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Level: Relics of Power (Part 5) back home search
Author(s): Seth94
total rating:8.97 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Gorty 7 8 9 8
Jay 8 9 9 10
Jorge22 10 10 10 10
Jose 8 9 10 10
manarch2 8 8 9 9
Mman 9 9 10 9
Phil 8 9 9 8
Ray Croft 9 9 9 10
category averages
(8 reviews)
8.38 8.88 9.38 9.25

Reviewer's comments

"The one thing I immediately enjoyed about this instalment was the way in which Seth recaptured the Nevada textures and feel - I always wondered why nobody ever did it and instead went for The Last Revelation desert settings even when the atmosphere should actually be Nevada's. So, very well done to that! Besides, it's part 5 in the tradition of the previous games and I'm very glad somebody took that task in his hands. Excellent effort, never too easy, never too hard, sometimes a bit puzzling but still acceptable, all in all a pleasure for the player. Thank you and I'll be looking forward to more." - Jorge22 (14-Jul-2017)

"The Nevada section wasn't my favorite part of the original TR3 game, so I'm not as excited about this concluding installment of the Relics of Power series as I was while playing the earlier ones. What's more, the three main levels here have a certain sameness to them, and the last one in particular was overly tedious and therefore boring with all the crawling and swimming through cramped tunnels just to find a switch to pull so you could do more of the same somewhere else. The short boss level at the end was invigorating but comparatively manageable due to all the armament and ammunition accumulated along the way. My total playing time was about four and a half hours, and for the most part I enjoyed myself with the help of Dutchy's walkthrough, although this builder has a lamentable habit of making his levels darker than they need to be." - Phil (11-Jul-2017)

"Despite some occasional tedium (the second level has a lot of backtracking, at least with some shortcuts, and overall there are a few unnecessary lengths that don't seem to do anything else than stretching the net playtime), I really enjoyed myself in this last episode of the series. The map layout of all longer levels is very well done and it's really realistic enough to raid through the caves and base stations here. Traps are effectively used to enhance the gameplay, and I also enjoyed the longer platforming parts where you often have to think around the corner to progress. Perhaps a few more puzzles would've been nice, but the quad bike rides are good fun as always. Enemies are nicely used, if almost a few too many here and there, but enough ammo is provided. There are also a few novel usages of objects which really worked well without breaking the TR 3 charm. The secrets are nicely hidden, not too hard overall to find them with a few exceptions. The texturing is quite cleanly applied despite a lot of natural environments, and the lighting is ambient too, perhaps a tiny bit too flat at times but in most areas it's really effective. Overall, the 2:10 hours in this game (that also ended on a high note, if a bit abruptly given it's the end of this mammoth series that took me a total of 10:25 hours) are again well spent and despite some minor shortcomings thoroughly enjoyable. We'll see what this diligent builder comes up next with ..." - manarch2 (08-Jul-2017)

"And so this series comes to an end and I must say it was nice to have a desert style setting for a change. At least they tend to be mainly light. There are the usual vultures, snakes, guards and dogs etc., lurking around corners, but they are generally not too hard to deal with. The traps on the other hand can occasionally be quiet challenging - I had especial difficulty with trying to monkey swing past cranes. It's mostly a matter of timing and somewhat a matter of luck. Some of the laser traps were quite fun though. Lara also gets to explore quite a few cave areas and ride a quad bike, which can be a frustrating experience given the lack of reverse gear on the damn things. Just save a lot. There's a real boss of a boss ending and since the supply of medipacks isn't overly generous you might want to conserve them as best you can." - Jay (19-Jun-2017)

"This final set is a Nevada-style setting. The first level follows the pseudo-remake style (this time of the first Nevada level). The second is a sort of mix of High Security Complex and Area 51, but it uses the elements in a way that creates something new, including some new objects. The last (small boss level aside) is something completely new, with Channel Tunnel textures mixed in to create a sort of underground dam. The author's style is perfected here, and, while it's occasionally too familiar to feel especially ambitious, the themes are pulled off with convincing lighting and object use, and pretty much no notable issues.
The gameplay is also refined by this point, and the level layouts have a nice unfolding structure as everything links up in the end and shortcuts are gradually revealed. Things remain quite challenging, with somewhat of a platforming focus, and some complex traversal, I do feel it's a little easier than the fourth set though. The boss fight is nicely done with some slight twists, although the amount of forced damage seemed a little cheap (unless I overlooked something). The lack of a real ending seemed a little disappointing though, and, given the set is obviously using advanced engine features to emulate TR3, it feels like some could be used to add some small narrative touches (though I understand that this was probably purposefully done to avoid breaking the "classic" feel). It has been nice to see the author's refinement throughout their releases, and this is the peak of that." - Mman (16-Jun-2017)

