Tomb Raider - The Mystery
1,103 downloads

- Release date
- 06-Jul-2010
- File size
- 126 MB
- Class
- Mystery/Horror
- 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 |
| Bigfoot ↓ | 10 | 10 | 10 | 10 |
| Christian ↓ | 9 | 8 | 8 | 8 |
| Dick ↓ | 8 | 9 | 10 | 8 |
| Diz ↓ | 10 | 9 | 9 | 10 |
| DJ Full ↓ | 9 | 9 | 9 | 9 |
| dmdibl ↓ | 10 | 9 | 9 | 10 |
| Drakan ↓ | 10 | 10 | 9 | 9 |
| Dutchy ↓ | 10 | 10 | 10 | 9 |
| eTux ↓ | 8 | 10 | 10 | 10 |
| Gerty ↓ | 9 | 10 | 9 | 9 |
| Jack& ↓ | 8 | 8 | 8 | 7 |
| Jay ↓ | 10 | 10 | 9 | 10 |
| Jessica Croft ↓ | 9 | 8 | 8 | 9 |
| Jose ↓ | 9 | 10 | 10 | 9 |
| Juno Jim ↓ | 10 | 10 | 10 | 10 |
| manarch2 ↓ | 8 | 9 | 10 | 10 |
| MichaelP ↓ | 10 | 10 | 10 | 10 |
| Mman ↓ | 9 | 10 | 10 | 10 |
| mugs ↓ | 9 | 8 | 8 | 6 |
| nite_traveler ↓ | 10 | 10 | 10 | 10 |
| OverRaider ↓ | 9 | 9 | 10 | 10 |
| Phil ↓ | 10 | 10 | 10 | 7 |
| rtrger ↓ | 10 | 10 | 10 | 10 |
| Ruben ↓ | 10 | 9 | 9 | 7 |
| Ryan ↓ | 10 | 10 | 9 | 9 |
| Sackboy123 ↓ | 9 | 8 | 7 | 10 |
| Samu ↓ | 9 | 9 | 10 | 10 |
| Scottie ↓ | 10 | 10 | 9 | 9 |
| TheStig ↓ | 10 | 10 | 9 | 10 |
| Treeble ↓ | 9 | 10 | 10 | 10 |
| wdavid ↓ | 10 | 10 | 9 | 10 |
| Category averages (32 reviews) | 9.38 | 9.44 | 9.31 | 9.22 |
Anyway… not to worry, these issues did get fixed in Teme9's next release, The Reflection of Eternity, which is bigger, better - and brighter …than this." - Dick
Just like I predicted, a bunch of old-school flames and waterfalls makes me feel better than a cascade of NG sparkles, so I could sink in this game more easily than into its follower. I enjoyed a rain-soaked rocky landscape with thunders and natural ambience filled with animal sounds surrounding it. I explored a cave system Bojrkraider would be proud of, and presence of a windmill wheel completes the recall of Under the Moonlight memories, however Teemu's game focuses rather on platforming and observation in more classic way, as in without crazy bridge fixing and/or Dwarven stuff included. We got snake themes instead, what makes the level sometimes feel like India outside India, and numerous wooden man-made structures add a para- pirate climate to the whole mixture, so the product must oscillate exactly between Galleon and Eternity not only in the author's release timeline, but also in levelbuilding style. Nice to see the progress. Now I must finish experiencing it all myself, because I haven't visited the Galleon yet and I have no choice than to download it immed... wait no, the download is already finished.
Sometimes the lighting could be done better, some locations seem to be created with more devotion than other ones what breaks continuity a bit, and the number of texture misrotations surprised me. I would also add some solution music, because even the most crucial pickups remain unfollowed with any sound commentary, what is even more hurting due to the constant crow/wolf ambience heard even in underwater caves and crying for a relieving pattern breaker on its own. The overall atmosphere gets some damage due to slight yet numerous flaws, but it fortunately manages to remain immersive all the time due to the author's perfect shaping and object-furnishing skills which are always a pleasure to watch. And the final boss - much darker and scarier than any I've seen so far - rewards the effort to reach it well.
SUMMARY: Not sure if I could recognize the builder of TRoE in this level if I didn't know it's the one, but that proves he's capable of managing diversity between various projects, an ability always demanded. I recommend this production to everyone who are after something mysterious, and m really curious how the next... or in my case the previous level, because I'm playing them in backwards order, is like." - DJ Full
Puzzles: This level is filled with puzzles. My favourite one were the high pushables you afterwards had to jump onto and thus create a path, and the changing lights with death tiles in a very atmospheric room, which took some tries before getting it right. There also were some smaller pushable exercises that weren't really hard to solve but quite fun to do. Total 9/10.
