Level: Port of Venice back home search
Author(s): Pwhirl
total rating:6.04 Gameplay &
Objects &
Sound &
Lighting &
alan 5 5 6 6
Andi Croft 7 8 7 8
CC 6 5 7 7
David 8 4 7 6
Dimpfelmoser 6 5 8 7
eTux 6 5 5 5
Gerty 4 5 7 6
Jay 4 5 6 6
Jose 3 4 5 5
Kristina 5 5 5 5
MichaelP 7 6 8 5
Orbit Dream 5 6 7 8
Phil 6 7 7 5
RaiderGirl 7 6 8 7
Ryan 5 5 6 5
Sash 5 6 6 8
Torry 8 8 9 7
Treeble 4 5 6 5
Xela 5 6 7 5
Yonatan 5 5 9 9
category averages
(20 reviews)
5.55 5.55 6.80 6.25

Reviewer's comments

"This could have been a decent level, but it's afflicted with two game-stopping bugs that would entrap most raiders who are averse to walkthroughs. Harry Laudie details the problems and advises how to avoid them, which I found very helpful. It seems that these problems could be easily corrected, but for some reason they never have been. The level is also afflicted with excessive darkness, but this is easily remedied with the GUNS cheat to gain unlimited flares. Aside from these drawbacks you're given a fairly entertaining 35-minute raid that smacks more of a ship level than one featuring Venice. There are soldiers seemingly around every corner, and you get ammo for weapons you never find. But on the whole, the pluses outweigh the minuses." - Phil (26-May-2018)

"In this Venice level there is a big ship to explore, like the one of Antarctica in TR3. But the inside of it isn't very interesting. It's very dark in places, there are lots of guards and gameplay is quite boring. The level crashed while I was exploring the underwater tunnels." - alan (22-Jan-2018)

"This 40 minute level starts off in a dock dominated by buildings and large ships. The docks weren't badly made, but the gameplay was fairly tedious and there are guards everywhere. Halfway through, it devolved into an even more boring underwater section which is rather buggy and far too dark. I must say I've played better Venice levels." - Ryan (30-Jan-2017)

"I must say Lara's had better trips to Venice. She's picked an incredibly industrialised section of the city to visit and it's full of boring old SAS guards - where's the hordes of mafia bosses with their henchmen and dogs? I'm afraid the old place is virtually unrecognisable. The idea of visiting the port and boarding a ship sounds good on paper, but the reality could have been so much more enjoyable. It's not badly built (at least in the areas you can see as it does get very dark in places), but it's a bit buggy and if you want Venice there are nicer parts of it to visit." - Jay (28-Sep-2015)

"The ship is well builded and has a good look, but when I played 15 or 20 minutes I get boring. Empty rooms with nothing to do except pull levers or jumpswitches and kill soldiers here and there. This is all what you'll find in this level. There are bugs with the grated trapdoors too; they can't be opened or the game will crash so you'll need to trespass solid metal grates. I found a bad placed door too and in the second part of the level I runned out of flares and I had to use a savegame editor to continue playing 'cause the rooms are totally black. There is also a nasty uw maze and sometimes there are not cameras when using levers. Not a level for my taste." - Jose (01-Jun-2015)

"There isn't really much I can add to the plethora of reviews picking apart this level. The beginning starts out promising, with a huge ship to explore, and some nice scenery to look at. Unfortunately, the builder opted to have little to no lighting in the later portions of this level, making it very aggravating to proceed through without whipping out the pistols for light every two seconds. I try not to read reviews prior to playing a level, so I can make my own judgement calls on whether I like a feature or not. This came to nip me in the bud on this round, as I hit the bug in the underwater tunnel, throwing me to my desktop prematurely. At 40 minutes of little enjoyment before hitting that wall, I just decided to give up. The level has some atmospheric merits, but the gameplay, lighting, and stability of this piece all needed a great amount of polish." - Xela (06-Aug-2013)

