Level: Tomb Raider - The Prophecy back home search
Author(s): 911
total rating:4.08 Gameplay &
Objects &
Sound &
Lighting &
Ceamonks890 2 3 3 2
DJ Full 4 3 6 4
eRIC 2 4 2 5
Gerty 4 5 4 4
Jay 4 5 5 5
Jose 4 4 5 6
manarch2 2 3 3 2
MichaelP 5 5 6 4
Orbit Dream 3 5 5 6
Rainmaker 3 4 5 4
Ryan 3 3 5 5
Treeble 3 3 7 7
category averages
(12 reviews)
3.25 3.92 4.67 4.50

Reviewer's comments

"A quest to press 31 (!) buttons to reach the final room. Sound like something you'd want to play? No, didn't think so. This particular gameplay "concept" go so unfailingly tedious that it became an all- out chore after the first 4 or 5, not helped by the relatively bland and dark surrounding and the masochistic overusage of fire emitters. Not really one I can recommend." - Ryan (05-Dec-2017)

"How to get you hands on the final artefact by pushing 31 buttons, that is the description of this level. Although I didn't mind searching for them but the whole outlook was rather dull. Grey and darkish and grey. Enough flares to get you through and enough pick-ups so you even can get rid off the few skeletons you encounter. Texture wise it could use a bit more TLC as I even saw some missing ones. There is no finishing trigger but you know when you reach the end." - Gerty (19-Feb-2016)

"While slightly better than the previous remake of the Game Boy Advance TR title by Slayer(which had released five years prior at the time), that doesn't really mean a whole lot in the grand scheme of things, if the game in itself isn't any fun to go through. Oh sure, the texturing is far more consistent here for one thing and the general environment design feels more closer to the roots of the GBA original, but if I'm not having any fun with the overall experience given and I immediately feel tempted to quit after only a few minutes in, then something's definitely gone wrong somewhere during development(which is very much the case here unfortunately). And with all the similar repetitively-textured and considerably darkened rooms that I managed to get through(before quitting out of sheer boredom), feeling practically the same with very little objects/enemies or overly unique elements to distinguish itself from another area in the same level, then I very much doubt that any sane player will find themselves entertained for long with this one. So in all honesty, you'd be much better off spending your valuable time playing through the GBA original on an PC emulator nowadays over this completely dull, monotonous and ultimately worthless 3D retread that I simply cannot recommend to anybody, besides those with a strong sense of curiosity." - Ceamonks890 (29-Nov-2014)

"I think a few years back someone tried to rebuild the portable Tomb Raider game into the Level Editor and the result was pretty much the same. While I don't know the original game by heart, I could recognize the way the areas are built and the way gameplay revolves around pushing randomly placed buttons. While it worked somewhat in the original game, it did become a bit tedious here, especially when all the rooms are mostly empty and the level design is deliberately blocky, to simulate the original game. I also think it's about time Lara considers changing her outfit fabric because instantly combusting by getting close to flame emmitters got really aggravating in this level (not the author's fault as it's the way the engine works, but there definitely one too many flame emmitters here - again, to simulate the original game). Visually it does look good, even if a bit repetitive. 30 minutes, 1 secret. 09/14" - Treeble (27-Sep-2014)

"I do not know the GBA game, so cannot make a reference, but this adventure, while being a fairly ambitious project in itself, has one major flaw and that flaw is its monotony. 45 minutes of pushing buttons (about 1 each minute) and timing fire emitters, while walking through a blocky grey maze of relative darkness is just not my kind of fun. There is actually some fairly decent camera work (even though going through walls at times) and the mix of enemies kind of works, but there is just too little in the level that breaks the tedious flow to make it fun to play." - MichaelP (23-May-2013)

"I didn't found this level so bad like another players said. Of course, there are too many butons to push, and repetitive fire blowers in the floor, but there are also another tasks. I didn't like the excessive darkness in all rooms, background music was not very nice and enemies only leopards and skeletons were poor too; there are enough guns and ammo though. If you drop into some pits you can't go back up and many times the cameras show you doors located a few meters from Lara. The surprise was that I saw four TR4 files in the data folder, but I think I've only played two, 'cause after the final cutscene you jump to the "catacombs" level, but after place the three balls, you jump again to the "missing" level but you only can move Lara around, and I have to exit the level. Strange..." - Jose (12-May-2013)

