BtB2011 - Last Train to Paris
1,087 downloads

- Release date
- 24-Aug-2011
- File size
- 64 MB
- Class
- Steampunk
- Engine
- TR4
- Difficulty
- easy
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| afzalmiah ↓ | 8 | 8 | 8 | 9 |
| Akcy ↓ | 9 | 8 | 8 | 8 |
| Blue43 ↓ | 8 | 8 | 7 | 7 |
| cho7 ↓ | 7 | 7 | 7 | 6 |
| Christian ↓ | 7 | 8 | 7 | 8 |
| Diz ↓ | 9 | 10 | 9 | 9 |
| DJ Full ↓ | 7 | 8 | 8 | 7 |
| dmdibl ↓ | 7 | 9 | 7 | 8 |
| Eelkemama ↓ | 8 | 8 | 9 | 9 |
| EssGee ↓ | 7 | 8 | 8 | 8 |
| eTux ↓ | 7 | 7 | 7 | 6 |
| Jay ↓ | 9 | 9 | 9 | 9 |
| Jerrod ↓ | 7 | 8 | 7 | 8 |
| JesseG ↓ | 8 | 6 | 6 | 7 |
| Jorge22 ↓ | 8 | 8 | 8 | 9 |
| Josey ↓ | 9 | 8 | 7 | 10 |
| Magnus ↓ | 5 | 6 | 5 | 6 |
| manarch2 ↓ | 8 | 8 | 6 | 7 |
| Matie ↓ | 7 | 7 | 8 | 8 |
| Mert ↓ | 4 | 4 | 5 | 5 |
| MichaelP ↓ | 8 | 7 | 7 | 7 |
| Mman ↓ | 7 | 7 | 7 | 7 |
| Mulf ↓ | 4 | 4 | 5 | 5 |
| Mytly ↓ | 8 | 7 | 8 | 7 |
| Nina Croft ↓ | 9 | 9 | 8 | 7 |
| Phil ↓ | 9 | 8 | 8 | 9 |
| requiemsoul ↓ | 8 | 7 | 7 | 6 |
| Ruben ↓ | 7 | 7 | 7 | 8 |
| Ryan ↓ | 7 | 7 | 7 | 8 |
| Scottie ↓ | 7 | 8 | 9 | 9 |
| Sethian ↓ | 5 | 4 | 5 | 5 |
| Shandroid ↓ | 7 | 7 | 7 | 6 |
| Soul ↓ | 6 | 7 | 6 | 6 |
| TheStig ↓ | 7 | 7 | 7 | 8 |
| Treeble ↓ | 7 | 7 | 7 | 7 |
| Category averages (35 reviews) | 7.29 | 7.31 | 7.17 | 7.40 |
Objects: The object placement took away from how convincing the level was. Oddly placed windows and pipes, while functioning in terms of gameplay, looked odd as they jutted into the surrounding environment. On top of that, sometimes enemies were triggered at the same time as cutscenes, meaning poor Lara was being stabbed to death and losing all her health as you sat and watched. The level is also inconsistent as to which fences you can jump over and which ones you cannot, and inconsistency is always a cheap tactic to make the player clueless.
Cameras: The camera shots in the beginning, which would have otherwise been a nice touch, were instead rather annoying because you were being attacked by several enemies and it was hard to see the combat clearly. More camera shots are needed for using keys, and I'm still not sure what that one red key did in the pushblocks room. On the plus side, the camera cue showing the zipline as a goal, as well as the neat looking pipe room and outro were good touches.
Textures: Fake walls are never acceptable in my eyes. It is another cheap ploy to stump the player without any logic involved. In the deadly-floor-with-pool room, the safe tiles are not fully distinguishable from the nonsafe ones (a mere rotation puts them apart). There were also a few paper thin walls. Other than these things the texturing was decent. The train station in particular was rather pleasing.
Gameplay: It was silly to disable Lara's guns in that one room when you could simply stand at the entrance and shoot the ninja from there. I have mixed feelings about the pushblock puzzle over the lava. It is rather hard to figure out, but once you know what moves are legal, the logic that follows is rather interesting. The other block puzzles were also nice, although a bit long to execute. The pipe connecting puzzle was a unique flair, and I appreciated the timed run." - SSJ6Wolf
Some of the secrets involve walk-through (or swim-through) walls, which is rather unfair, IMO. The ninja enemies can get quite annoying, though the builder does provide a considerable amount of ammo. One ninja got stuck in a wall, and yet I managed to kill her from the other side of the wall!
