can get heavily confused.
Nepal: The visual highlight of this game, with pretty and this time decent object usage, good texturing, OK some end-or world-moments on the top of the tower, but also calm and still fun gameplay. There were many different objects to find, but it was hard to know where to place them at times. The deadly water pool also was a gameplay killer, but all in all this level prevented this game from getting a 4 in gameplay overall.
Angkor Wat: Again bad texturing here, and this level maybe would have fit as a second, not as the fourth level, as the race to Shambala gets interrupted oddly by this level. Many difficult traps have to be avoided here, the objects looked cool though like the rotating blades. The alphabet puzzle was more confusing than innovative.
Shambala: Again a bit better level, as the areas looked very cool, but the search for the cubes was rather boring. At one point you can get stuck when you insert the cube in a different than intended receptacle, this will open a later door that isn't accessible right now and you cannot get to the second cube. Also, the end was rather strange, running to a white wall. What's the sense of this level? I don't know, but it at least proofs the builder has talent. Work on it!" - manarch2 (13-Oct-2011)
"This level doesn't have a best start but it is actually a
pretty good level especially because this is the builders
Louvre: boring and repetitive but at least it brings back the
Great wall: a good and solid level and here the real game
begins but unfortunately there are no camera clues.
Nepal: the prettiest level and has a strong atmosphere. The
water was difficult to pass but i had enough medis.
Angkor: i like it that this level is still similar to Angkor
even if it doesn't even resemble the classical one. Many
Shabhalla: pretty and i had chills when that door opened and
the epic music started.
All in all a fun level to play. Recommended." - Gregor (13-Oct-2011)
"This is one of those multi level games that get better and better the longer it lasts. It starts a little awkward with a few bugs, bland texturing, all shootable decoration and a whole bunch of doors that lead right into the walls behind them, but as soon as Lara enters the next level it gets actually quite nice. Game play is a bit simple for the most part of the adventure – mainly looking for levers or jump switches to open doors, but later on it gets quite tough and Medipack-intense, like the freezing cold water and a gauntlet of rolling balls and a whole lot of blades in different versions. The floor puzzle – as good as the idea with the name in the story line was – should have been a lot shorter as there was way too much saving, dying in re-loading required in that particular room. The best part of this adventure was definitely atmosphere with excellent soundtrack. The texturing was pretty nice to look at and some rooms looked really beautiful (like some of the larger rooms with the hazy fog) but far from perfect and there were several “end of world” views and un-textured areas that didn’t look so nice and also some of the excessive vegetation made things very hard to see for Lara. On the other hand, the lightning was very well applied for most of the game. Considering this is a debut level, that could have needed a few bug fixes (bad push block, many illegal slopes, UW-gate not opening/invisible wall, enemies getting stuck in the walls etc) and some more beta testing, I was still impressed with this level-set and in conclusion I would say this is well worth the download. I did enjoy it and think we should expect some really good stuff coming from this builder in the future. (2 hours, 0 secrets found)" - Blue43 (12-Oct-2011)
"The NGLE is the perfect tool for builders to fulfil a vision of creating an imaginary world of their own. But a vision remains void if the creator does not explain to what purpose it has been built. Like in most other beginners work the builder clearly shows forth some skills in building locations of beauty but puts gameplay last on his list. So usually Lara ends up looking for numberless keys to open doors until she finally makes it to her destination. This adventure is no exception and so the storyline remains rather dull and blunt. There are no camera hints to be found at all ,the builder has probably postponed this option to a later stage of his levelbuiding career still waiting for his skills and technique to become more advanced.Music is fine but boring after a while beeing repeated in endless loops. Although my review may not show perfect scores the builder should be proud of his work and continue . Always remember Rome wasn`t built in a day and even Richard Lawther took his own good time until he reached the summit. So welcome Pilip to the wonderworld of TRLE ." - Ruben (12-Oct-2011)
"I have already seen some screens of this project and thus I was looking forward to finally play it myself, as I was sure I was in for a treat - now that I finished the game I have to admit though, that I was proven wrong. "The Broken Kingdom" is some kind of a mixed bag for me and feels rushed - especially in terms of gameplay. It mostly consists of finding sneakily hidden switches in order to open the door to the next (beautiful) area and I also encountered many of my pet-peeves including invisible blocks in front of doors, reaching the "end of the world" and hurting Lara constantly so that the use of medipacks is obligatory. There were also some bugs (inculding the "bug" mentioned in the readme - the author simply applied the wrong type of triggers) that could have been easily avoided if the level was tested by some experienced people.