"If one thinks Lara's life is always exciting , think again as it can be very boring. For example today she had to push dozen of buttons, kill some leopards , avoid repetitive vertical fire emitters , make a bit of climbing in sad undergrounds , while listening to very depressive audio. The longest level from the author , but I would not recommend it , especially to neurasthenic folks." - eRIC (02-May-2013)

"If I am not mistaken, this may be the game boy TR game Prophecy. Well, this gameplay may be good for a gameboy, but in 3D world and TR4 world is not enough. The author should add more gameplay tasks. All you have to do is shoot few snow leopards, go around cuby corridors, avoid the annoying fires and press numerous switches. It really may become boring after the first few minutes. The big amount of fire traps is really bothering me. OK, using some of them makes the gameplay more interesting, but using so many becomes annoying. The same thing happens with the switches. The game has good atmosphere though and some nice flybies. The textures are not bad, but you the same textures all over the level. There is no variety. The lighting is good. It is dark without becoming too dark and you will notice few colour differences. I can't understand why the game ended with Lara beeing on a white space, without floor or ceiling. You were not able to move and all you could see, was a distant fire trap." - Rainmaker (28-Mar-2013)

"I really don't know what to make of this one. It seemed to be intended as a multi-level game but after enduring 35 minutes of running around dark, dingy caves, shooting snow leopards, pushing buttons and very little else (avoiding a boulder was pretty much the high spot of the proceedings) there was a sudden cut scene that promised more exciting times ahead, after which poor Lara found herself stuck in a white wilderness, totally unable to move. As it stands, I honestly can't recommend this. If an updated, de-bugged version is released at some point then perhaps that might change, but the gameplay would have to perk up considerably from the first section to make it something other than an endurance test." - Jay (16-Mar-2013)

"Pure averageness. One kind of enemy. One kind of switch. All doors and traps identical. Similar, dismal ambience, both visible and audible, in each of similar corridors. One cobweb. And - unexpectedly - one boss fight with an ending cutscene, an epilogue executed incomparably better than the whole rest. I truly have no idea what that "rest" originates from. Well that's only my theory, but it looks like if a project was returned to after a long break, during which the author got a lot of building experience, yet what had been done before hasn't been fixed but was released unchanged. Anyway, the symptomes of talent can be seen if one is patient enough to play till the very end. But knowing this might be tiring, I'll just shoot a little movie picturing that ending, so anyone can see what I mean without a necessity to struggle. SUMMARY: Not able to recommend this game, I'm still sure the next one from this builder can be a milestone in his career." - DJ Full (14-Mar-2013)

"Oh dear.This author's previous levels have displayed a certain idiosyncrasy,and I suppose that is also carried over to this one to a certain extent...but did it all have to be so remorselessly repetitive? The lighting is uniformly grey and murky;the textures likewise;and the gameplay develops such a predictability to it that it virtually becomes moribund.'Push a switch to deactivate spikes in order to lead to another switch which opens a door which leads to the next switch which deactivates spikes.' Repeat to the eventual conclusion. It never gets more exciting than that;but occasionally (as in the seemingly endless crawl maze leading to the third secret) becomes even more boring! Eventually,the welcome encounter with a rolling boulder followed by a skeleton presages the Final Act - which culminates in the nasty Boss being felled with but one shot.Thereafter,a loop of French dialogue is followed by a bungled ending;and you're left wondering what the mind-set of the builder actually was? It's not that bad,in a 'Groundhog day' style;but the builder needs to accentuate the quirkiness of his concepts while drastically cutting back on the tedium." - Orbit Dream (14-Mar-2013)

"Well, if you like super tedious gameplay that repeats the same setups again and again, in very same-ish, poorly textured and partially way too dark rooms, you should give this one a try. After three minutes I already was tempted to exit this level, but I played further to see the end (for a reason all levelinfo pics refer to this room) which was "better" than the rest of the level but still rather disappointing. I ended up with Lara being stuck in an invisible wall and not able to move, so I guess that must've been the end. Spent 30 most boring minutes and found two easy secrets. Not recommended at all." - manarch2 (12-Mar-2013)
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