"It's somewhat unjust that possibly the best part of the same author's Venice trio is rated the lowest, but I suppose the issues which I was able to avoid thanks to prior warning factored in with the other reviewers and you can hardly blame them for that, as they didn't sound pleasant at all. While I'm on the nagging end of things - the extreme darkness towards the end of the adventure was not a good idea from the author's part and I found that it wasn't always completely clear what some of the levers without camera hints did. All that put behind - I actually enjoyed this the most of the 3 Venice levels from the same author, as I already said. I liked the moment where the suspended construction in the warehouse had to drop, break a hole in the ground in order to be accessed and the inclusion of a the big, nicely constructed ship added variety to the limitations of the Venice setting. I'm not saying the above 2 moments make a lot of sense - especially levers on the ship activating something in a remote part of the city, and things like that, but they were interesting and creative moments nonetheless, where the author rightly earned a pat on the back. I also very much liked the fact that you could continue with everything you gathered from the previous 2 adventures (well, at least the connection between the slope at the end of SAS stakeout and the one when starting this level seemed logical), as a result of - the turrets were obstacles only for a brief moment, and I pretty much breezed through the game unharmed with the amounted ammunition, though on the downside - this didn't motivate me to look very hard for the secrets, and I only managed to find 1 and leave a couple of doors unopened. Overall - the setting makes this my favourite of the author's Venice trio, and while there are a lot of fun moments here, there are some questionable choices too to spoil your fun - so be sure to be informed about the problems the level has if you don't want to experience them on your play!" - eTux (08-Jan-2010)

"As reported on the walkthrough there are a couple of problems with this level, and if you want to avoid them full well, read the walkie if only to know where they happen. You're likely to need some additional guidance as well, as there aren't as many cameras as switches. The place is nicely crafted, though the interior of the ship is kinda bland and boring. I liked the house dropping into the glass floor and revealing the pathway to what turns out to be the end later on. Lots of SAS, lots of dark areas, not nearly enough flares in the beginning, and lots of still water (though in some parts it does animate). The trapdoors seem to be the main reason this level is buggy, which makes it obvious this level hasn't gone through any sort of betatesting before it was released. 30 minutes, 2 secrets. 01/07" - Treeble (31-Jan-2007)

"The final part of PWhirls Venetian Trilogy,and the weakest due to a lack of proper beta-testing. In fact,even with the excellent Walkthrough to hand as a guide in order to fully complete this quest,I was left unsatisified. There's no storyline;no object for her mission;and hence little point.As you progress,the environment changes from being a bright and sunny (and superbly made)Venetian Port,to darker and darker corridors until eventually you find yourself running through pitch-black rooms while being assailed by annoyingly omnipresent soldiers. If you do it right,you end up back at the sunlit starting area;which is rather satisfying,albeit pointless.If you do it wrong,the level will crash to your desktop.Either way,you'll be rather non-plussed. Technically,though,it's put together rather well;with the outdoor Dock-side area being particularly fine and the Warehouse especially evocative and atmospheric.The Ship is large and slightly complex inside,although (rather like the rest of this level) it doesn't have much of a point except for the sake of being there. I can only suggest,then,that you go there yourself in order to form your own opinion." - Orbit Dream (07-Dec-2006)

"I don't have much to add so I will stick to the fact that I liked the setting with the huge ship that you get to visit but not the bugs. There invisible blocks at places and I had the same crashing with the others I had to check the reviews to make sure it wasn't my fault. It was a god thing I saved my flares because of the darkness further in the level. SAS and some sentry guns up on the ship gave some trouble. It could be a fun level if it wasn't for the bugs." - Kristina (01-Sep-2003)

"Starting off in docklands with big ship and small docks and lots of warehouses. Major problem here with invisible blocks in front of doors. So obviously they had to be opened elsewhere. I screamed each time the game froze in the underwater maze. Giving the game piles more memory didn't help. I could pull up through the grates but then I only got a little further. That's when I gave up which is a pity because I'd love to know what was behind all those other closed doors. Considering the age of the level and the problem is still the same I doubt if it's going to be fixed now." - CC (08-Aug-2003)

"It is really a shame that Matthew couldn't be bothered to clean this level up as it starts quite nice. Although I was warned about the bug in the underwater maze I decided to play it anyway. So for the time being I did have fun and the more the pity for Matthew as there is potential that didn't pan out. 19-05-2003" - Gerty (26-May-2003)

"Here I am giving this level a second try only to freeze again in the underwater maze. However as I'm now desperate to increase my review count I had a look at what the others wrote in order to see how much I'd missed and to assess if I could write a review anyway (or even pretend that I'd finished; such wickedness). Imagine my surprise when it turned out that no-one could get past this point. And I always thought this kind of thing only happened to me. But then again the author states that this level is unfinished so probably one shouldn't be surprised. I thought the port where it starts out was really well done although I found it a bit confusing that so many doors remained closed and the sentry guns were a real nuisance. I even liked the gloomy atmosphere in the underground and those sneaky SAS guards scared me to death on various occasions (I only found one small medi pack) but I reckon it would have only worked if you got back into the sunlight again. As it is it really seems unfinished and therefore a bit unsatisfactory." - Dimpfelmoser (25-Nov-2002)