Enemies: Played a minor role in this level. The way to kill the first two soldiers was brilliant; else, after finding the pistols, they were well placed, as in bigger areas when you first enter them or when you just think nothing will danger you anymore. Even if there weren't that much enemies, there was quite an amount of different ones: There were fishes, soldiers, bats, wolves and at the end a strange demon that fitted to the story but somehow not to the setting, and I wasn't able to kill it, which left me with an unfinished feeling after finishing. Total 8/10.
Objects: In my opinion, one of the best aspects of the level. They were the part that mostly created the wonderful atmosphere of this level, as the greenery and all the natural objects in the outside areas and the caves were a pleasure for the eyes. They mostly were custom made, at the start there could have been a little less as the game lacked quite a bit, but the heli and the truck were well fitting to the story and scenery, thus this is forgivable. Not only there were many objects used to set the scene, but also there were a lot of technical things to admire in this level, as the elevator (combined with a timed jump), the high pushables, the poles you now can jump to forward and a nice usage of raising blocks in many different rooms, as in the multi-spike room for example, any many more. Total 10/10.
Secrets: (there could be spoilers here, so jump to the next paragraph if you don't want to know the locations) There were six secrets in this level, with the help of the walkthrough I found them all; but I didn't have any problems finding at least four of them. The best secret, in my opinion, was the first in the dark cave; it was visible from the start but the trick is to find the correct jump to get to that ledge, which was actually a quite Japanese jump if you know what I mean. I would call the other secrets rather "ordinary" in comparison to this one; there was one behind a only sligthly transparent wall, which I found really nice. The other secrets were rather easy to find. Some of the routes rather felt like normal gameplay, as with a clearly visible lever that raises a nearby block - that really leads you inevitably to the secret. Total 8,5/10.
Atmosphere: Right from the cinematic introductory flyby with the heli, the setting of this level was absolutely convincing and even more of that; every single room of this level had its own charm and it was a pleasure to raid through the level - I played this level in more or less one sitting because I couldn't resist exploring on and on and on. There is only one little mistake here - at the start you get to see the well known "end-of-world factor" when you jump up to the trees, but since the builder warned about that in the readme, I cannot complain that I was too curious. Nonetheless, all areas were absolutely non-squaric and at some part I absolutely forgot that this is a TR level as the scenery felt completely authentic and real. Total 10/10.
Sound: Was one of the main factors to produce this great atmopshere. The sound choice is well decided and fits to each situation, the most brilliant area, the big pool, had very well fitting sound that was exactly as overloaded as the whole area (as it should be). Also, there were some nice gimmicks like the new secret and move sounds that showed a great sense of detail. Total 10/10.
Cameras: As said before, the starting cutscene was one of the best ones I have ever seen, and not only this one, but also the creepy FMV you get to see when you start this level and many little cutscenes were work of a esteemed professional. All the flybys helped to get a first glimpse of the next, mostly big area, there are enough camera hints to guide the player through the complex map; at some points maybe, when there are simile looking areas, I got a little confused where to go because there were many doors that could have been opened by that certain switch. Another little cutscene as wisely done for the one for the underwater trapdoor would have helped. Total 9,5/10.
Lighting: While at some parts a little bit too dark (as in the small mazes and the caves near the end), I cannot complain too much as spotlights marked the real important parts and they helped not to explore everything. Lighting also was the instrument to create one of the innovative puzzles in this level (see the puzzles paragraph for it), and it served to create a spooky but also realistic atmosphere. Special effects are guaranteed in this level - e.g. the wraiths in the fire room and some color lights in the distance. Total 10/10.
Textures: At nearly all areas the fully custom made textures were placed highly competently, some minor cracks were visible in the caves but as this is nearly unevitable for the builder without creating a squaric architecture, this is fully forgivable. The textures always were fitting to the respective area, and they almost never clashed wrongly, which must have been a very thorough and time- consuming job. And the texture set was so varied that the builder was able to produce a single level that had a nice variety in the locations (i.e. jungle, caves and temple) and still worked perfectly. Total 9,5/10.
Summary: Well done! This level is a perfect example for a thoroughly fun level (OK, some parts are not fully my taste, but as you can see in the general rating for the gameplay/puzzles category, it was the taste of many others) with great visuals and lots of innovative ideas. Highly recommended and I hope this gets into the Hall of Fame the next months!" - manarch2
Gameplay does a good job living up to the visuals. After a starting journey through a forest you enter a lake that serves as the hub for the rest. After finding some initial items the gameplay is quite non-linear with quite a variety of tasks to complete and a pretty high difficultly level. There's also some original ideas like the pushable ledges and modified pole climbing (which is a lot more fun and intuitive than the normal version). One or two things seemed a little random (like a door to a gem that seemed to open at an arbitrary time), but there's a bug that can strike with camera views not working properly, so that might have been the issue. Essential, and perhaps a peek into the future of TR mapping." - Mman