Level: Quest for Immortality (Demo) back home search
Author(s): Sabatu
total rating:8.42 Gameplay &
Objects &
Sound &
Lighting &
Cerebralfire 8 7 8 10
DJ Full 7 9 9 8
Feder 8 9 9 9
Gerty 8 9 9 9
Gorty 8 9 9 9
Jay 8 8 9 9
Jorge22 9 9 9 9
Jose 8 9 8 9
manarch2 7 6 8 8
Phil 9 8 9 8
Ryan 8 9 9 8
Talos 7 8 9 8
category averages
(12 reviews)
7.92 8.33 8.75 8.67

Reviewer's comments

"A demo by name, but not really a demo by nature. This is in fact a fairly lengthy standalone level in an extremely pleasing and attractive setting. I did have to reduce my score in the last category slightly because the lighting was a bit too dark in the indoor areas for my liking, although the outside areas generally balance this out. There are a couple of fairly challenging trap sequences and switch puzzles, but mostly the tasks are straightforward enough to not cause an unduly amount of trouble. The main thing I would like fixed/changed in the full version (which I now see has been released) is the annoying and extremely slow animation of Lara, but mostly this bodes quite well." - Ryan (09-Jan-2018)

"This is a very entertaining level, but it's too damn dark. Near the end I feared I might run out of flares, so I yielded to temptation and gave myself an unlimited number (hint: face S and not N), only to find three flare pickups in rapid succession shortly thereafter. In all I spent 1 hour and 24 minutes here, so this is a demo in name only. Dutchy has done his usual fine work preparing a written walkthrough for folks like me who need them. Enemies are relatively few, and all I can remember are lions, scorpions and an occasional croc. The shotgun is not provided until the very end, after all enemies have already been vanquished, so I assume this is intentional on the builder's part in anticipation of continuing the adventure. I just hope he gives the players more adequate lighting in future installments." - Phil (22-Dec-2017)

"Good demo of Sabatu, I look forward to try the full version. We are facing a good Egyptian level with a really good atmosphere. There are not many Egyptian levels worth mentioning to me,unfortunately we are often faced with copies of the levels of TR4 without soul. Apart from the animation of Lara (which I consider homely, I hope is improved in the final version) and different textures applied poorly, the level flows well, with no particular hitches. It's hard to get stuck (I couldn't find a lever at the beginning of the game) and it can be completed in an hour. Maybe there are too many rollingball and I would have opted for more varied traps, but the level is well done and enjoyable. If you are looking for a solid Egyptian level loaded with atmosphere and not super challenging, I recommend" - Talos (21-Dec-2017)

"Impressive how the author built this entirely new demo level in such a short time, and with such improovements. Great atmosphere and lighting on the outside parts, and the puzzles were nice (although I struggled to find out about the invisible floors). There was one inside room so dark you couldn't see anything, but I guess Sabatu intended the player to use the binoculars, something we're not used to do, which was clever. Now, the real downside point is the new animations that make Lara so clumsy. I know it's suppoust to be more realistic, but it was very annoying as well. I see other reviewers thought the same so this should be a point to consider. I've encounter a funny bug when you flood that room without killing the lion, somehow it survives and chases you underwater (this was not a real problem though). Found 3 out of 5 secrets. Totally recommended." - Feder (20-Dec-2017)

"As far as demos go this is quite good, although I think that the builder should get a decent beta testing team instead of releasing demo after demo. The atmosphere is really well created here with large, open spaces, believable architecture and solid usage of sounds and some cameras. Texturing and lighting are cared of, with only some slight mistakes here and there and perhaps a few too dark rooms. The rooms still feel a bit too empty and the delayed running animation is a big NO for me, it really disturbs the progression and thus, as usual, -1 to the second category. Gameplaywise, there are more tasks added than in the previous demo, and there are actually some quite inspired trap sequences (but saving/reloading makes the spike walls a non-trap, try to get rid of that). On the other side there are also not very inspired parts where you just use a few levers and find the respective item, also there's some avoidable backtracking. I also experienced some serious game slows after some reloads and had to restart the game. All in all, this is a good effort that needs some refinement in the full version, but still raises promises for what is about to come. 35 minutes." - manarch2 (20-Dec-2017)

"OK, I'll air the things I didn't like first. It's that clunky Lara that lopes about the place like a demented hamster and the fact that you have to completely shut down the game if you do too many reloads is an absolute pain and really needs addressing before the game is released in full. Any other complaints? Not a one. It's long for a demo (an hour and thirty minutes for me), but it's chock full of highly entertaining exploration and traps. Boulders are in abundance and caught me unawares on several occasions. Some of the challenges are really nicely devised and the difficulty is pitched at a level that would only exclude the very inexperienced raider. I have to say I really liked it and am certainly looking forward to the full game." - Jay (19-Dec-2017)

