A Time Odyssey
1,102 downloads

- Release date
- 11-Sep-2008
- File size
- 117 MB
- Class
- nc
- Engine
- TR4
- Duration
- long
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| afzalmiah ↓ | 9 | 10 | 10 | 10 |
| Andzia9 ↓ | 10 | 10 | 10 | 10 |
| Bene ↓ | 10 | 10 | 10 | 10 |
| Dick ↓ | 9 | 10 | 10 | 9 |
| DJ Full ↓ | 9 | 10 | 10 | 10 |
| dmdibl ↓ | 10 | 10 | 10 | 10 |
| eRIC ↓ | 9 | 10 | 10 | 10 |
| ersatz ↓ | 10 | 10 | 10 | 10 |
| EssGee ↓ | 9 | 10 | 10 | 10 |
| Gerty ↓ | 10 | 10 | 10 | 10 |
| Ivan ↓ | 10 | 10 | 10 | 10 |
| Jack& ↓ | 9 | 10 | 10 | 9 |
| jawi ↓ | 8 | 10 | 10 | 10 |
| Jay ↓ | 10 | 10 | 10 | 10 |
| Jorge22 ↓ | 10 | 10 | 10 | 10 |
| Jose ↓ | 8 | 10 | 10 | 10 |
| Juno Jim ↓ | 10 | 10 | 10 | 10 |
| Magnus ↓ | 9 | 10 | 10 | 9 |
| manarch2 ↓ | 9 | 10 | 10 | 9 |
| mary-jane ↓ | 10 | 10 | 10 | 10 |
| MichaelP ↓ | 7 | 10 | 10 | 9 |
| Monica ↓ | 10 | 10 | 10 | 10 |
| Moonpooka ↓ | 10 | 10 | 10 | 10 |
| OverRaider ↓ | 10 | 10 | 10 | 10 |
| Phil ↓ | 10 | 10 | 10 | 10 |
| Ravenwen ↓ | 10 | 10 | 10 | 10 |
| rtrger ↓ | 10 | 10 | 10 | 10 |
| Ruben ↓ | 10 | 10 | 10 | 10 |
| Ryan ↓ | 10 | 10 | 10 | 10 |
| Samu ↓ | 10 | 10 | 9 | 10 |
| Scottie ↓ | 10 | 10 | 10 | 10 |
| Selene ↓ | 10 | 10 | 10 | 10 |
| Sethian ↓ | 6 | 8 | 6 | 9 |
| Shandroid ↓ | 10 | 10 | 10 | 10 |
| Torry ↓ | 6 | 6 | 7 | 9 |
| Treeble ↓ | 8 | 9 | 8 | 8 |
| TrueRaider ↓ | 9 | 10 | 10 | 10 |
| Vaughnage ↓ | 8 | 7 | 8 | 9 |
| VoodooChild97 ↓ | 10 | 10 | 10 | 10 |
| Category averages (39 reviews) | 9.28 | 9.74 | 9.69 | 9.74 |
Prelude: This marks a great transition from the last happenings Aegean Legends to the new plot, then Lara enters the time machine and the fun begins with a very dizzying cutscene that has to be seen to be believed.
Somewhere Sometime and bonus levels (9,9-10-10-10): I always love playing city levels, may they be as large as possible, and this is one of the best, so you could say this level started off just perfectly for me. The totally immersive atmosphere is hardly describable; the blueish lighting, the gorgeous texturing and all those little details of which there are too many to list them all made this level to a very special experience which stands even notches above the other two settings in this game. All areas are masterfully put together and there is a wow moment each time you arrive in a new part of the town, seeing just another large and beautiful courtyard or building. I could not find a single thing that I would change in this level in those regards. Else than that, the gameplay is pretty refreshing, with several great puzzles, like the "creation" of a block row, the wagon that has to be moved in order to progress, the whole distillery/furnace part which was an adventure of its own. Every task just fits perfectly to the other and seldom a game feels utterly realistic. I agree though that you have to be a gourmet to really enjoy the game and if you're searching for non-stop action games, this might be not the level for you. The "gaps" between the great moments might be rather longish and running to and fro in the huge setting to search for the next step could be pretty extensive, though if you enjoy leisure exploration and orientate yourself either by your own memory or by the map provided in the download, this should be half as tedious. The two bonus levels are marvellous encounters and I don't want to spoil much here, but I suggest you try to reach those because they are adding much to the experience, and (to spoil just a little bit) the museum level is especially a wonderful trip down memory lane. 2:00 hours.