"In less than two months Seth managed to create a whole new adventure worth a rating of above 9.20. That must be a record accomplishment in the community. Very impressive. The game starts in a desert level where Lara gets instantly attacked by 3-4 enemies. The overall architecture seems nice, but the light is still very flat. Some texturing errors get noticeable very easy ( like the little water pod with wrong water textures ), but overall, the texturing was good ( better than in the Antarctica level ). I did compare it to the original Nevada level just to remind myself how the architecture was. Unfortunately, the original Nevada was much more complex in design, while Seth’s levels seemed more blocky. The cliff climbing in TR3 included some very non-blocky environment, while again, Seth’s level has only ( or mostly ) blocky parts to jump to. I also noticed that there was no waterfall mist in the level. The area in the first level is very big and hard to navigate. While I was playing it there was still no walkthrough released. I was constantly being attacked by birds, humans and snake. I would say there are too many enemies and they only annoy whit constant popping up. Gameplay was a bit generic through the level with not much innovatively. Gameplay doesn’t differ much from something standard/classic or expected. I must admit that I did get bored in the first level. The cliff jumping around was very generic and also seen in his previous project I’ve played. I will say that the author has no eye or doesn’t care for some detail. Overall, the first level was good in architecture and texturing with some flaws, while the gameplay was just too non-innovative. The second level starts again with a bunch of enemies to shoot at. After some very similar cliff/cave jumping, more enemies, some pushable puzzles and after some keys I finally got into the factory. I must admit that there is an overuse of enemies for my taste. Again some pushable puzzles needed to be solved. I did wandered around a lot clueless. Texturing was good ( some squeezed textures can be noticed ). Later in the second level things started to get more fun ( laser and crane traps ) and also the light started finally to get a bit more dynamic. The object use and integration in the second level was very good. After some really fun parts, gain, a pushable puzzle needed to be solved. I liked the second level more than the first one. The third level starts in a cave. The architecture of that big steel entrance with waterfalls looked really cool. After some pushables, cliff jumping, monkey climbing I reached the laboratory. Again, a pushable puzzle needs to be solved. Now it really gets bored. The gameplay gets very repetitive and even the environment looks very similar to the second level. Some great design ideas were in the third level and also some nice gameplay parts. The boss fight was definitely a highlight of the game. Overall, a nice adventure. The author repeats himself with the ideas seen in his previous project ( RoP 4 ) and also repeats himself in gameplay ideas in level of the same project. The gameplay did involve mostly some generic parts boosted up with some great and innovative parts. I can’t say the gameplay is bad, it’s just that I didn’t enjoyed it that much because of reasons already mentioned. Too many enemies for my taste through the whole game. The architecture and design of the levels was good, but I wish the author would spent some more time in details to raise his work on a higher ground. Texturing was really good, but the light was mostly very flat. Object use was very good and greatly integrated in the whole environment. I would really like to see the next project in a TR4/NGLE environment. Maybe again submitting a review with lower rating than the two previous posted, but for the top custom level ranking it doesn't matter. Also, a to frequent level releasing doesn't really give enough time for the author to improve ( less than two months ). Recommended, especially a must for all TR3 fans." - Gorty (15-Jun-2017)

"Another good part and a nice ending for this series. Gameplay was entertaining like always, a lot of plattforming this time. Especially in Level 1 and 2. Good use of Flipmaps too (i liked the drill one in Level 2). I didn't have problems with those Green Lasers in the Factory. It might frustrate the less experienced players but it didn't bother me at all. Faultless texturing and the lighting was great in some areas. The Boss Fight was reminiscent to the TR3 Meteorite Cavern bossfight where the player has to collect all artefacts found before and finally kill the boss. Looking forward to the full version and the bonus level and i hope Seth94 won't stop building after this. Recommended for everyone." - Ray Croft (31-May-2017)

"A great ending for a great adventure. I can't give a higher rating to the gameplay 'cause the very hard tasks with the lasers in the second level, but usually I've enjoyed the game. As usual from this author, only TR3 features: no shimmy around corners, no binoculars... and as usual few flares and few medipacks, so beware with the use of them and try to reserve all what you can for the final fight with the boss, or you'll not be able to finish, 'cause even without the power from the artifacts, that man is very hard to kill. I liked the TR3 musics used in the correct places, the helping cameras and the good lighting and texturization. Definitely a fantastic game worth to play for all TR lovers, but not for beginners. Recommended." - Jose (29-May-2017)
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