Level: Back in Time back home search
Author(s): Sirio
total rating:7.33 Gameplay &
Objects &
Sound &
Lighting &
CC 7 6 8 8
Dimpfelmoser 7 6 8 8
Fairy Godfather 8 7 7 7
G.Croft 7 7 8 8
Gerty 6 7 8 8
Jose 4 6 6 9
Kristina 5 7 7 7
Leandro 7 8 7 7
MichaelP 8 7 8 9
Orbit Dream 6 7 8 9
Phil 8 8 8 8
RaiderGirl 8 7 8 8
Ryan 7 7 7 8
Sash 7 7 8 9
Torry 5 8 9 7
category averages
(15 reviews)
6.67 7.00 7.67 8.00

Reviewer's comments

"I liked the progression in this level, texture-wise, from dark cave area, to underground Laboratory, to Maria Doria and back to the lab. For an older level this must have been a valiant effort. However, the gameplay isn't anything to rave about, mainly consisting of long crawls and climbs and a few too many floor levers. Having said that, I liked the flipmap puzzle (possibly hindered by a bug, so be wary) and some of the custom textures made a nice change." - Ryan (06-Sep-2017)

"Very long this level; a good work with the architecture and texturization, but that's all. Not a single puzzle to solve, but dozens of buttons to press, dozens of switches to pull and some items and keys to collect. There are excessive crawlspaces for me to like, and evenmore you're forced to go through the same crawlspaces on your way back; that's supposing you don't forget something, in that case you're forced to go through even more times. Not a single flare to light the big and dark underground area, and not enough ammo for the uzis and the revolver; only SASs as enemies and a lot of backtracking if you choose the wrong way. Definitively, not worth to play, but perhaps if you like the exploration..." - Jose (28-Jun-2016)

"It's not too often that I need to resort to a Walkthrough,but this was one of those levels that had such a complex and labyrinthine course that,without one,I would probably have wandered around those corridors and dark tunnels for the rest of my level-playing life.From a technical perspective,this was very well done.Good uses were made of flip-maps;the location was vivid and imaginative;and enemies were placed well to spice up the narrative without ever letting it become a Shooter.However,the hugely non-linear course became so ludicrously convoluted (each passageway led to an area with at least two other passageways,which led to two more passageways respectively,etc etc) and there were so many levers and switches to activate,that the levels greatest failing became obvious:there was hardly a single camera-clue to tell you what happened or where to go;and that was verging on a criminal act! Added to this a rather nasty save-game bug and you could easily become terminally unstuck here.However,with the Walkthrough to hand,most players will be rather impressed by this.The ending is anti-climactic (and doesn't square with the story outlined in the Read-Me)but the locations are imaginative and atmospheric,and the level will give you plenty of value for money for around 75 minutes (or three years)." - Orbit Dream (07-Jun-2009)

"Absolutely loved it when Lara, having slid into and made her way through an almost pitch black tunnel, grabs a crawlspace, pulls up, and says 'Aha!'; like we all would when we discover we're on the right track; and thank heavens things get a lot brighter from there on. Hard to describe this place, is it a marine lab, or base with a rusty underwater setup! According to the readme it's a Caribbean isle where a group of 'indios' hid from the Conquistadores. Lara is searching for a stone, lost in the lava years ago. It moves smoothly from one setting to the next. And I loved all the old TR2 rusty metal textures in the underground area. The bugs are still there, and playing the level without looking at the walkthrough I experienced the same frustrating stuck parts, just as players did when this level was released. So the advice is still the same. Don't save in the revolver room, or after the earthquake. Apart from that this was a pleasant enough run through. As always, in a base level, there's plenty of vent crawling, high climbs, swimming, levers, switches, and finding fuses, keys, circuit part, and a battery. I really enjoyed the rusty ship part where we drain and flood our route to a switch and back again. It all ends very suddenly when we place the battery. A good place to start the next level!" - CC (18-Apr-2006)

This is another older level I played (7/05) for the purpose of writing the walkthrough. Having been warned in the other reviews of the ‘savegame bug’, I encountered no problems with gameplay and rather enjoyed the linear but somewhat challenging course. The scenery changes, from underground to lab to shipwreck and back again, were stark but not unwelcome, and there were some nice touches along the way (including a water level shift that enabled the opening of an exit door). Not a classic by any means, but certainly worth a download for a one-hour diversion. - Phil (20-Jul-2005)

“This is a good level that could have been a great one. There is too much crawling lever pulling (without camera work) and there are not any puzzles as such in it. And don't forget about the bug because you will be in deep water without a peddle. The atmosphere is a good one as this is a mixture of a base very well lit part of a shipwreck. (much gloomier) and part of an underground temple (also gloomy). I could have used more flares as exploring was very hard but there wasn't that much to explore I found out. 04-05-2004” – Gerty (18-May-2004)

“In this level you’ll find the ultra modern hi-tech world of a base but there’s a twist underneath this base you find an area that looks like the rusty section similar to that of the wreck of a ship but is that it? No after this you come to a small part that has a kind of temple look and for me I found it all worked together brilliantly. The gameplay though is a bit too much of the lever-switch-key thing but still it held me interested until I placed the battery and ended after 55 minutes. What is the most impressive thing about this level is that it is such an improvement on Sirio’s other level and although it has been over a year since this was released I would very much like to see a follow up to this level. Good work Sirio!” – Sash (19-Jul-2003)

