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Level: Out Monastery back home search
Author(s): Tr1997
total rating:2.06 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Ceamonks890 1 2 1 1
DJ Full 4 3 5 2
Gerty 1 3 2 2
High Priestess 5 6 4 5
Jay 3 2 2 2
Jose 1 2 3 1
manarch2 1 2 1 1
MichaelP 3 4 3 3
Orbit Dream 1 3 0 1
Ryan 1 1 1 1
totizedger 1 2 1 1
Treeble 1 1 1 1
category averages
(12 reviews)
1.92 2.58 2.00 1.75

Reviewer's comments

"Huge, empty boxes with three textures - one for the walls, one for the floors and one for the ceilings. Technically they're not "empty" as they're filled with baddies, but the first room pretty much sets you up for World War III so you'll be fine on that front. 25 minutes. 05/17" - Treeble (28-May-2017)

"Tedium comes to mind. This level is definitely far too long for its own good. If you insist on making a level this long, at least entertain the player for the duration. There is hardly any gameplay here and the enemies felt like overkill. As always, poor visuals." - Ryan (08-Apr-2016)

"It seems to be an escape from Barkhang and this is indeed a good idea considering this part was missing in the original game. However the place shown here doesn't resemble our familiar monastery and we can guess it's some of its previously unexplored sections just from the baddy content we get a whole galore of weapons to get rid of. The sound is very good, there is an attempt on some puzzle variety and the most important seraph sits properly on the most significant platform, however we are forced to travel a long way with these pickups. All doors have their switch or key, except one gate which opens on approach - terribly misleading. SUMMARY: A bit tedious, but why not." - DJ Full (04-Sep-2015)

"While there is only one level to deal with here(in comparison to the nine or so maps that you had to go through in 'Fake Dagger',) that doesn't mean that any of the problems I had with the previous release have been addressed in the slightest. In fact, I think its actually gotten worse. So yeah, much like before, simply cannot be recommended to anyone, unless you so desperately want to be bored to tears, by the sheer tedium of it all." - Ceamonks890 (11-Sep-2014)

"Having read many of the reviews for this authors various adventures I was forewarned as to what to expect;and from a tedium perspective I was certainly not disapointed,as this really is a quite astonishingly dull level.Vast distances need to be covered several times (or even more,if you decide to confront the snapping-doors gauntlet without first getting the second prayer-wheel);and nowhere do the puzzles and challenges show even a hint of interest.The textures are relentlessly wallpaper'd,while sounds and atmosphere are entirely missing.All is not completely lost,however;as the copious enemy placement is actually rather enjoyable,and provides the only opportunity for entertainment throughout the 45 minutes duration.Anyhow,honour is satisfied;and I see no point in playing any of this authors remaining (and,indeed,future)levels." - Orbit Dream (05-Sep-2013)

"And again this level doesn't have anything to do with a monastery apart from the textures that are used as well as enemies and artefacts, Just long huge empty rooms to travel through and watch out as forgetting to spot a lever or a key you might be running around like a headless chicken." - Gerty (05-Sep-2013)

"If you played Fake Dagger by this author, firstly my commiserations and secondly you will know exactly what to expect from this level - huge empty, boringly textured rooms, lots of enemies to kill, an inordinate amount of pickups and very simplistic gameplay. I gave it an extra point for gameplay over Fake Dagger because it was at least mercifully short (just under 40 minutes), did have a few handy shortcuts to avoid some of the backtracking and the monks did manage to kill off a reasonable number of bad guys." - Jay (04-Sep-2013)

"Again the same defects from this author, very huge and empty rooms with the same texture in all tiles, go here and there only to pull switches or get keys and a lot of backtracking... This time there were a couple of nasty tasks, the long shimmy and the excessive teeth doors in the long corridor; no funny. Again shoot a lot of enemies and pick up a lot of stuff. At least this time you can go back if you miss something. Please work a bit on the architecture, puzzles and textures the next time." - Jose (03-Sep-2013)

"I have now completed the four TR2 adventures that this (presumably young) new builder has released within a week and indeed the review for each for each of these can almost use the exact same words; so - much like the builder copied one oversized, unlit, wallpaper textured and empty room after the next in his levels, I will copy this review text for each of his levels as well. What you get is a LOT (and I mean a LOT) of running around. Distances are large and backtracking happens often, only interrupted by occasional switches or key pickups and rather many bad guys that need to be killed. [33 min, 29 kills]" - MichaelP (03-Sep-2013)

"Another go at a TR2 level and this sure wasn't a good one because of large rooms, wallpapered textures, too long shimmy and tedious gameplay. I didn't know what to expect as this is my first playthrough of this author's levels. The highlight of this level is a pushable block usage. What i disliked the most are the moving doors that takes such a long time to get through and this makes it tedious. Not recommended" - totizedger (02-Sep-2013)

"For me this is the worst level of this builder, and that in nearly every aspect. The textures are really bad this time, with not a single room looking halfway okay this time, and the rooms are nearly as large as you might imagine. Even if all the other levels are as unlit as this one, here it is most obvious and disturbing any kind of atmosphere, because the texturing is way too bright too. Gameplaywise, the early double-usage of a block is the only okayish task in here, since the rest is just, sorry, stupid to and fro without any sense or goal. You might have fun a bit with the monks and the soldiers, but the fights are all pretty much the same, put x soldiers and y monks into a box and let them fight, it's not very nice after the fifth or so time. Most of the time you'll spend running from one side of the rooms to another; there also was a overlong shimmy part and a passage with more than a dozen of moving doors which are simply a pain to get through because of the tedium. So overall, this felt really rushed even in comparison to the other levels of this builder; luckily it was a tad shorter at nearly 30 minutes. Not recommended." - manarch2 (31-Aug-2013)

"This is a very expansive level with lots of large but pretty uninspired rooms so expect plenty of running around and a bit of backtracking. The main object is to pull switches or find keys to open up new areas where plenty of thugs are usually waiting. You can leave the monks to tackle them although you will find plenty of ammo at the start of the level and of course all the pick-ups that the thugs drop. The only problem I encountered is that a monk became stuck between two of quite a few of those opening/closing door traps which prevented Lara from passing through. This meant having to shoot him and thereafter of course all the others that came after Lara. I'd say it takes roughly an hour to finish depending on your sense of direction." - High Priestess (30-Aug-2013)
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