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Level: Folklorist Diary II - The Condor Eagle (Demo) back home search
Author(s): Leoc1995
total rating:5.05 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
DJ Full 6 4 5 5
dmdibl 5 5 5 5
eRIC 5 5 6 5
Gerty 4 5 4 5
Jose 5 6 5 6
manarch2 4 4 5 5
MichaelP 5 4 5 5
Mister-B 9 8 6 6
Orbit Dream 5 5 4 5
Ryan 5 5 4 5
TheStig 5 4 4 4
category averages
(11 reviews)
5.27 5.00 4.82 5.09

Reviewer's comments

"A bit better than the previous Folklorist adventure, this time with a TR4 engine. There is certain backtracking and still not puzzles to solve; you can easily get stucked if you don't wait enough time in the tiles with the pedestals and birds. I also found a paper wall and floor, and missing animations for the crowbar or the ceiling trapdoor. The architecture and texturization is better, but still too many walls/floors/ceilings with the same texture tile. This time I missed some camera shots, and some antitriggers to stop the nasty sounds of the teeth doors in several places. Anyway the author was going in the good direction." - Jose (11-Sep-2017)

"This turned out to be a rather curious demo. The cutscenes were rather quirky though irrelevant, the mild traps to avoid were fun, though hardly a great challenge, the bird switches were rather obscure and there were some missing animations for crowbar doors and the ceiling hatch near the beginning. The sound of the spike walls were annoying image juddering sort of manner, but there's a certain quirkiness about it all the same that could have led to something great, potentially." - Ryan (04-Jul-2017)

"I suspect that the wrong WAD was used. No animation while flipping the bird switch as well as using the crowbar and the demigod was firing parts of a harness. Invisible blocks in front of a gate, oh well. It is his first TR4 level so of course there should be some beginner mistakes, live and learn." - Gerty (26-Jun-2013)

"This is certainly different as with Leoc1995's other levels, but this one bears the 'demo' moniker. As their first venture into the TR4 engine I would say it's not bad, and there are some interesting ideas, but it's really lacking polish and the lighting and texturing are pretty lack-luster. Gameplay is relatively short at just over 35 minutes for me (I think 20 of those were figuring out/missing the bird statue switch!). The author has proven they can deliver good gameplay with their previous release, so I think now they need to focus a little more on improving their visuals. Stiggy." - TheStig (14-Jun-2013)

"This level is really easy,the difficult went to find a place to go in the first room (find the crawl passage in the water) I like so much the swords, the spike wall and i discovered that is difficult to kill demigods with the pistols!Without forgetting that: "I got scared with the swords falling!!!" a funny level to 22 minutes! ( To publish the complete I will play, with certainty)" - Mister-B (10-Jan-2013)

"This would have been a nice and easy and relaxing romp in a fairly bright Karnak environment for the 25 minutes it lasts, with two secrets found, demigods to kill and mild traps to avoid. What lets it down are a few smaller aninmation errors and primarily the totally obscure "lever", where you need to stand next to a bird statue and press action twice to trigger something. Well, the walkthrough helped here, so it was still a quick and fun level for the lunch break." - MichaelP (17-Nov-2012)

"I had started this author's TR2 series, which begins cramped and dark, and so welcomed the spacious and well-lit surroundings. At first one is happy to run around exploring and grabbing generous pickups. Play isn't bad, but as one approaches the half hour mark a few unfinished details begin to wear on players. Crowbar animations don't work, so at first one assumes the game has frozen up. In a late room, Lara appears to drop out of a corridor planted in the sky. The bird statue isn't the best switch--nothing happens until Lara gets behind and rudely pulls tail feathers. At least one of the condor eagles of the title is a secret, but all three of them are essential to progress through the level. Still, there is fun here, and interesting things like the way hanging swords drop and bury into the ground. Consider this as promising." - dmdibl (23-Oct-2012)

"There are some undoubtedly solid gameplay ideas evident in this 30 minute level,and quite a few quirky and enjoyable moments;but this adventure is unfortunately permeated with a somewhat primitive feel (incorrect animations,uninspired texturing,wafer thin walls...to name but a few)which annoys and detracts from the potential enjoyment.Gameplay progression is occasionally quite obscure;lighting appears nonexistent,and there is little atmosphere to speak of.I found the helpful voices endearing,though;it was just a pity that that particular quality didn't extend to the rest of the level.Only really of interest to completists." - Orbit Dream (20-Oct-2012)

"Not a bad level at all as it contains a few interesting ideas, but I think the builder has to achieve a lot until the release of the full second part. The gameplay centres around a central hub and many doors to open along the way. Some actions are quite interesting like the swords; often things are very sneaky though, such as the usage of the bird statue or the overly well hidden trapdoor, and most of the time you will be running around the scenery collecting a lot of key items and passing the occasional trap. The animations are often incorrect, e.g. when using the crowbar or at the bird statues, and there is one secret that is required to finish this level. Apart from this is a decent level with a few efforts in the texturing, but rather flat lighting. The sound was good but the voiceovers were nearly impossible to understand and I missed more camera hints. Found two secret of which one is required to finish this level, not a good choice if you ask me. 20 minutes." - manarch2 (19-Oct-2012)

"While the lighting in the previous part could have been justified by old engine, here it can't be anymore - it's just flat with just the ambience changed. I think Leo might feel troubled with switching to official light editor, so he's experimenting. It really looks like if he wanted to hit many birds with one stone - with a half success: we have some OCB setups, more complex puzzles, a TR5 switch and a nice talking guy (let me just forget it's voiced by a speech synthesizer instead of a human, because I really hope, and strongly suggest to hire the latter for full version). But why do I tell about half success? Because again, learning things in haste breeds sour fruits: if only the author knew about a principal rule of using a revised wad as a base for a level, those animations wouldn't be missing for crowbar, ceiling trapdoor and turning switch. Another basic rule is not to give access to a certain slot while having two items fitting in it - because Lara might waste that second item on an already used keyhole. I hope I helped a bit. SUMMARY: A short but promising Egyptian demo with flat lighting yet nice sound. Waiting for the rest of the game." - DJ Full (10-Oct-2012)

"A demo that clocked 25 minutes for me, and it was quite an interesting one. The lighting is poorly worked on , the setting is average with even some thin walls , there is wrong or incomplete animations for some objects , but on the other hand there is definitively some originality here and the progression remains intriguing until the end. Lara receives a hint or an encouragement from a guy , deals with a few enemies such as a couple of ninjas and demigods or a guy with a scythe and a bag on his head. She will have to avoid big Damocles swords and teeth doors while searching for keys and artefacts needed for progression. Some objects seem out of place at first glance , all these things make this demo a bit strange but interesting." - eRIC (27-Sep-2012)
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