Shadow of Vesuvius (9-10-9-9): My first impressions of the level were nearly as positive as in the previous one. I thought the texturing of the initial rooms was very good and the sunny Pompeii setting felt just about right. Not that this level turned out to be bad at all, but my expectations weren't fully met. The overall appearance of the level was still very nice, with well crafted streets, lovely textured buildings and lots of eye candy. The object design is used well to create a great atmosphere, like the coliseum or the stones on the street. But here and there you could see some nastily compressed textures (some on the street, but most of them in the coliseum catactombs) and the overall structure felt a little bland and uninspired in the outdoor areas, with uncomplicated architecture and lighting lacking contrast. The atmospherical and also action highlight for me was the great fight inside the arena, I thought this was just plain fun. The puzzles in this level are still very, very nice and fun to solve, though in comparison lacking originality and the progression did not seem to be as inspired as in the city levels, but I think the builder just wanted to set up a different kind of gameplay and it's still very good, and the different gods in the main puzzle room are giving you a good impression where to search for the respective item, so most of the time, when you missed a certain item, you won't have to search forever. And the finale of this level is just another hardly believable moment. 0:50 hours.
Dayport (8-10-10-9): Those two interconnected levels were the most confusing for me and I enjoyed those least, but it says a lot that my least favourite part of the whole game still received high marks from me. The medieval setting is really absorbing - all those rivers floating through the village are such a nice detail and the lighting in the outside areas is very nicely set up, perfectly matched with the sun rays in most rooms. Textures, although a bit sameish indoors, were nicely applied. The only things that disturbed me a bit were the water textures of the rivers floating orthogonally into each other, but I think that can't be helped; but the main thing was that the inside areas, especially in the castle level, were tending to be a bit bland. Gameplaywise, I found too much of the action relied on too uneventful exploration (meaning getting the needed items was too easy - although the name for one of the key is quite funny) and the puzzles in between didn't make up for a change and felt a bit dull instead, e.g. the one inside the mill. The idea to make the boss fight in the castle easier by using a rope accessible after finding a secret in the previous level was already great, but the way it was done is even more ingenious. The moulding of the key was another great moment. On the other side, I found it also a bit harder to orientate in this level than in the others, but the map is luckily not that large and thus it's bearable in a way. The castle level was a bit more stress-free in that regard as you don't often have to go to and fro here and it's certainly the most linear level in this levelset, but still has several wow moments concerning good object usage - just to name one, a ghost coming out of the torture coffin, a very thrilling scene. The game ends with another brilliant cutscene that is highly rewarding and a great conclusion to the whole game. 1:10 hours.
Summary: Even if one has to get acquainted to the very unique style of Trix to be able to enjoy her individual approach on gameplay, this game is just utterly fantastic to play and one doesn't even need to speak about the object design or atmosphere! This is not the most homogeneous level though - the levels around Somewhere Sometime were the most inspired for me in any regard, being close to a perfect adventure, so since I played them first the following levels could not quite attact me as those did, but in the end this doesn't matter because all parts are small masterpieces in themselves and it's only to the level's advantage that one of them sticks out most. It's kind of superflous to highly recommend this game, but I'll still do that. I also want to note that this level has delivered so many ressources, may it be objects or textures, used in so many later levels, that Trix actually has effected more than her one (highly deserved) Hall of Fame entry. Meaning that this is one of the rare eternal masterpieces. Kudos to that! Final stats: 4:00 hours, 8 secrets." - manarch2
After Jermes Fex, the well-known owner of the controversial "Magic and occult items" store placed - everywhere in the city - announcements about his lost key, someone broke into the store and destroyed a priceless pyramid that was said to gather cosmic energy. Sceptics blame magic believers and vice versa. The first group is sure the magician finally got what he deserved, and rumors say about a hidden war started by an unnamed assasin who entered Mr. Fex's flat, killed his dog and got away unnoticed, with a stolen barrel of crude oil. It's very likely it was the same person who has destroyed the pyramid. This seems to be proved by the city brewery which was unexpectedly found fully functioning last night, with a dead worker near the distillation machinery. However, there is no evidence this was the person responsible for the event. One thing is certain: he tried to make some petrol illegally, out of sight and not caring about safety rules.
Excerpt from Roman Library of Pompeii scrolls:
Actually, this one has been destroyed by Vesuvius explosion. The only understandable words remaining are Decretum falsum punio. Researchers from Prof. Wells' institute are not sure what these words refer to.
Excerpts from Prof. Wells' research notes:
We always wanted to know where the origin of the "forge key" task is. It seems we finally found the answer in Dayport. However, we're not sure, so the research will continue with other adventures and locations Lara travels to.
If the continuum theory is true, we should soon find out if one of those guys Lara has killed in the past was her ancestor.