While lighting is mostly top-notch and creates a great atmosphere that got even enhanced by a nice subtle ditance-fog, textures are often squished/ stretched and I had the feeling, that Pilip might not know that he can also select a smaller sector of a texture.
All in all I have to say, that this builder has much potential and is already a master in terms of lighting. If he now works on his technical knowledge of the editor and gets his level TESTED, he could enter the Hall of Fame with his second release. Recommended if you're looking for a nice little raid." - Soul (11-Oct-2011)
"Other reviewers already have said most that I had to say about this game, and perhaps it boils to the following: nowadays the author is very strong in artistic creativity, but could use some help to devise puzzles, gameplay and storylines. Another issues are: the music is great, but should not be continuous; there should be a lot more things to do in those admirable rooms, for sometimes Lara crawls or climbs or runs endlessly only for using a lever or a similar thing, nothing more; and finally, I thought "Next Time Start Adventure From Here" (so long!) and "Continue", instead of "Save" and "Load", very confusing; many times, I saved the game when my real intention was to load!" - Josey (09-Oct-2011)
"A pretty solid debut. It was sometimes hard to find all the
switches and keys but what i really liked about this game is
the atmosphere and the lightning. The builder is extremely
talented when it comes to lightning. I found all 3 passwords
and it turns out that the password is always in the last room
so i had no problem solving letter puzzle in Angkor and the
actual story was also quite fun. Keep an eye out for this
builder." - Stella023 (08-Oct-2011)
"Louvre - Quest For an Answer: My personal quest for an answer was why so many doors opened on to blank walls. I have to say the visit to the Louvre was a touch boring (unless crawling through loads of ducts and shooting guards is your idea of a really good time), although given that pretty much all the exhibits were shootable at least the wanton destruction was fun – don’t think Lara’s likely to be invited back any time soon though.
The Great Wall – Emperor’s Tomb: Oh goody, a duct-free zone. Actually, this is quite an attractive segment with its lush foliage and nice lighting (note to self – standing around admiring the scenery when there’s a pack of tigers in the vicinity is not conducive to good health). The gameplay consists mainly of straightforward climbing and some swimming, with a rather good flooding and draining sequence towards the end.
Nepal – Race to Shambhala: This having hitherto been a game notable for its paucity of pickups, I was a touch disconcerted to pick up three medipacks at the beginning of this section. Then I discovered why – deadly ice cold water, aaaaargh. The temple areas really are beautiful and contrast well with the equally attractive snowy outdoor scenes. There are suitable enemies to deal with – yetis and ice dragons – with everything still readily achievable.
Angkor Wat – The Lost World: Good to get out of the ice and snow and into the lush steamy setting of Angkor Wat. Alas, no guns. This is definitely the section where the gameplay starts to require a degree of experience from the player, littered as it is with deadly rolling balls, knives, blades and spikes, plus a puzzle involving jumping across a vast floor of safe and deadly tiles that rather overstayed its welcome in my opinion.
Shamballa – The Broken Kingdom: This is pretty much a continuation of the previous section in look (still no guns), but it reverts to easy, gentle gameplay.
