Level: Burrow of Yonaguni back home search
Author(s): Forger
total rating:4.06 Gameplay &
Objects &
Sound &
Lighting &
Ceamonks890 5 4 3 4
DJ Full 5 6 4 6
eRIC 5 6 4 4
eTux 3 4 3 3
Gerty 3 4 4 3
Jay 5 6 5 5
manarch2 3 4 5 5
MichaelP 5 5 4 4
Orbit Dream 2 3 3 3
Ryan 4 4 3 4
Sarikman 5 3 3 2
totizedger 5 4 4 4
Treeble 4 4 4 4
category averages
(13 reviews)
4.15 4.38 3.77 3.92

Reviewer's comments

"This is a couple of short TR2 levels, each lasting around 20 minutes and apparently situated in Japan, although the textures and atmosphere as such aren't that plausible. Gameplay as such isn't bad, but dragged down by a few unnecessarily tedious sections such as the underwater labyrinth in the second level. Tigers and spiders constitute the enemy quotient (the movement of those small spiders always amused me) and the locations of the secrets range from hidden to practically on your path. Not bad, but not the most inspiring or involving game out there." - Ryan (08-Dec-2017)

"Have to admit that I used the walkthrough to get through as I did started this and couldn’t be bothered anymore so hence the use of the walkthrough. Probably as I played too many TR 2 levels one after the other. It isn’t so bad though, still a lot of back and fro and getting keys and a decent amount of enemies. I still do like the small spiders; they jump so funny when being shot." - Gerty (20-Jul-2017)

"I might have commented time and time again how odd it is to see TR3 textures in TR2 levels, but this level in particular goes one up and also includes TR5 textures in the mix. And by 'mix', I really mean it, as both levels cover all different types of textures you can imagine in what for the most part resembles old patchwork techniques. Gameplay wise it was also a bit weak, as you could completely override the blue key in the first level as you hunt down three randomly placed levers and then the second level was a lot more linear but with lenghty swimming sections, so it quickly became tiresome. 55 minutes, 6 secrets. 05/17" - Treeble (28-May-2017)

"A decent enough raid that thankfully doesn't outlast its welcome for very long in the gameplay department, as you explore two rather barren levels for the usual assortment of keys and switches in what's supposed to be a Japanese-style setting for a simple prayer wheel. Overall though, despite some rather repetitive texturing and monotonous boxy rooms included with this levelset however and the fact that a good amount of enemies don't necessarily fit all that well in their respective environments, this is still one to satisfy those who have the exploration bug at the very least and I can easily recommend this to those types of players. Everyone else on the other hand, would be recommended to approach with caution, if still interested." - Ceamonks890 (31-Jul-2014)

"It's a decent raid nothing special but it at least didn't get tedious as i played through it. I liked the little floating gate out at sea. It's a quite odd adventure with much running to do and with switches hidden too well. Sometimes the textures looked decent but also stretched and monotonous in other occasions. Secrets are actually hidden decently which was not the case with the builder's other levels. You may enjoy it if you like the TR2 Engine but otherwise not recommended." - totizedger (22-Nov-2013)

"This was actually not a bad little diversion. Two Levels, each about 20 mins long and with three dragon secrets to find in either of them. The first one is more coastal in nature with a bit of exploration to do, the second has some platforming and plenty of diving (including sharks and harpoon men). The looks are basic but work ok, so this turns out to be a solid little raid." - MichaelP (18-Nov-2013)

"I suppose not all oriental levels, particularly if they're based on a natural setting like the Yonaguni underwater structures in this case, have to conform to our TR tropes of what a Japanese level ought to look like, but was the patchwork mix of South Pacific, Greco-Roman and Lost Library textures utilized here really the optimal choice? But even if this had met the requirements set by my inner culture snob, that would've been the least of this double- level's problems. The room geometry is rough and simplistic, use of textures and lighting seem half-hearted, as evidenced by the rather obvious breach in illusion by the end of the world and wallpapered rooms. Gameplay doesn't really fare any better - most of it is very forgettable running or swimming around from one switch to the next, with the occasional key along the way, though it manages to keep you entertained by unleashing local wildlife just when you start getting complacent. On a brighter note - the placement of the 5 secrets (of 6, I presume) was decent, if not particularly inspired, and the coastal area with the Torii gate and the entrance to the submerged barrow the closest thing to a visual highlight the game can offer." - eTux (02-Mar-2013)

"A two-level custom, with nice texturing, graduating enemies and secrets hidden more cleverly than in former attempts of this builder. Atmospheric coast, with some minor ornaments yet giving a surreal feeling (a dragon head sticking out of the rocks, and a floating gate on the sea) cover ruins hidden underwater, where our quest leads us into, for a monk's prayer wheel - so for the first time, Forger gives us a classic artifact hunt with a second-plan actor, making me already can't wait to play Hidden Relic. Unluckily, one background loop was mistaken so I had to listen to Great Wall cutscene audio whenever I reloaded, and gameplay is still erratic (preceding reviewers say why). I didn't backtrack at all in the whole ruins level due to checking things corner by corner, but I can still imagine being stuck in this level, and confirm it might be annoying. Still it won't be if You're careful." - DJ Full (18-Oct-2012)

