Chosen - Part 1
1,107 downloads

- Release date
- 08-Apr-2011
- File size
- 59 MB
- Class
- Egypt
- Engine
- TR4
- Duration
- long
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| afzalmiah ↓ | 9 | 9 | 10 | 10 |
| Bigfoot ↓ | 10 | 10 | 10 | 10 |
| Blue43 ↓ | 9 | 9 | 10 | 10 |
| Christian ↓ | 10 | 9 | 10 | 10 |
| Diz ↓ | 9 | 10 | 9 | 10 |
| DJ Full ↓ | 8 | 9 | 10 | 9 |
| dmdibl ↓ | 10 | 10 | 10 | 9 |
| eRIC ↓ | 10 | 9 | 9 | 9 |
| eTux ↓ | 9 | 9 | 8 | 8 |
| Gerty ↓ | 8 | 9 | 9 | 9 |
| Jack& ↓ | 8 | 10 | 8 | 10 |
| Jay ↓ | 10 | 10 | 10 | 10 |
| JesseG ↓ | 10 | 10 | 9 | 9 |
| Jose ↓ | 9 | 9 | 10 | 10 |
| Just Croft ↓ | 10 | 9 | 9 | 9 |
| Lizard Queen ↓ | 9 | 9 | 10 | 10 |
| manarch2 ↓ | 10 | 8 | 10 | 9 |
| MichaelP ↓ | 9 | 9 | 9 | 9 |
| Minox ↓ | 9 | 9 | 9 | 9 |
| Mman ↓ | 10 | 10 | 10 | 10 |
| Phil ↓ | 10 | 9 | 9 | 10 |
| Relic Hunter ↓ | 10 | 9 | 9 | 9 |
| Ryan ↓ | 9 | 9 | 10 | 10 |
| Scottie ↓ | 10 | 9 | 10 | 9 |
| Shandroid ↓ | 9 | 9 | 9 | 9 |
| TheStig ↓ | 9 | 9 | 10 | 10 |
| Treeble ↓ | 10 | 10 | 10 | 10 |
| Ward Dragon ↓ | 9 | 10 | 10 | 9 |
| Category averages (28 reviews) | 9.36 | 9.29 | 9.50 | 9.46 |
The game starts in a sandy temple exterior. Even though it is made only of original objects, it looks very realistic - it resembles Karnak due to texturing, but a little bit reddish ambience and some juicy-green plants make the whole area look definitely warmer, comfy and friendly - I think this is the reason why one can feel more relaxed here than it felt in original Karnak. This feeling lasts throughout the whole game, making You forget about karntext.tga and karnak.wad, and making You sure You are in a completely different place. And making me think using original texturing and objects but with a different atmosphere is one of the simpliest and one of the most efficient way of making a level unique.
The most characterestic thing of the game are underwater stargates. Sometimes there is too many of them, but this is what most players will remember the game from. Also, apart from blades, one can meet lots of different traps or enemies that can keep a player vigilant - not all the time, and such moments are rather easy, so one can relax again - but all in all, some agility is necessary. You need to use different weapons, what is ignored by many other builders in many games. Honestly, I think it's hard to place opponents better, and difficulty balance in enemies field is well maintained...
...unlike the exploration difficulty balance, which is a little bit disappointing. When we remind ourselves Mytly has been building this game for two years, we can understand why it feels like it feels - some places were untouched from the very first day of the project, when the author wasn't experienced yet. Now they are mixed with other areas where we can find more advanced and complex setups. I still find the initial pushable awful, while the Fire, Water and Earth ones are very nicely designed, and the Axes cubes are innovative thinking. Rope swinging can't be done by a player unaware of Super Swing, and such challenge is followed by one of many sets of shatters, all repetative in the same way (one of a pair contains a threat, another one hides a reward), what becomes more and more tedious every time You see vases again. Torch puzzle - rather entertaining, versus flame emitter secret - rather obvious. Such mixture of gameplay and no gameplay feels like a binary code, which is sometimes filled with signal, and sometimes not (1000111101010100011). Fortunately for this game, just like in case of binary code, all those rooms where something happens and all those zones where nothing occurs form a smooth and well-flowing unity, and this is one of things which are the most important for any game to remain entertaining regardless from any mistakes commited by a builder. Even me, the more I was playing, the more I was forgetting about lack of some difficulty transitions - simply, because the environment is so immersive that if I cared about flaws all the time, it would have meant I am pretty soulless, and it would be my problem, definitely not the game's or its author's. And the soundtrack only makes the unity perception better.
For last, but not least: I'm really glad Mytly decided to leave those pillars untouched. Some of You guys treat them like an architectural mistake. I find their placement an advantage - because, if You read the storyline appearing on the screen during the game, You will understand the place was NOT BUILT BY EGYPTIANS - so the architecture SHOULD differ.
SUMMARY: A remarkable game. Well taken time for a job well done. Something easy and difficult in the same time. Something unique made of something original - and it's very hard to achieve this, so that's why I give 10 for atmosphere. Something relaxing - even the hostile demigod seems friendly. Hardcore gamers may find it all disappointing and too easy, but this is an absolute must play for anyone else, and all of You can find a personal, unique reason to enjoy it. I'm quite sure if only the sequel contains more balanced gameplay and keeps the whole rest in the same quality as it is in the first part, it can become one of the most immersive games ever made. Waiting forward." - DJ Full
Result: Excellent debut with only little weaknesses with the lighting. And now I look forward to part 2." - Scottie
All in all a very professional debut level (to be honest, I didn't think of anything else about Mytly) and I am really hungry on the second part. The best TR 4 original wad pieces are used well - here and there I would change a thing, mostly in secrets, or some minor gameplay things (gameplay gets a 9, but the intelligent puzzles simply make the first category close to perfect), and few texturing things, but I rather find this to be one of the best classic Egypt levels, although - honestly - I have not played many of this class. Maybe this game makes me more interested in them, as I was a bit bored of the environment before. Well done!" - manarch2
The level starts with a interesting twist on a block puzzle, and the basic idea continues throughout, with familiar actions twisted in ways that make them feel fresh, and there's quite a variety of them too. There's also a decent amount of use of NG features like pushing blocks off ledges. There's a good flow and while frequently challenging there's always enough clues to stop tasks being frustrating (without being too obvious). I had minor issues like a couple of somewhat long block puzzles (there's at least a good reason for them though), but they didn't stop me being engaged throughout almost the entirely of the level; which is saying something given that this is an almost two-hour long level mostly based on the old Karnak theme. There's a storyline, but this is just the first of a series so not too much is given so far; hopefully the continuation is on the way." - Mman