Reviewer's comments |
"Despite all the negative reviews and if you discount the huge boxy rooms this wasn't a bad little adventure. Sure, the graphics could have been improved as well as the rooms themselves but I found the game play enchanting. I never found the harpoon gun so the room with the sharks and barracuda with only the one small air hole was fun. This kept me occupied for a good 45 minutes." - Torry (20-Oct-2019) |
|
"This small Maria Doria themed level was very easy and had
no actual puzzles. There is a good number of enemies which
would have been fun to work if the grenade gun was not
bugged. The rooms are very basic just giant cubes. Which
is not always bad but it the texturing could use some work." - JoeTheCrazyGamer (26-Jun-2019) |
|
"Marginally an improvement over Out Monastery, but yet the same thing here: huge, (nearly) empty boxes with little variety in textures. Ammo pickups are so many you might decide to skip them altogether (at some point, I did), as I felt there were less baddies this time around. 30 minutes. 05/17" - Treeble (28-May-2017) |
|
"In the same vein of the last level of this author that I played. Oversized, boxy rooms, tedious gameplay and backtracking, sloppily applied textures and lighting. Nothing else to see here and not worth bothering with." - Ryan (08-Apr-2016) |
|
"Of the one-day trilogy, this part is definitely more complex attempt than Out Monastery. The puzzle variation is a bit lesser but their placement and arrangement is better, making it much harder to get confused, however the game is again WAY too big so we keep running and running. Enemies are also more varied: some fishes support a set of several baddies - but the pickups we get are numerous, often useless and the grenades don't work at all. It's also a pity the sharks cannot be killed because the harpoon was obviously forgotten. The level refers a lot to the original TR2 shipwreck: subsequent locations resemble the turbine room, the lounge and the pool with shards, but the construction is usually the most simplistic possible. Again in case of this author, decent attention to sound and a dose of action make this level more immersive than it might seem on the first sight. Still, its far from perfect - so it's another builder who knows how to do it but should just TAKE TIME. Optional..." - DJ Full (05-Sep-2015) |
|
"I always found the Maria Doria texture-set from TRII to be
possibly the most visually aesthetic of the Core Design
adventures;therefore this builder deserves some sort of
contrary accolade for making them appear so completely
tedious and meaningless.The location would outwardly
suggest itself to be a sunken ship;but the
atmosphere,lighting and gameplay does not support this in
any way.The yawningly cavernous interior rooms simply
prolong the absolutely basic 'find key,open corresponding
door' style of gameplay,with only the multitude of (badly
placed) enemies keeping things pepped up ever so
slightly.With nothing of visual appeal anywhere,this is one
for completists only.Everyone else (especially including
Maria Doria fans) should not waste 50 minutes over this
tedium." - Orbit Dream (28-Sep-2014) |
|
"That's not a good TR2 level. The rooms are too big, too square and textures are repetitive." - SlyRaider (14-Sep-2014) |
|
"What's this? Another level released by the builder on the exact same day and is apparently set on the Maria Doria from the main TR2 game? *sighs* If only, as that would at least be much more fun to go through... Instead, what we have here is more of the same ol' badly designed gameplay that we've practically all become familiar with, when it comes to Tr1997's various works.
So, if you didn't happen to enjoy any of Elnur's previous levels up to this point beforehand, than this isn't going to change your mind. Avoid at all costs!" - Ceamonks890 (11-Sep-2014) |
|
"Just more of the same not Reccomended." - janachorider (06-Mar-2014) |
|
"Oh my beloved Maria Doria, how could you have been so ill treated? Seriously, if you also have the fondest memories of the original level, I urge you to stay well away from this travesty. As before, huge boring rooms, loads of baddies and pickups and precious little else to engage the attention, plus the additional misery of having to walk slowly through endless glass shards just in case a key might be hiding there." - Jay (08-Sep-2013) |
|
"Of course we all know the Maria Doria, unfortunately this level has nothing to do with that ship. The only thing that reminds us of that famous ship is the textures that are used. This level is all about going into a room; shooting baddies then picking up things and go to the next room and repeat. Do look in every corner of each room as the keys you need are mostly found there (as I found out the hard way, missing one fuse and had to search the whole huge place all over again)." - Gerty (05-Sep-2013) |
|
"Similar to the previous levels with all those big and empty rooms with a lot of kilometers to run, at least this time you need to move some blocks to reach some high switches. Don't forget to pick up all four pieces to place in the stone rooms near the end or the backtracking will be tremendous. Also watch out for abandoned keys in the corners (I missed one in the big room full of glass and I went crazy). Still the musics sounding each time you step over the trigger tiles." - Jose (04-Sep-2013) |
|
"I have now completed the four TR2 adventures that this (presumably young) new builder has released within a week and indeed the review for each for each of these can almost use the exact same words; so - much like the builder copied one oversized, unlit, wallpaper textured and empty room after the next in his levels, I will copy this review text for each of his levels as well. What you get is a LOT (and I mean a LOT) of running around. Distances are large and backtracking happens often, only interrupted by occasional switches or key pickups and rather many bad guys that need to be killed. This particular level features some very deadly fish that you need to avoid and has a myriad of pickups that you really do not need. [36 min, 22 kills]" - MichaelP (03-Sep-2013) |
|
"I've decided to play all of his levels only to see the possible improvements he may have taken into consideration. Same problems as his other levels, wallpapered textures, backtracking through long corridors and tedious gameplay. Some items were not visible because of the textures being badly applied. Luckily enough ammo was given compared to the opera level where i had a tough time with the pistols.
Not recommended" - totizedger (03-Sep-2013) |
|
"Since all my comments are pretty much the same in all the builder's levels, I will only mention the differences: The texturing is slightly worse than in the previous level with many unrealistic rooms and some rooms textured with one single pattern. It's the first time enough ammo was provided, although the most annoying enemies (the ones underwater) can be hardly killed. Gameplay is totally uneventful with no interesting puzzles (as those provided are tedious again) and there are way too many items that are blending perfectly with the textures, so it's easy to miss them and then you have to look everywhere for them, which turns this into a rather unpleasant raid. So all in all, it's just more of the same and rather optional to play. 35 minutes." - manarch2 (28-Aug-2013) |
|