"Two levels in this game which remains to the style of the builder - rather boring gameplay and better visuals. While the first level mostly is about running around a large map finding the occasional lever and key, it at least contains some good looking areas (especially the outside area with the oriental gate far in the sea). One key is not needed since one can climb on the fire ledge without getting burned, but who knows that before, thus another long and unnecessary backtrack. There were a few camera hints but many areas look alike, so they aren't really helpful. Found three secrets with mediocre placement, but really liked the one in the open sea. The second level starts off nicely with a jumping sequence, but soon the map opens up again with a large underwater cave to explore and only one lever to find in here - argh. The three paths that follow have to be visited in a certain order so it is possible to get stuck in front of a keyhole and having to backtrack all the way to find the respective, then return all the way up the tower to the keyhole. I don't know why the builder doesn't take care of players' perspective - she only seems to build levels for the sake of having built levels. Admittedly - there are some really nice rooms here again like the ultimate level that has nice textures, but they can't make up for the annoying gameplay. All in all I spent 45 minutes in these levels, having found five of six secrets. Visually, this might be the best of the builder's releases, but gameplaywise I prefer the first test level." - manarch2 (03-Oct-2012)

"This adventure starts in a frustrating place. There are too many paths to take, too many hard to see levers and too large rooms. After exploring every inch of the level, you will start having a plan about what to do. The exploration may become boring at some parts, especially if you miss any switch or take a path just to find a close door and then go back again. The textures are from TR3 Paciffic. Although, sometimes the texturing seems nicely mixed, there are times which is looking monotonous, unnatural and streched. The architecture is a bit strange. Perhaps there are too many slopes. Also, I couldn't understand why the authoe used the doors of Croft manor. I don't think they fit in this level. The second level is more straightforward. Again you have to explore big areas, but fortunatelly, there are not so many paths this time. Also, the fights become more interesting, but still easy. I liked the jumps sections and the underwter exploration was funny. When I got out of the water at the very start of the level, I thought that this place is perfect for a boss fight, but I got disappointed. It would be nice to fight with the Talion bird or the Dragon here. The textures are better here. There are big rooms in this level too. Some of them are not looking very good. It is not nice going around in an empty huge room. The last room seems a bit nicer and a monk helping Lara was nice, but when I thought that the level would become more interesting, I found out that this was the last room. This levelset is just for TR2 lovers. I think an average player won't have a lot fun, but I am glad I played it as I love playing levels for other engines. I forgot to write about the lighting. Sure it is the most disappointing part of the levels. There are no lighting spots so the rooms don't look pretty and it is destroying the atmosphere. I think the author should place them first and then release the levelset. It would look more beautiful and with greater atmosphere." - Sarikman (29-Sep-2012)

"Coastal Japan: Well OK, there is just a hint of coastline at the very beginning of the level, but in general it all fails to look remotely Japanese. Anyway, run around a lot to find a couple of keys (one of which seemed completely unnecessary) throw a few switches and murder a couple of tigers. Underwater Ruins: Lots of underwater certainly, but precious few ruins. The gameplay is still pretty straightforward and the atmosphere definitely bland, but at least there were a couple of sharks to bump off with the harpoon gun to give a momentary twinge of excitement (I didn't bother with the frogmen). The brief glimpse inside a monastery room to pick up a prayer wheel gave a feeling that the game might be picking up a bit, but that's where it ended. Definitely better in the second half and an overall improvement on the builder's previous levels, but still really only one for raiders desperate for TR2 levels." - Jay (28-Sep-2012)

"This double level is supposed to take place in Coastal Japan. Aside from the beach at the beginning (and end) of the 1st level and the last room at the end of the game , it does not look very Japanese. But neither mind. The 1st level uses the South Pacific TR3 textures , enemies are tigers , small spiders , and fishes. The 2nd level Underwater Ruins has a rather eclectic choice of textures , and enemies are mainly small spiders , plus a couple of big spiders, sharks , a couple of frogmen...etc. You get everything needed , uzis , magnum , shotun and harpoons to deal with all that properly. The gameplay is rather entertaining , mainly exploration in the Coastal level where it is possible to easily overlook one switch or an area , and some good jumps and swimming in the 2nd level which is more straightforward and a bit more dynamic. 20 minutes spent in each level , although the first can be quite longer if something has been overlooked." - eRIC (26-Sep-2012)

"This is a two-level set for which the word 'tedium' was surely invented.At the very start,you're confronted with a large,quickly made and poorly textured outside area, containing a couple of closed underwater doors.The next 25 minutes will be spent searching out the two levers which open said doors,and rarely will you find anything particularly interesting or enjoyable to pique your interest.Eventually you reach the 2nd level,but this does little else than prolong the overall frustration as you progress through humungously large and wallpapered rooms;shoot a couple of frogmen,and negotiate an enormous underwater labyrinth.At least the enemy attacks momentarily spice things up;but little has been done with atmosphere,and texturing never reaches greater heights than merely average.Not really worth more than a quick glance." - Orbit Dream (26-Sep-2012)
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