“I'm not sure how the author did it but he managed to merge together the base shipwreck and Incan textures without it looking bad - in fact I thought it was sort of interesting and it was great to hear the background music from TR 2 again. By the end though I was a little tired of opening doors pushing buttons and pulling levers and searching the many rooms for the next thing to do. I didn't have any problems with the bug - the level is easy enough to play without ever having to save in my opinion.” – RaiderGirl (20-Jan-2003)

“The bug has been nicely explained by the other reviewers so I won't get into that again but needless to say that it is highly irritating. There are two other major drawbacks in my view. First the omnipresent crawls which really slow down the pace of the gameplay and second there are parts of the level where you don't do much more than pushing levers and rushing back an forth to find the doors that have opened. Otherwise it's a highly enjoyable adventure and I reckon the main achievement is how Sirio has combined a rusty underground system ancient caves and a modern lab in a way that it seems utterly believable. I also liked the way how at one stage you could choose which branch of the adventure to do first. Me being ever on the cautious side I did all the things you could do before dropping down into the rusty shaft as there seemed no way of getting back up. But then comes the room where you are missing the crucial item and you have to do that jump as it is the only way left. There are only a few SAS guards to deal with but as there are never more than two at a time they pose no big threat. The overall atmosphere is great I only wish there had been some puzzles jumps or the occasional trap.” – Dimpfelmoser (12-Dec-2002)

“This really is a great level except that a major flipmap bug causes havoc by not opening an area after the ‘earthquake’ if you save the game after entering a dark room with a long drop. It took me actually three nights to overcome this problem and the author admits to it in his readme. What a pity but I really am baffled as to why it would get released in such a state. If and when you encounter it you need to go back to a save PRIOR to that room and exit/reload the editor not just the level for the flipmap to work correctly. That out of the way I loved the way the level morphed from an ultra modern office environment to a dank underground labyrinth of tunnels crawlspaces water filled areas and rooms using textures from the underwater levels of Tomb Raider 2. Once the underground area has been safely negotiated and with essential pickups in the backpack you return to the offices to use these items to exit the level. As usual in some places it was way too dark and there were insufficient flares provided in my opinion but this level is a nice hour away from the world.” – Torry (01-Oct-2002)

“Certainly with this level the author ranks in the category of 'most improved designer'. Compared to his first efforts this is a masterpiece. I very much enjoyed the hour in an environment which alternates between rather bright and technical base atmosphere rusty shipwreck textures and a bit of Inka/Peruvian. Some textures seem a little out of place (like the paintings) but that does not impact the enjoyment much. There are many switches doors levers maybe too many but I did not find it overly tedious as the environment changed so nicely. Also maybe just a little too much crawling involved throughout. You will have to locate a relee (relais?) time fluid 1 and 2 an exit card two keys and a battery (which when placed ends the level). I picked up one secret only (the revolver) and encountered a savegame bug with the earthquake flipmap as the hole in the floor would not open - so I had to revert to an earlier savegame and after a fresh start of the game and loading this savegame it worked like a charm. Only a dozen or so SAS men as enemies here and the custom sounds that make the download so huge work reasonably well although their quality is rather bad. Entertaining adventure give it a try and remember: "Keep your room clean" :)” – Michael (21-Jun-2002)

“You have to do a lot of running and crawling to find levers or a couple of times keys to open doors to keep you going as you raid this partly old and partly new research area guarded by SAS men. Along the way you find some ‘time-fluid’ and I hope that in the next level we will see where Lara ends up after using them since that is where this level ends.” – G.Croft (21-Jun-2002)

“Is this a good level? Yes. But it has some problems: the graphics are very simple and the puzzles and traps too (so the gameplay isn't all that fun). I could recommend this level for a download (if you have time to do it because it's a 10MB file!) but I can't say unfortunately that it's a great level because those problems don't allow me to say this. But still I can say it's a nice level.” – Leandro (21-Jun-2002)

“I hope there is a part 2 to this level as I was quite enjoying playing it when it finished rather abruptly. There seemed to be a lot more to do in the main control area and I could see some SAS around but never got to them. The underground area was rather complex if the intention was to get a rusty key as there were several doors and a room below a ladder not used unless I missed something.” – Fairy Godfather (21-Jun-2002)

“After a very annoying bug and having to start over again I get to write this review. I am not talking about the bug the builder describes at his notes but about another one in the sewers. After swimming and emerging in a different and darker location you find yourself shaken by an earthquake well do NOT try to save the game when you reach the area after the earthquake to tell you the truth I didn't save before either. If you do a hole that supposed to open closes again and you can't proceed nor go back up again. That's not all there is one more bug occurring when trying to get the revolver if you save after getting it and pushing the button the block disappears if you need to reload so you are trapped for one more time. Now as this is the first part I do hope the second will be bug free or maybe I am asking too much. The player gets to explore inside areas with a lot of doors and buttons to push. You can say it's some kind of laboratory with the textures a little out of place. For example what does a painting from Lara's mansion do in there. A couple of keys to pick up as well as samples and a battery. One card though was a nice touch accessing the exit. Guards are your enemies found especially at the beginning. This level even if it's supposed to be the first of a series it seems very incomplete. Some areas are unexplored and did I mention the bugs! Apart from the problems big ones I did like the way I returned to the main area from down under if it wasn't for those switches again it might have been a little more interesting. I really think its release was premature as many of the levels are lately.” – Kristina (21-Jun-2002)
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