Fortress Stonerock
1,094 downloads

- Release date
- 02-Sep-2008
- File size
- 84 MB
- Class
- Castle
- Engine
- TR4
- Duration
- long
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Adrian ↓ | 10 | 10 | 10 | 10 |
| Andzia9 ↓ | 9 | 9 | 10 | 10 |
| Astraf ↓ | 10 | 10 | 10 | 10 |
| Bene ↓ | 9 | 10 | 10 | 10 |
| Casual Raider ↓ | 10 | 10 | 10 | 10 |
| DJ Full ↓ | 9 | 9 | 10 | 10 |
| dmdibl ↓ | 10 | 10 | 10 | 9 |
| drguycrain ↓ | 10 | 10 | 9 | 10 |
| ersatz ↓ | 10 | 10 | 10 | 10 |
| eTux ↓ | 9 | 9 | 9 | 9 |
| Gerty ↓ | 8 | 9 | 9 | 9 |
| guss18 ↓ | 10 | 10 | 10 | 10 |
| Ivan ↓ | 10 | 10 | 10 | 9 |
| Jack& ↓ | 10 | 10 | 10 | 9 |
| Jay ↓ | 10 | 10 | 10 | 10 |
| JesseG ↓ | 6 | 8 | 9 | 9 |
| Jorge22 ↓ | 10 | 10 | 10 | 10 |
| Jose ↓ | 8 | 10 | 10 | 10 |
| Juno Jim ↓ | 10 | 10 | 10 | 10 |
| Manymee ↓ | 10 | 10 | 10 | 10 |
| Marilyn ↓ | 10 | 10 | 10 | 10 |
| Markus ↓ | 10 | 9 | 9 | 10 |
| MichaelP ↓ | 9 | 10 | 10 | 9 |
| MigMarado ↓ | 9 | 10 | 9 | 10 |
| Moonpooka ↓ | 10 | 10 | 10 | 10 |
| okuhtfesq ↓ | 10 | 10 | 10 | 10 |
| Phil ↓ | 10 | 10 | 10 | 10 |
| Ravenwen ↓ | 10 | 10 | 10 | 10 |
| rtrger ↓ | 9 | 9 | 10 | 10 |
| Ruben ↓ | 9 | 10 | 9 | 10 |
| Ryan ↓ | 10 | 10 | 10 | 10 |
| Samu ↓ | 9 | 9 | 9 | 9 |
| Scottie ↓ | 10 | 10 | 10 | 10 |
| Shandroid ↓ | 10 | 10 | 10 | 10 |
| Treeble ↓ | 8 | 9 | 10 | 10 |
| TrueRaider ↓ | 10 | 10 | 10 | 10 |
| Vaughnage ↓ | 8 | 9 | 8 | 8 |
| Category averages (37 reviews) | 9.43 | 9.70 | 9.73 | 9.73 |
- Strong castle architecture
- Excellent use of lighting
Cons- Large amount of keys can lead to a lot of backtracking, and they are easy to miss
- Unmarked climbable surfaces
Time: 3 hours 7 minutes | Difficulty: Very Hard | Rating: 8/10 - Very Good" - JesseGGameplay would've got 5 points if I didn't encounter several significant flaws, sometimes forcing a player to reload a previous save. For example, there is a ladder, going up through two stacked rooms. There is no portal from one room to another, so when one tries climbs too high and backflips with midair roll in a purpose of grabbing another ladder behind him, he will fall and feel frustrated. Also, one ladder isn't marked at all, or - precisely - is textured like many other surfaces, none of which is climbable, so a player may simply not notice that particular place to grab - and get stuck. So gameplay gets 4/5. Puzzles suffer from general lack of ingenuity. The only really revolutionary one is the way of creating a place to fill waterskins. But we can't encounter such creativity anywhere else ingame. However, location of crucial keys, items, gems and a crowbar relates so amazingly well to location of key holes, item holes and crowbar doors, that we are forced to think all the time, for not to forget or miss anything, what makes gameplay flow and annihilates disappointment caused by local puzzle simplicity. So even if the puzzles get 4/5 themselves, I decide to give +1 extra point for overall gameplay impression, full of solving feeling. BTW: There is another gameplay error, but I don't rate it, as I don't treat such things as flaws: most players won't even think there is a way of not using the torch in one place... Can You find it?