Apart from the problems mentioned above, the looks and architecture are the lowest point in this level. The lighting is very bland throughout. The architecture makes no sense - the whole place looks more like an obstacle course than a realistic city. The outdoor pool of water and the train station look nice, though, and the airship is a nice touch.
Overall: On the whole, I kind of like this level, but I feel that at times, the builder tries to be a little too clever for his/her own good. Recommended only if you have a walkthrough handy." - Mytly
The gameplay was really inventive at some points, there were new ideas in it which I liked, especially the room with two baddies where you have to sneak around to be able to steal the coin. The pipe rearranging puzzle was also interesting, I've never seen this done before. The run through the spikes was also tricky. On the other hand, in my opinion there were too many pushables, I got really frustrated when trying to open one of the four doors, I had no idea where I should push the crate, I was pushing and pulling it around for half an hour, but nothing happened. Then it turned out it just simply had to be pushed where it originally was, to the crawlspace. Without help I would have never guessed it had to be put back there, I just can't see the logic of that. Then in the room with many pushables again where you find the fuse, a crate has to be pushed into a place where you wouldn't think it's possible to be pushed, it looks like there's a solid crate next to it, but you basically have to push it 'inside' that one to be able to find the crowbar. When I found the third pushable puzzle room I wasn't too happy about it, especially after the long pushing-pulling that had to be done in the warehouse to get to the yellow keyhole. The diagonal pool also looks nice, but finding the way to get out of it can cause some confusion.
There aren't too many enemies, mainly ninjas are used. There were enough weapons, ammo and medipacks to be found. The objects are used well, they fit the environment. There are points where the use of them could have been studied more, the frustration caused by the big fire above the pedestals could have been easily avoided. The secrets are well hidden, I found three of them (and unfortunately I only got an idea about another's whereabouts when going back to that section became impossible).
The atmosphere is good, it fits the story well. There is also fitting music, for example the music changes to a different, better fitting style when you are in the room where you have to get an item and remain unnoticed by the baddies. There were nice camera sequences that were also helpful. The overview at the pipes also helped a lot. The lighting was good too, mainly a realistic type of lighting was present everywhere, except the room with the deadly floor. There were no excessively dark areas, some contrast and variety in the lighting could have spiced up some rooms, though. The geometry and architecture is simple in most places, the textures are used very well and always fitted the environments.
All in all, it's a good two-hours adventure with a couple of interesting (and some harder) tasks, nice scenery, well-placed objects and well applied textures. A really nice entry for the contest." - Matie
One timerun was a little bit unfair. If you have made this timerun a bumblebee attack you. Then you can't jump in the window and you must do it again. I miss the camera hints. Enemies - eagle, a snake, fire dragon, little flying devil, dogs and sword fighters. The sword fighters are sometimes very aggressive. A few more health packs would be bette. Squishy blocks and spikes are a danger for Lara. Both are possible with good timing. Also some more difficult jumps Lara must make." - Eelkemama
The gameplay is generally decent but it also has some extremely obscure and maddeningly difficult moments. Such a trap I could find no way around other than to consume medikits at extremely quick intervals (maybe there is a way, as this hardly seems like something that would be intentional) and a block that needs to be pushed into a seemingly solid wall, among other things. At times it feels like the author focused more on things being "cute" than enjoyable for the player. On the other hand, there are some interesting ideas there too, such as the tunnel to reach the Grenade Launcher secret, and a small stealth section.
There are some issues that suggest either a lack of experience or rushed design (maybe some of both), such as a book positioned so it's partially inside a pedestal. Pedestals that set alight in a deadly (floating) flame when lit despite the pedestal obviously being made for a smaller flame and Ninja enemies that float in a silly way when they die (unless this is a bug with the BTB package). The exit is also very easy to enter early with a simple jump through an object. It's got some nice ideas but you'll probably need to keep the stuck thread ready (or wait for the walkthrough)." - Mman