Excerpts from Lara's diary:
Finding the first energy sphere in Greece was more entertaining. And more flowing. Finding the next two, I was often confused. Shame some not so well shaped or unexpectedly accessible roofs were misleading. If all of them look the same, how could I know some of them are parts of the path I need to follow?
The escape from Pompeii was the best backtrack I've ever made.
Obtaining Moonlight Sonata score after someone played it behind the wall seconds earlier was magnificient.
The guardians encounter in Castle Dayport was one of the best knight fights I can remember.
Finding trapdoors was the worst pain.
Excerpts from DJ Full's review:
No matter which time period we are in - anytime, we can get confused. We need to be observant and remember everything. Fortunately, Trix provided some useful maps. For me, it was Dayport map which I found the most helpful. Sometimes we can explore areas we're not supposed to enter, and sometimes we encounter bugs, with the most annoying sudden alarm triggers in the museum. I also found waterskin puzzle crashing the game if one pours wrong amount of water into the jar. Anyway, no matter how many flaws the game has, anyone currently being in explorative mood should try this adventure - after playing Aegean Legends, of course - because it's extremely open-spaced and non-linear. Trix teaches us how secrets should be created, making them the most interesting areas of the whole project. Lighting is senseless on some of the roofs in Dayport, but it's perfect anywhere else, so it's enough for me to give a 10. Also, taking this raid on is the only way for You to know what Diapphire and Ruberald are, to see water level changing, to break down the medieval mill and to GET LARA BACK HOME, where a wonderful cutscene with modified Von Croy ends it all. And to hear the soundtrack, hypnotizing in the cavern, epic in survival moments, spooky in dungeons, and - simply - so realistic in flats and streets that I really felt like there were people sleeping around me (this can give creeps to some of You), and I thought it's a real dog barking somewhere outside. Seconds later, I realized that Somewhere was the one from the game." - DJ Full
Museum of Fine Arts (8/10/10/9, 40 min, 1 secret): Wonderfully architected and a wonderful tribute to other builders out there! Great flybys and cool and rarely seen stealth type gameplay - so again, a bonus level that is optional, but that you really do not want to miss out on.
Shadow of Vesuvius (7/9/9/8, 80 min, 2 secrets): The weakest of the set for me. Yes it is colourful and bright and yes it has many cool new objects again, but it also has the issue of endless wondering around the place and getting lost big time as it is very easy to miss a few of the crawlspaces. The concept to find all the necessary items to 'please the Gods' is neat, but it required a little more directional guidance for the player to be fully enjoyable. The ending is well done though with the flying lava and the run back to the time machine.
Dayport Sunset (7/10/10/9, 75 min, 1 secret): I just loved the setting here. It is beautiful and authentic and really draws you in and thus makes the (yet again) large amount of exploration in non-linear fashion almost bearable. The puzzles are quite unique as you deal with a mill and the smithery to mould a key and the use of the torch with the cannon was cool too. Not sure I got the point about that Easter Egg pickup though?
Dayport Sunset - Castle (8/10/10/9, 50 min, 1 secret): This part was gameplay wise probably most to my taste, because the areas are more confined in the castle, the next steps a little more obvious and the backtracking comparably limited. I still missed the occasional hard to see ceiling trapdoor, but nonetheless it flowed quite well and had great moments with the ghost in the dungeons, the use of the ram and the 'boss fight' with the two knights on horses.
All in all, it is a great and diverse adventure that truly deserves its spot in the Hall of Fame, even though the gameplay conceptually did not appeal to me that much with all the non-linear exploring one has to do. We have certainly been blessed with Trix' wonderful work in the custom level scene and can only hope that she might be back one day with another masterpiece." - MichaelP
The levels are all fairly non-linear, and there are even two completely optional levels. One of these is a brilliant museum level, where stealth is added into the mix. Because of the limitations of the game engine, it doesn't always work perfectly, but it's still a very unique idea and makes for a great change of pace. The other optional level, meanwhile, has a few cool moments, but I found it very disappointing compared to the rest of the level set. It feels like something the author threw in just because she didn't want to waste something she'd already built.
Overall, this is one of those level sets I don't know why I bother reviewing, since everyone's already played it by the time I get around to it, and it's going to end up in the Hall of Fame anyway. And it definitely deserves it. It's mostly brilliant - the Roman level goes a bit too far in its non-linearity (none of the objects are related to each other, so if you miss one, you're going to have to search the entire level to find it) and one of the bonus levels brings down the quality of the entire package. I also can't help but dream about how wonderful the level set would have looked with high-resolution textures, but I understand why the author didn't want to re-texture everything. But those small niggles aside, this is one of the better custom levels out there and a fitting swansong for the author." - Magnus