Level: Tomb Raider: Afterlife (Part 1) back home search
Author(s): Johny Ptacek
total rating:8.00 Gameplay &
Objects &
Sound &
Lighting &
Drakan 9 9 8 8
Hedteur 8 8 10 9
manarch2 2 4 7 6
Phil 9 8 7 7
Talos 10 9 9 9
Teeth 7 9 10 10
category averages
(6 reviews)
7.50 7.83 8.50 8.17

Reviewer's comments

"Sorry but this level is just for those who enjoy getting a decent headache. It is done by a relatively skilled builder, I agree, but the outcome is just painful. This game easily features a good dozen of details you should definately include in your level to make it as frustrating as possible for players. For once, this level is very, very dark and without flares it would be impossible to navigate through (let alone that you can easily miss some or all of the flare pickups...). Next, the delayed animations which are as usual a big peeve not only of mine are even worse in this game, making otherwise simple run-jumps to senselessly difficult affairs and also making some of the fights quite annoying. The only nice animation was that fast ladder-climb, but the rest should definately go into any builder's recycle bin. In all the darkness, the builder even included some fresh gameplay ideas like... mazes! The "best" one was the mummy maze where you had to kill one of more than a dozen to get the ankh item. There are no puzzles and the platforming elements and minor trap sequences are fairly tedious due to the animation, so there is really not a single halfway decent gameplay element in the entire level. Maybe there is enough ammo provided to fight all those enemies, but with all the darkness and also the disturbing enemies it's very hard to find enough to kill Seth; I admit that I couldn't although I didn't kill most of the other enemies and went back through earlier parts of the level to pick up all ammo I could find (very nice: the ammo you can't pick up due to debris killing you if you try) - so that was the end of the level for me and I really had enough (watched the rest on Youtube). Without caring of the gameplay-relevant darkness, the lighting is rather believable as such and the architecture of some rooms is okay, but the texturing is quite shabby with many, many streched, squeezed or misrotated tiles. Objects are also sometimes not well or realistically placed but that was nothing that serious. The sound was aptly chosen if a little too dramatic and loud, as well as the few atmospheric encounters with ghosts and some cutscenes are present too which aren't badly made. On the whole, though, this game is not recommendable at all. Some players seem to have enjoyed it, but I sadly can't follow their opinions at all. I can only recommend the builder to find a good beta testing team and actually spending more time on making a fun and player-friendly gameplay rather than ... this. 30 minutes until I had to quit, no secrets to find." - manarch2 (21-Jun-2018)

"A really great level with an awesome egyptian atmosphere. Can be very scary sometimes (the mummies for ig and I had a few heart attacks with the ghosts) I loved the atmosphere, the textures, it looks like an improved version of the original Tomb Raider's Egyptian levels. The storyline is quite what I imagine of the sequel of TR4, I can't wait to see the rest ! I was sometimes annoyed by the animations (for exemple after a jump, or when she runs the camera is jumpy). Also I couldn't finish the last boss, even after replaying the level without killing anything else to save some ammo. There is not enough ammo across the game... I think I collected 99% of them but still couldn't finish it ! <3 All right I'll take it, all right I'll take it, all right I'll take it <3" - Teeth (19-Jun-2018)

