The Great Ekarbian Tomb

- Release date
- 08-May-2011
- File size
- 35 MB
- Class
- Egypt
- Engine
- TR4
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| afzalmiah ↓ | 5 | 4 | 4 | 5 |
| Blue43 ↓ | 6 | 5 | 6 | 6 |
| Ceamonks890 ↓ | 5 | 4 | 4 | 3 |
| Christian ↓ | 6 | 4 | 4 | 4 |
| Diz ↓ | 6 | 6 | 5 | 5 |
| DJ Full ↓ | 6 | 4 | 6 | 4 |
| dmdibl ↓ | 5 | 5 | 4 | 7 |
| Gerty ↓ | 5 | 4 | 5 | 5 |
| Jay ↓ | 6 | 5 | 5 | 5 |
| Jose ↓ | 6 | 5 | 6 | 5 |
| manarch2 ↓ | 5 | 5 | 4 | 3 |
| MichaelP ↓ | 6 | 5 | 6 | 5 |
| Mulf ↓ | 5 | 4 | 3 | 4 |
| Nina Croft ↓ | 5 | 5 | 3 | 3 |
| Orbit Dream ↓ | 5 | 4 | 5 | 6 |
| Ryan ↓ | 5 | 5 | 5 | 4 |
| Scottie ↓ | 5 | 4 | 4 | 6 |
| TheStig ↓ | 4 | 5 | 6 | 5 |
| Treeble ↓ | 5 | 5 | 5 | 5 |
| Category averages (19 reviews) | 5.32 | 4.63 | 4.74 | 4.74 |
Gameplay is straightforward and fluent. It consists mostly of easy platforming, which involves a couple of flipmaps and is occasionally interrupted by enemy attacks. The latter are sometimes effective (the pack of jackals), other times pointless (two wraiths, with a pool of water only a few steps away). A bunch of weapon and ammo pickups come too late in the game to be of use. These include the shotgun, which lies on an invisible platform (and constitutes the level's only secret); an idea which isn't as clever or original as the builder seems to believe, and for which I've never cared too much. There's one mangled flyby which should have been either repaired or else replaced by a simple camera; the main flaw in its setup has been explicated by DJ Full, but it also gets all jittery at the end because the cameras are pointing straight down (the engine has always had a problem with that).
Your goal is to climb up a huge room in order to open a trapdoor in the water below, then dive down to pick up your prize and exit the place through a cave in which lighting goes into - off' mode. It is also the only place in the level where the floors and ceilings are anything other than entirely flat. That's because there are rollingballs trundling about in the pitch-blackness, which you have to dodge before you can go back into the light. Predictably, this last segment had reviewers' opinions divided. It is introduced by one of those overly dramatic choirs that builders have grown so fond of in recent years, and it has a few places where the floor or ceiling tiles are slanted just enough for Lara to become stuck in the room geometry. These I could have done without; but apart from that I thought it was a neat idea, and it worked quite well. Your supply of flares is sufficient, the permanent earthquake is justified (it also hides to some extent the fact that the rollingball sample is missing), and all the boulders can be avoided if you proceed by tapping Arrow Up followed by a brief pause while keeping to higher ground (such as it is). It's a good finale, and the most memorable part of the level." - Mulf
Result: All together the level was not bad at all. With his next level the level builder should form the outside areas better. The rooms were partly too big and too empty. Textures and sound were good. I hope and am sure that we will see more from this level builder, because he has definitely talent." - Scottie