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Level: Princess Lara of Persia (Demo) back home search
Author(s): Drakan
total rating:8.06 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
DJ Full 7 8 8 8
Gorty 8 8 8 7
Jorge22 8 8 8 9
Phil 8 9 8 9
category averages
(4 reviews)
7.75 8.25 8.00 8.25

Reviewer's comments

"Although this is billed as a demo, it plays as a full-fledged 40-minute level. The surroundings are eye-pleasing, and the lighting is so good I didn't once feel the need to use a flare. Lara's new moves are displayed to good advantage, and there are a few nifty sequences involving poles (vertical and horizontal) and ropes. Instead of medipacks you get to pause at several fountains that dispense health-restoring holy water. The four secrets are well placed and involve a little extra effort to acquire, even if your only reward each time is a smiling crocodile idol. The highlights for me were the spike trap puzzle near the beginning and the back-to-back timed runs near the end, one of which you had to repeat if you wanted to get the final secret. Dutchy has done his usual fine job rendering a written walkthrough, and I look forward eagerly to the time when the builder releases the full game." - Phil (04-Feb-2017)

"Drakan has delivered a rather flawless demo that's fit for everyone although I gather the last timed run may be a bit too much for some - still, it's quite rewarding when you finally get it right. Besides the interesting action and places, I found it really nice texture wise and I enjoyed the great attention given to details of which I found especially cool the way the secret chimes keep sounding for a while until it all fades. I must say I could never enjoy playing more than just the beginning of any Prince of Persia, but I did enjoy Lara in Persia much more. Had it been longer and I might have easily given it higher ratings." - Jorge22 (22-Jan-2017)

"This is professional, you can see a lot of care even in minor aestethics like discreet ammo pictures or enemy health bars - why these lions take a minute to disappear is a different question, just like why not one more monkey swing to avoid quarter life loss over those barrel blades, otherwise just a "wow" setup. One curiosity of the game is being textured the opposite way than supposed: ruins are more colorful inside than outside, and here we start in a vibrant scenery to proceed into monochrome interior. After so many levels with a hidden meaning I wonder if there's something more to it. But this is not a game to look around, as we're pretty busy - the whole outside location is packed with platforming from the bottom to the rooftop, and we get riddled in quite innovative way - the piston idea is unexpected, the spike puzzle is surprising, with familiar jumping neatly interleaved with different shooting, and providing a ceiling hint for fast return. Then we collect some not too hard yet diverse secrets and conclude with timed trapdoor challenge you may consider impossible unless you think both sequences as a whole. And I'm still waiting for the forum reply concerning the final secret: the point isn't bad English but the chance to read the hint in multiple wrong ways. SUMMARY: If the full version maintains quality with issues fixed, we'll get a grand piece of raiding this little prologue to is already much enjoyable. Also if this is done in sync with BtB16 it will become a worthy supplement to the Middle-Eastern mood we'll soon be dipped in." - DJ Full (17-Jan-2017)

"Very few demo releases get actually their full versions released. Mostly ( as far as I have seen on trle ) demo levels are just dead projects that never will get finished. I left this game made by Drakan with mixed opinions. First, there is a very good use of NGLE features like the fountain health recovery, camera starting to spin around Lara after no movement has been made for a few seconds, enemy health bars ... The architectural design was very nice, but looked on some parts maybe too unrealistic or weird. Some more work was needed on some parts. The floor in the main outside area was just too flat. Also, some areas looked a little bit chaotic. Placing some more objects or making the floor not so flat would be great. Some objects had wrong light applied and were placed incorrect ( going through walls ). The room after the golden key had just a terrific light … too flat. The outside areas had overall better lighting than the inside areas which looked, as mentioned already, too flat and monotone ( like the big empty looking room after the poles ). Gameplay was nice, not too difficult, simple, straightforward, but had some harder timed runs and confusing parts ( the rooms with 10 switches ). The lions were really resistant to gunfire. Overall, A nice demo by Drakan, but definitely not something to remember. I hope it will get a full release one day, but probably won’t. Recommended." - Gorty (17-Jan-2017)
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