"Very atmospheric even though too yellow golden for the time of the year - still I found it excellent in its general architecture. A bit on the medium-to-easy side, rather focused on exploration and quite long for a demo (not the first time that that happened and I think it's a good thing because it supposedly means the author's looking for serious opinions instead of just rushing to deliver something that's still sketchy). The enemies are lions (lots of them) and small black scorpions. Other than that, several rolling boulders and the odd spikes along the way. The really annoying thing about this level is the animation that renders Lara's movements far too slow (and may even make them come to nearly a halt if one ever reloads too may times) - that is what I actually expect Sabatu to improve when (if) he delivers a final version. Besides that, I actually thought it was a really good effort, one of those that somehow reconciles us with Egypt." - Jorge22 (18-Dec-2017)

"At first I thought that this is an enormous improvement by Sabatu, but then I remembered his last level, which was really great, meaning this is not a huge improvement, but still a bit better than the last project with many improvements. The texturing is really good. Sometimes few roughly placed textures can be found on the floor ( mostly on the floor ) and on the walls. The main problems with texturing this time is the stretching and too ˝wavy˝ placing of them ( meaning that the walls need to be more grinded etc. ), but that would be some really professional or, how to say, highest order of level building skills ? The light is close to perfect this time. It really fits amazingly with the horizon and the concept of an Egypt level. The only thing I would like to mention is the occasionally too dark spots of the level ( maybe avoiding shadow bulbs or making them not pitch dark ? ). Also, some inside parts were too dark. Maybe putting few more different light bulbs for a bigger diversity. When taking a closer look at the design and architecture ( especially the outside parts ) I can truly say that it looks amazing ! Sabatu did here a really great job ! Object placement was great, but too often I saw objects without properly adjusted light. Room design was mostly great, but with sometimes too simple design, even sometimes too monotone. The gameplay was very enjoyable, but ( again a ˝but˝) with sometimes too simple ( again, ˝simple˝) designed tasks. I would give anything to skip the pushable block puzzle, anything. I think I’m having an aversity against pushables and I just can’t bare pushing something for too long. There were also some amazing designed tasks, like the one with invisible blocks and a spike wall, but I missed more innovative tasks. Because of the greatly room design, light and texturing, as a consequence, the atmosphere was great and carried the player trough the level nicely. Overall, an impressive work from Sabatu. There is still room for improvement, but only in some really detailed parts or as I wrote above, in some of the highest level building skills. The author developed himself into a great level builder. Really waiting to see the next project. Highly recommended, especially for Egypt fans !" - Gorty (17-Dec-2017)

"If one has to give points in how a game looks this one gets two thumbs up from me. Of course there is a but… I didn’t like the walking and running animation of this Lara at all. Also do get rid of the Lara’s Home in the SCRIPT. I had to close the game by using CTR ALT and DEL to get out when I by accident clicked on it (too many times in my case). Explore every nook and cranny, as some of the stuff you find is needed although sometimes they won’t make any sense. I know it is a game, but still. Also do place the pick-ups when they are needed and not at the end (as 2 x flares and shotgun). As I already mentioned I loved the way this level pans out." - Gerty (16-Dec-2017)

"A good level to play if you like TR for the adventure rather than taking out lots of enemies, although there are some enemies to take care of. Textures are very nice and well placed. I would've prefered some creepy background music to top up the atmosphere a bit more, but that's not a big issue with this level. Lighting is pretty much perfect so no complaints here.I might replay this level to see if I can get all 5 secrets, I only managed to find 3. All in all I liked the overall feel of this level, and the rooms were carefully thought out, my thanks to the level builder for a very enjoyable hour and a half :)" - Cerebralfire (13-Dec-2017)

"To be a demo it's a very complete level; for me better than the previous demo from this author, including some puzzles and variety of tasks with no much backtracking. I liked a lot the architecture and texturization, even with that small texture defects. I should add more cameras/flybys and musics to create a better atmosphere, even when they are not really necessary (ex: when flooding the big area with the switch near the two rows of timed spikes). The shotgun appeared too late, perhaps to use in next levels. What the author requested: my time was 1:15 (net game) and I only found three secrets. Only a couple of comments: when you reload a certain number of times, the game turns very very slow, and you need to exit and re-launch the game again; in the room with the moving spiked ceiling, once the player picks up the blue gem, there's no need to run back to the exit, you can wait so the spiked ceiling moves to the bottom and then calmly jump to the opening. Anyway a good level worth to play. Recommended. Looking forward for the whole adventure." - Jose (13-Dec-2017)

"It's a great demo except from the custom animations make it really uncomfortable: you always need to wait between running and turning, what in the end produces a lot of extra runtime for no reason. Please don't make the tank controls even slower, this kind of mistake is very serious since it stays with the player from the beginning till the end. But even in this state, the game managed immerse me in environment this builder was always great at making - the map feels epic and natural but you still get loads of corners and crevices to explore, and the target keyholes are always in sight. About those, I would swap the gem slots with the ankh ones so there's less repassaging. Also, I would break the overwhelmingly reddish pattern with some blueish relief because if everything is warm, nothing is warm. All in all nice work. Get rid of minor-major issues, keep this atmosphere and the full game should HoF." - DJ Full (13-Dec-2017)
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