"Since our review system has recently come under attack, I've decided to take particular pains in this review to articulate my assessment of the level under discussion more clearly and thoroughly than I would otherwise bother to do (after all, this is only a game and not something on the order of nuclear disarmament), keeping in mind that this is the builder's first release on this site. My overall impression is that Afterlife is a very competently built level, but that it is not very much fun to play. In other words, I liked it and I didn't like it. What does that translate to on the DJ scale, a 1 or a 0? Or maybe 1/2? Sorry, I digress. The level was not much fun for me because it's too dark throughout, and even if it weren't too dark the colorless surroundings aren't particularly pleasing to the eye, and much of my enjoyment of custom levels depends upon their eye candy. You won't find much of that here. On the other hand, the level features some innovative touches that work to keep the player on his toes. Ammunition for the exotically named weapons is limited, and you have an extremely tough boss at the end to deal with, so you need to be discerning in how you use it. Don't shoot every jar or pot looking for pickups, and try to avoid the enemies whenever possible instead of killing them. Before starting to write the walkthrough I was warned of a possible bug, wherein if you use the first Golden Ankh to open the wrong door, you find yourself unable to continue. While playing the level, I discovered that this is not the case, but if you choose the "wrong" door you're obliged to shoot a horde of mummies to make the second Golden Ankh appear. But if you choose the "right" door to begin with, killing the mummies in the second area is unnecessary since you'll have no need for the Golden Ankh in that area. It's a trade-off: Do I kill all the mummies and risk having insufficient ammo to deal with the boss, or do I play the other area first so I can simply run past all those mummies and save that precious ammo? It's like the Hobson's choices we all must deal with in real life, and it was clever of the builder to place such a dilemma before the player. An annoying feature of the level was Lara's comment "I guess I'll take that," or words to that effect, each time she picked up something. That got old very quickly. Others have commented on Lara's prancing animation. That didn't bother me so much, but it did force me to be extra careful making running jumps and grabs across gaps. I didn't deduct points because of this, whereas I definitely deducted points because of the darkness and general monotony of the surroundings. By the way, that's why reviews of custom levels - or anything else, for that matter - are of necessity subjective and not objective. Different things are of different importance to different players. One final observation before I bring this rambling review to a close: fairly early in the level you come to parallel passages with teeth door traps. If you go through the teeth doors in the passage on the right, you can loop around through the other passage without activating the second set of teeth doors. And in that same passage, I was unable to pull back a skeleton to get to an important ammo pickup. These are issues that should have been picked up through beta testing. In summary, I believe this level has been compiled with skill and keen insight, but that its packaging is disappointingly unattractive. I've tried to reflect this assessment in my scores in the various categories, which would be impossible if were limited to a thumbs up or a thumbs down verdict." - Phil (18-Jun-2018)

"An Egyptian level incorporating Burial Chamber and Tomb of Sermenket atmospheres, with totally increasing ideas, gameplay and objects. The additional of horror elements makes that simply perfect: puzzles and original gameplay (beware of mummies! Can be destroyed without any problems), some scenes I got scared! Eerie and mysterious atmosphere of Pharaonic Egypt are devoloped in a so wonderful way that I couldn't stop playing! Rarely I find a custom so exciting, so I'm looking forward to playing the second part! A little negative note: unluckily ammos aren't unlimited, so you have to avoid to waste them (in fact I reloaded and replayed the game a few times because of this purpose); the same thing is for medipacks, even if the Horus statue restores energy as you ever want. I want the Part 2! :D" - Talos (09-Jun-2018)

"When I started this level I did not think to go very far, I found it dark, and Lara has nothing in her equipment and she has to recover all her artillery and the few kits of life. Fortunately she recovers from life near horus. I finally finished and I do not regret it. The author makes some mistakes as insufficient ammunition.If we eliminate all the enemies before being at the final boss, which is very long to kill, we do not have enough ammo (so a council does not kill all the enemies when it's possible). I had to redo all the level to recover ammunition and manage to kill him. I really do not like this Lara walk and run animation. on the other hand she rises quickly ladders and lateral displacement on the ladders is also fast and it's nice. The bats are long enough to kill. The last flyby is pretty. Congratulations for this 1st level." - Drakan (06-Jun-2018)

"I'm pleasantly surprised with this level! Especially considering it's a first for Johny. This little journey begins straight after Lara was buried in Horus' temple, after TR4, with no weapons. Over the progression, you will gain more and more gears and ammo, since Lara will have limited ammunitions for the few guns she will find. Thus, the player can discover a set of personalised moves and animations, which always feels nice in a TRLE. The strongest point of the game is clearly on the graphics and atmosphere, Lara looks great and so does the environment of the temple's ruins, same point for the ambiance that really brings us to feel uneasy at some point, especially considering how dark the temple is. (However, it might a tad too dark at times, sure, you can find quite a few torches and they last very long, but if you run out of them, you will be in a pretty bad position to progress... If not making progress impossible. More of them, or occasional lights on those dark spots could have been great.) Gameplay wise, the journey was really enjoyable overall, even if some traps (especially the collapsing roofs) were really unpredictable, and you would need to die to know where they come from (especially for the last section of the game), oddly enough, the scorpions don't attack Lara as long as you don't shoot them, so I was simply ignoring them. I also felt the limited ammo were JUST RIGHT, maybe too close, to not have enough of them for the whole journey, in particular on the boss fight, but if you save them as much as possible, and use the old pistol for trivial things, you should be good to go for the whole journey. I also really appreciated the reproduction of the room where Lara uses the Amulet of Horus in TR4. TL;DR, Johny's level is very promising and I heavily recommand it if you want to spend a fair hour on a good adventure with a lively/dark ambiance." - Hedteur (06-Jun-2018)
back home search