Secrets... brwahuarghhhlfffffhrrrr...... Would give 3 +1 extra point, as they are really awesome, allowing a player to discover 30% of the whole game, what makes one able to call them a whole separate level - but I won't do that, because of the last hidden place. If You don't do a certain thing in a certain point, You become unable to enter that secret zone, even if You later find the entrance. If such secret is applied in the very end of an adventure - I don't mind, because in such case retrieving it takes 5-10 minutes. But in this level, if You wish to see 13/13 in final stats, You need to replay half of the game. Completing the whole Fortress took me 7 hours... and +4 to find the last secret WITHOUT replaying to the end to see full stats. 2 of that 4 hours was my fault, but anyway, I think creating something requiring wasting even 1 hour in so annoying way is really unfair. It wipes the game ending out of fun - instead of satisfaction, I felt frustrated I need to search through the whole 2nd level again, all this time wondering what I did wrong, and when I finally found that cursed secret it appeared it was a builder's fault, not mine. Thankfully, enemies are various and well placed, the boss is just perfect and I can't say any bad word about objects, so the overall score for EOS is still high - 9/10.
Everything is set in well-designed environment, not only resembling a castle with all its arcades, timbers, barrels and so on - but also allowing a player to feel like in a solid, mighty stronghold, a place not to take over by anyone (unless the "one" is called Lara Croft). Mentioned objects, but also cameras, help to perceive finessed, flawless architecture. Of course, I found 2 spots when one can get beyond the playable zone and see where graphics end - among them, there is even a place where Lara can completely walk out of the castle area and stand in midair to watch the building from a distance - but I also don't count these things as flaws, especially because the fortress structure keeps appearing really solid and medieval even when observed from mentioned midair. The last thing in this category - sound - is one of the strongest elements of the game. One of my favourite ambient soundtracks (the same one used by Richard Lawther in "Realm of the Water Pagan" and stranger1992 in "Spectrum") can be heard in the dungeons, a classic "TR2: Opera House" background is also present in gloomy parts, not to mention obligatory birds singing outside (probably in their nests hidden in wall crevices so well even Lara can't spot them). What I really appreciate, sounds marking particular events sometimes last for longer than usual 10 seconds, some of them are not just taken from original Core Design package and they fit situations very well, especially the boss fight - that hard accent from "Knights Dance, Romeo and Juliet" and its tempo corresponds precisely with gladiators walking, what makes me see (and hear) l.m. has a "proper ear" for those things. Such synchronization, also present in case of flybys, seldom occurs and WE NEED MORE BUILDERS WHO CAN FEEL IT. 10/10.
Flawless texturing and well done lighting mark the final touch and atmosphere improvement. Only in one place there is a too bright spot, but this is not enough to spoil the overall effect, causing this game to be one of those where many players will sometimes stop and admire. So I give 10/10 as well.
SUMMARY: If one doesn't do it for secrets, this game is a must play. However, if one is a secret hunter, it can be frustrating even if they are not difficult to find - because one of them is really badly designed. But if a player keeps in mind there is something irreversible in the 2nd level, preventing from reaching a hidden place, he/she can take precautions and kill the frustration before it is born. The rest of the adventure is of pre-intermediate raiding difficulty, requiring an ability of seeing its 3 different levels as 1 huge riddle, but it is beautifully constructed, so - as follows - one doesn't wanna give up exploring, due to finding some parts of the game relaxing - what makes me assume everyone will enjoy this stone solid piece of work. Strong(hold)ly recommended." - DJ Full