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Level: Tomb Raider - The Scion (Demo) back home search
Author(s): Sabatu
total rating:6.60 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Ceamonks890 3 4 3 4
Daffy 8 7 7 8
Drakan 7 7 7 7
eRIC 6 7 6 6
Gerty 7 7 7 7
Jay 6 7 7 7
Jose 7 8 7 7
manarch2 5 6 6 7
MichaelP 6 7 8 7
Nina Croft 6 6 5 5
Orbit Dream 7 7 7 8
Phil 8 8 8 8
Ryan 7 6 7 7
category averages
(13 reviews)
6.38 6.69 6.54 6.77

Reviewer's comments

"As a taster, this does its job well, although it also holds up well as a standalone release. It's a more sleek looking version of the usual Egypt scenario, and I definitely find this one more attractive to look at. In gameplay terms, you get the normal aspects associated with Tomb Raiding: torch puzzles, pushable exercises, jumping sequences and key hunts. The invisible ledges was a bit of another unorthodox choice (never would have found those without the walkthrough) and the unobtainable items in one of the secrets needs fixing, but I actually otherwise liked what I saw." - Ryan (14-Jan-2018)

"Playing this level was rather an interesting experience. It is always exciting to play a demo level (the first level build by a builder), and this was no exception. As any (normal) demo level, this has its dowsides as well. Most of them are actually mistakes in applying textures (some of them missing, zillions of cracks etc.), lighting (too dull lighting in some rooms, too sharp edges of the shadow in others etc.) and sound (missing sound of levers, door opening, Lara's footsteps have the same sound, regardless if she walks on the sand or stone). Apart from that, it is obvious that the builder tried to pack many good elements of a raid and many puzzles in this rather short level. Running across some burners or blades in order to get to your goal were all well built and not overdone. Overall architecture was not bad for a debut, although there is room for improvement. Push puzzles are a bit overdone, and the last puzzle with the torch would have been perfect should the lighting in that room had been applied better. Camera hints are quite okay, enemies are numerous and different, but still not overdone, and the highlight of the level would definitely be the pool room with invisible ledges. Maybe I myself would have built this type of a room in a different manner, but I happen to like the way Sabatu built this room of his. All in all, a nice, short and easy level to play, with a fluent gameplay packed with action and puzzles, suitable even for beginners in raiding. I hope the builder will not stop here and that he will correct his mistakes and build really nice levels in the future." - Nina Croft (19-Dec-2013)

"A small level not unpleasant to play. There are good ideas in architecture and gameplay. Texturing deserves some corrections and some more cameras would be in the final release. Overall with some additional work this level could be very good. I encourage the author to continue its development." - Daffy (15-Jun-2013)

"This demo is not so short, and presents a gameplay with a classic style, look for switches, drag blocks on marked tiles, light braziers... except the final (and original) puzzle to cross the last pool. I think some areas are too dark, but at least there are enough flares; also I got difficulties to light the final braziers 'cause the fires there were not over them; I was not able to get the pickups from the last secret too. Even so the game is entertaining and well textured (there is a missed textured near a secret though); atmosphere is not bad and enemies are well balanced. I think there is no much work to fix to release a better level. Looking forward..." - Jose (22-May-2013)

"I am glad to see the author is trying his hands on the Tr4 editor now and this first release is a really promising one. It clocks in at 30-40 minutes of rather smoohtly flowing gameplay and has a very modern look and feel to it that I quite enjoyed. There are plenty of enemies but they do not pose a big threat - just keeping you on your toes. You get a bit of torch action, a few traps, keys, switches and simple push puzzles, so the usual classic elements. You also get a few smaller glitches, like a missing texture, wrongly placed flame emitters and the likes, but nothinng that gets much into the way of a decent gaming experience. So to the author: This is good stuff - keep at it and expand your creativity further in the TR4 world!" - MichaelP (21-May-2013)

"This level is billed as a demo, but that's probably because it's the first level in an upcoming collection. The TR4 file is entitled "Temple of Sobek," and it provides nearly an hour's worth of engaging gameplay that I thoroughly enjoyed. The only real stumbling opportunity comes near the end, when invisible ledges are formed after you use two keys that are obtained during your quest. There are no real visual cues to guide the player, so I documented everything in the walkthrough. I like what the builder has offered us to date: well-lighted, scenic adventures that aren't too easy and aren't too hard. He also enjoys making the secrets a bit more difficult to find, as I'm sure there were more here than the two I found. Recommended." - Phil (12-May-2013)

"The first TR 4 offering from this builder. In general it was a solid effort, but the gameplay progression felt way too easy even with some traps included that were rather easy to avoid, the invisble ledges above the water were a pretty obscure idea and there is only one serious puzzle that is possible to solve even when doing it wrongly (with putting different pushables on the marked tile). Some of the objects were a little buggy - e.g. after picking up the keys they are nothing but oversized in the inventory. The work with textures was certainly the most elaborate element in this level and some rooms looked nice, for example the large pool room, but others look like they didn't receive that much care. Overall the 30 minutes I spent in this demo were quite promising for a full level in case there will be one." - manarch2 (22-Apr-2013)