"I can't help wishing that the author would put a little more work into this one and release a newer version that we could finish. The first half shows great promise with a large dock and the surrounding buildings to explore then a ship with large port holes to look out and two machine guns to destroy - all with the familiar Venice setting. Then you enter a dark underground area and finally an underwater maze that includes two rooms with a jump switch. I found that if I pulled both switches then my game would freeze while I was swimming to the exit. If I only pulled one of them though I could continue on. There didn't seem to be much more though - I shot some vases with one containing the laser sight but never figured out how to get the door open that led to it then I pulled a lever that led me back to the ship area where there were still some closed doors but I didn't see anything else to do so I finally quit - all this taking about an hour with a few secrets found. There were almost no pickups and they included ammo that I never found the weapon for and with the many soldiers and no flares I finally used the fly cheat so I could get some flares and some more health packs. I hate to leave all those doors unopened but with all the invisible walls in front of them I don't see any way to continue." - RaiderGirl (24-Nov-2002)

"The first half of this level is just stunning with a wonderfully designed huge totally interactive ship docked at a Venice wharf the second half set in a subterranean set of tunnels and rooms though just drove me mad for quite a few reasons it was almost pitch black the entire way through there are a bunch of wall switches that you never find out what triggers and two times the game crashes because of 2 of those wall switches that open metal grate trapdoors but funnily you can just pull yourself through the trapdoors without them being opened so thankfully you can proceed without using those switches. There are plenty of SAS men to shoot loads of levers to pull 3 easy to find secrets and not much else in this 40 minutes level add to that the game crashes and 2 unopened crowbar doors that had invisible blocks in front of them and you get quite an overall messy and slightly monotonous level to play." - Sash (21-Jun-2002)

"As said by the other reviewers this starts out real nicely with a huge ship sitting in the port which is a little 'boxy' but anyway does the trick and being able to explore the surroundings and also the inside is a lot of fun. But further into the level it gets darker and then pitch black underground the 20 or so SAS are getting rather tedious to deal with and even the three secrets cannot save this level from ending up to be a little wasted. As all other reviewers the game froze for me during one of those swims and as this was 45 minutes into the level I gave up. What a pity." - Michael (21-Jun-2002)

"I loved the start of this level finding your way into the ship. I loved the portholes showing the view outside. Extremely well done. Further into the level you delve into underground warrens that are pitch black and I must say I do not enjoy those scenarios. In a 3 way water tunnel when going down the 3rd newly opened tunnel the game drops out to the desktop. I am unsure if this represents the end of the level as there seemed more areas to get to that I hadn't managed yet. I re-loaded the game and tried this tunnel a 2nd time with the same result. The first half of the level is great the 2nd half needs to be finished I think." - Torry (21-Jun-2002)

"The old Venice texturing makes this level unique. I got the feeling I was in TR2 again! The environment is impressive although it cost in a slow frame rate. There were too many enemies and almost no medipacks it was impossible (I admit it I used DOZY to get unlimited medpacks). The level is too dark in many places and it just took away the feeling of shiny happy Venice. The first part of the level is fun but then you get lost in dark mazes looking for switches it's well boring. The level is intended for those who like mazes or just for those who miss good old Venice." - Yonatan (21-Jun-2002)

"This level starts well and gets better and better until ... unfortunately a bug stops you in your tracks. From outside a ship exploring and avoiding guns reveals little until you get into one of the buildings and from there open doors into the ship. Exploring there reveals further exits until you're underground somewhere pulling levers and solving puzzles. Then it's more underwater stuff until the game jams on the underwater passages preventing you from pulling a final (probably) lever. Outside a door has opened allowing access to some sealed areas but there's nothing there and breaking some urn-things reveals a lasersight which cannot be picked up ... This is disappointing as the game was quite good. It is however far too dark and there are not nearly enough pickups." - David (21-Jun-2002)

"This is a good level. The textures are fine and the enemies are some soldiers. But this level is in the second part only dark and you don't find enough flares. This level crashes in a underwater tunnel .A new door is go open and Lara is turning right in the tunnel and the game is over it is crashing. I had played 55 minutes and I can't end this level. I had fun." - Andi Croft (21-Jun-2002)
back home search