It’s an odd mixture of a level, with four fifths of it comprising extremely easy, straightforward play and the sudden manic fourth section, where the action suddenly wakes up big time. It’s obvious that the builder has more than grasped the basics of the level editor and apart from one or two missing sounds and textures the whole thing looks very good. Perhaps a better variety of gameplay next time would be a blessing, but this is a most accomplished debut level and well worth a look." - Jay (08-Oct-2011)
"The Broken Kingdom is one of those level sets that doesn't necessarily start off on the best foot, but definitely gets fun later on. I think that the Louvre is the weakest of the bunch, consisting of repetitive gameplay, way too many crawlspaces - which wouldn't be such a big problem if Lara moved faster - some texturing that showed up as blue specks on the walls for me, and some odd choices in design (the doors that lead to nothing but a wall is a real head-scratcher). Luckily, things pick up with the next levels, so much if fact that I started thinking that maybe a different builder had made the Louvre section. The Great Wall, Nepal and Angkor Wat are nicely textured, atmospheric and, although may have some tedious climb > pull lever > climb back down sections, are still enjoyable. Nepal in particular was my favorite if anything simply because the mixture of candles and large aired spaced made me feel like I was actually inside a freezing temple. I did butt heads with some parts of the level, though, like the push block near the end that seemed to have glitched, and kept pushing Lara off its surface as soon as her feet touched it. And I thought Lara's audio was a bit off. Jumping, for instance, sounded very high pitched as if she was hiccuping or something. But overlooking some of the bugs and other annoyances, the level set still proved to be a fun way to spend a couple of hours." - Janny (07-Oct-2011)
"The author has a well-developed graphics sense, so there are many areas that look close to a professional design, and the appearance and atmosphere only improve as Lara advances through these five debut levels. The last three levels are close to being really well done, if only more attention had been paid to how players experience this. After a weak beginning in the Louvre, play remains linear, with players having to find a key or a jump switch hidden in foliage. For players to immerse themselves in an adventure there can't be all the little glitches found here. Lara runs around a lovely area in Nepal, but in front of a door is an invisible block (door placed wrong way around in the level editor). Excessive vegetation is often plastered in Lara's face, and too frequently it hides a jump switch--I know I'm repeating myself, but does the author? Lara never found the key word to unlock the floor letter puzzle in Angkor Wat, and had to proceed without it--not good. In the last level there are atmospheric touches, but still no cameras give direction after a switch is pulled. I wonder about ruby gems that are placed in a snake's mouth. Lara sees a snake receptacle, then runs down a long water channel, climbs up, and finds a ruby gem. If she returns to that previously seen snake to use it, she opens a trapdoor that will remain inaccessible forever. Instead Lara has to use the ruby gem in a snake's mouth in the same room, continue to open a gate, and find a second ruby gem for that snake in the water channel. There are good ideas and play here. In Nepal, just getting down to a snow bank at the bottom of a huge room was a puzzle in itself. But once down, if Lara slides to the side (rather than to the exit) she is trapped by illegal slopes. An adventure of several hours, and worth playing if Lara pauses to appreciate the scenery. If the author takes feedback from players, the levels will improve markedly." - dmdibl (07-Oct-2011)
"Here you get more levels than you thought you would get. Each in a different setting which is nice. I found it a bit hard to wrap my mind about it all, even after I finished it, the story is still a bit of a mystery to me. There are quite some bugs still in the level and I wonder if it has been tested. Invisible blocks in front of doors, textures could use quite some attention, I even found some un-textured bits. Sounds are missing, Lara having a funny squeaky voice, doors that one can open in the Louvre bit and there is a bare wall behind it (what is that about?). There is a dodgy pushing block in Nepal. Too much long crawls and long shimmies, and in Angor, the tile letter jumping became boring after just a few letters. (Sometimes less IS better) Jumping up in every plant on the wall to figure out of there is a jump lever is also no fun. And most of all, NO camera work; that I call sloppy. Reaching numerous times the so-called end of the world. Apart from all the above, the idea was a good one and with a bit more care it could even be better. The hunt for passwords is not very well done because I never found one, so do address that next time. People shouldn’t be able to get to the next level without them or else they will get very annoyed when they have to do the letter-jumping puzzle. Don’t be stingy with the pick-ups though as quite some people never finished it due to not having/finding enough medipacks. There is quite some potential here and with more attention and care the next one (I hope) can be much better. Get some good testers who aren’t afraid to tell you what is right and especially what is wrong." - Gerty (07-Oct-2011)
"Not bad this debut but I think it's too ambicious to be a debut (5 levels) but the first and last levels were short though. There are some nasty bugs I found, like the guard with the card who didn't appear near the beginning or the moveable block you must climb in Nepal I've got many problems to climb. I couldn't find the password in Nepal level, so I was forced to advance in the next level with trial and error. Levels are too based about look for very hidden switches or keys throwed anywhere, with no puzzles, no cameras when you pull a switch, no care with the texturization... Only exploration and some gymnastics. Also I couldn't find an extra weapon and I had to play all levels only with the pistols (brrrrr). Excessive vegetation in all rooms in my opinion; made the game very annoying, and all that vegetation growing from stone floors (?). Also in many places you can find the end of the world in walls and ceilings. There are some creative ideas, and I think this builder could get better in the future, but still many aspects to consider for this." - Jose (05-Oct-2011)
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