"This is quite long for a demo (52 minutes for me). It certainly has promise, but equally certainly could do with a bit of tweaking before proper release. I found missing sounds and textures, plus pickups that couldn't be picked up. On the plus side, it looks rather good and the gameplay, whilst undemanding and pretty linear, does jog along nicely, with some simple puzzles and torch work. Enemies are appropriate for the setting and easily dealt with despite being in a mob from time to time. I'd definitely be interested in playing the finished version." - Jay (22-Apr-2013)

"I found that there were some very good things in this demo. There is nothing difficult and the puzzles are simple. If the builder corrects any imperfections, it should be excellent. Report as others that I went without knowing on the invisible blocks to the end. Lack of caméras. Lack of sounds (switches, animals, doors ...). The keys are huge in the inventory and the game.Script to fix. I noticed that it was enough to put a poussable on each location to open the door (Concept with poussable with placeholder) Some missing textures. And put a levelfarview to correct these losses textures in large areas." - Drakan (22-Apr-2013)

"Good to see the author releasing a first level with the TR4 engine. You get the use of a torch twice at the beginning and at the end of the level , pushable statues , switches to spot , a few traps with boulders , nothing very difficult , guaranteeing that the flow of the level being quite fluent. Crocs panthers rats and bats for enemies they fit the theme of the level but I don’t know why at some point we could kill lots of them from safe distance. I quite like some of the details such as the placement of some hidden pickups at the beginning , or the use of the blades when you activating a lever in one of the side quests. The level ends with a ‘puzzling puzzle’ that cost me some time , when you use the 2 final keys which triggers invisible ledges in the water on which you can pull up and reach the exit. Imo, it would have been good to have a camera view or at least a ‘puzzle’ or ‘teasing’ audio to indicate something has changed in the pool. Speaking of audios , they are classic ones from TR4 and used appropriately in general. There is one secret area in a pool with missing textures and pickups that can’t be picked up , this part should be corrected for the full scale game. Also the horizon does not fit with the outside setting. Looks are okay , textures are the high-res Egyptian ones , there is still improvement that could be made in this category." - eRIC (21-Apr-2013)

"For the builder's first attempt at a level designed with the TR4 engine, Lara has to go off to Egypt and retrieve the Scion again for whatever reason(despite it being clearly destroyed at the end of TR1), but continuity errors aside, that doesn't mean that this level didn't start out looking at least a little bit promising. But as soon as you get deeper and deeper into the game, those promising first impressions start to fade away into the background, once you realise that this is just another beginner level, with many nagging flaws to go with it. For one thing, the builder has a nasty habit of spawning tons of enemies in one room after picking up an important item or pulling a switch, making some battles a real pain. Other peculiar issues I had while playing was that a pushblock-style puzzle could be solved by simply placing one Egyptian column on all three trigger spots and a door would open to the next area or finding a secret, only to discover you can't pick up the items at all, just to name a few. In conclusion however, all this demo shows is what little thought the builder put into this level while designing it. I will give some credit though, as the lighting and texturing can be quite decent looking in some rooms and the enemies and objects for the most part fit the environment they're in, but those features alone isn't enough to hide the fact that this is an unfinished demo that was rushed out by the builder, before it was actually ready. Hopefully the full game will turn out much better, than what this messily- designed level demonstrated to me in the end." - Ceamonks890 (21-Apr-2013)

"A rather substantial demo at 60 minutes,this is entertaining in a perfectly sequential sort of way.It's all about the usual linear 'work out how to get out of one area and into the next - repeat until Finish Trigger';and it's never particularly challenging (although some of the routes you need to take require careful observation)but always fast moving.The biggest let-down (and one which justifies the Demo tag) is the awfully unfair sequence of invisible watery blocks,which absolutely demanded a camera hint (although it looked very cool to perform).Enemies are entertaining enough,although most can be dispatched from a distance;and the atmosphere suffers from being far too dark,far too often.This latter point is a shame,as the texturing is beautifully done and the level (when visible)has a lovely NGLE-quality sheen throughout. If this continues into a full level-set,all well and good;but it pretty much does its job (short of giving Lara a final objective)as a standalone release." - Orbit Dream (21-Apr-2013)

"This started out rather nice and I did found the end trigger. There is one big minus and that was the invisible platforms in the water. I accidently found them as I was swimming and by getting a breather, Lara bumped her head. For the rest, there are some missing textures, one secret in the pool Lara wouldn’t grab and some sounds were missing (or they were real low). I could have used more flares, as it was rather dark at my end. For the next level I would suggest to find some good testers who can help you out." - Gerty (21-Apr-2013)
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