Tomb Raider Redemption
1,288 downloads

- Release date
- 01-Nov-2013
- File size
- 162 MB
- Class
- Fantasy/Surreal
- Engine
- TR4
- Duration
- long
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| A_De ↓ | 9 | 10 | 10 | 10 |
| Belgianfilmfreak ↓ | 9 | 10 | 10 | 10 |
| Bigfoot ↓ | 10 | 10 | 10 | 10 |
| Casual Raider ↓ | 10 | 10 | 10 | 10 |
| Christian ↓ | 10 | 10 | 10 | 10 |
| DJ Full ↓ | 9 | 10 | 10 | 10 |
| Drakan ↓ | 10 | 10 | 10 | 10 |
| Gorty ↓ | 10 | 10 | 10 | 10 |
| IvanTRFan ↓ | 10 | 10 | 10 | 10 |
| izzynoodles ↓ | 10 | 9 | 9 | 8 |
| Jay ↓ | 10 | 10 | 10 | 10 |
| JesseG ↓ | 10 | 9 | 10 | 10 |
| JoeTheCrazyGamer ↓ | 10 | 10 | 9 | 9 |
| Jorge22 ↓ | 10 | 10 | 10 | 10 |
| Jose ↓ | 10 | 10 | 10 | 10 |
| Josey ↓ | 8 | 9 | 10 | 10 |
| Killer Gameplayz ↓ | 9 | 9 | 10 | 10 |
| Lara_Fox_Croft ↓ | 10 | 10 | 10 | 10 |
| LOTRKingluis ↓ | 10 | 10 | 10 | 9 |
| Lynus ↓ | 10 | 9 | 9 | 10 |
| manarch2 ↓ | 9 | 10 | 10 | 10 |
| McRaider ↓ | 10 | 10 | 10 | 10 |
| MegaGamer ↓ | 10 | 10 | 10 | 10 |
| Mehrbod ↓ | 9 | 10 | 10 | 10 |
| Mman ↓ | 9 | 10 | 10 | 10 |
| Moonliteshadow ↓ | 10 | 10 | 10 | 10 |
| Mytly ↓ | 9 | 8 | 9 | 10 |
| Nephilim ↓ | 10 | 10 | 10 | 10 |
| Obig ↓ | 10 | 10 | 10 | 10 |
| OverRaider ↓ | 10 | 10 | 10 | 10 |
| PedroCroft_ ↓ | 10 | 9 | 10 | 9 |
| Phil ↓ | 10 | 10 | 10 | 10 |
| requiemsoul ↓ | 9 | 10 | 10 | 9 |
| Ryan ↓ | 10 | 10 | 10 | 10 |
| Samu ↓ | 10 | 10 | 9 | 10 |
| Shandroid ↓ | 10 | 10 | 10 | 10 |
| SlyRaider ↓ | 10 | 10 | 10 | 10 |
| TimJ ↓ | 9 | 9 | 9 | 10 |
| Treeble ↓ | 10 | 10 | 10 | 10 |
| Category averages (39 reviews) | 9.69 | 9.77 | 9.85 | 9.85 |
One of my main problems is with the non-linear nature of the levels: you go back and forth between Raziel's Fortress and Underneath the Fortress several times. And since it's possible to miss several pickups easily, I was continually confused about what I had missed and unable to tell where I had missed it, or how to get back to it. Another major problem is the sheer repetitiveness of certain elements. For example, the boss fight against Kamael: I like that it isn't a shootout fight ... but I hate that it involves pressing a minimum of 16 switches (4 switches 4 times) in order to make Kamael vulnerable to gunfire - and many more if you don't manage to make it to the central globe in time every time.
The builder has overhauled the secret and health system, and disabled infinite ammo - a classic case of ignoring the adage 'If it ain't broke, don't fix it'. The health and ammo system in the Classic TRs/TRLE works pretty well, so a builder better have something really great up their sleeve if they want to replace it - which is unfortunately not the case here. Limited ammo is annoying enough in itself, but coupled with a thoroughly unintuitive health system, it makes all fights a nightmare. The health system involves picking up crystal parts, and when you pick up 4 of these (out of 12 in total in the game), Lara's health increases fractionally (she starts off with a half full health-bar). You can't pick up medipacks, just restore your health at health chests scattered across the level - and only restore it up to the maximum health-bar length you've achieved so far. The crystal pieces are particularly distracting, as they form a HUD overlay over the screen. I really don't see the point of this, as the crystal pieces have no effect on Lara's moment-by-moment health, so there is no reason for them to be visible at all times. Finding the crystals is a challenge in itself, and would have been something akin to a secret quest - if there hadn't been an even more complicated secret quest already in place. The secrets are artefacts called 'skullbashers', which apparently have some use if you find some number of them (according to the walkthrough), but I have no clue what this was, as I hardly found any. Part of the reason for this is the builder's fondness for hiding secrets in pitch dark crawlspaces - and then not providing enough flares to enable you to explore them. In the 200+ levels I've played, I've hardly, if ever, run out of flares, but I kept running out at nearly every turn in this level.
But enough of the negativity. There are some aspects of the gameplay I enjoyed: the 'levitation souls' that enable Lara to fly up to a higher ledge; the puzzle in which you have to raise/lower nine platforms in different combinations to access different areas; the platforming sequence in which huge hands push Lara off the ledge; a swamp where demonic hands pull Lara down into the mud; even the final boss fight with Astaroth, which is pleasantly adrenaline filled. I do appreciate the fact that all the enemies have health bars.
The plethora of eye candy doesn't hurt either - even in the height of frustration with the gameplay, I could soothe myself by admiring the gorgeous rooms or custom objects. Or just let Lara wait around, in which case she would sit down and relax - a most adorable animation! The only negative point about the looks of this level is the occasional bland greyish lighting. But, still, there's plenty of colour and magnificent textures in the level as a whole to balance it out. I particularly loved the spectacular cathedral-like room in Raziel's Fortress, and the room with the rising floor in Underneath the Fortress.
Overall: An ambitious and an awe-inspiring game. But I personally admired the effort behind it more than I enjoyed actually playing it - and my scores reflect the former than the latter." - Mytly
The Darksiders section being recreated is arguably the strongest part of the game it's part of, and it has a layout that fits right into Tomb Raider, including a lot of interlinking (made a bit more complex due to TR's lack of a map) and foreshadowing. The gameplay is quite varied and is full of original ideas and objects that have never been done before. There's also some pseudo-RPG elements like getting a longer health-bar as you find certain items. It's quite difficult, but mostly fair and logical, although I get the feeling I'd have had more issues without memories of the place in Darksiders to reference. The only issue I had is one that's an issue with the game it's based around (and many modern games); there's far too much shimmying, which, despite the new movements, is still a pretty one-dimensional (almost literally!) mechanic compared to other forms of platforming. Limited ammo also seemed a bit questionable, but I always had enough, flares also felt a bit stingy despite dark areas being rare. This set transcends it's base status of being a port and is one of the ambitious TR mods of all time, as well as having some of the most impressive visuals in a TR custom level ever." - Mman