Shalebridge Murder Mystery

- Release date
- 08-Jul-2015
- File size
- 160 MB
- Class
- Mystery/Horror
- Engine
- TR4
- Duration
- long
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Adngel ↓ | 8 | 8 | 10 | 10 |
| Bene ↓ | 10 | 10 | 10 | 10 |
| DJ Full ↓ | 10 | 10 | 10 | 10 |
| Drakan ↓ | 8 | 10 | 10 | 10 |
| eTux ↓ | 8 | 9 | 9 | 8 |
| Feats ↓ | 10 | 10 | 10 | 10 |
| Gorty ↓ | 10 | 10 | 10 | 10 |
| izzynoodles ↓ | 9 | 10 | 9 | 8 |
| jackraider ↓ | 10 | 10 | 10 | 10 |
| Jay ↓ | 10 | 10 | 10 | 10 |
| John ↓ | 8 | 10 | 9 | 10 |
| Jorge22 ↓ | 9 | 10 | 10 | 10 |
| Jose ↓ | 8 | 10 | 10 | 10 |
| Josey ↓ | 10 | 10 | 10 | 10 |
| manarch2 ↓ | 10 | 10 | 10 | 10 |
| Mezcal ↓ | 10 | 10 | 10 | 10 |
| MigMarado ↓ | 10 | 10 | 10 | 10 |
| Mman ↓ | 8 | 10 | 10 | 10 |
| Mytly ↓ | 9 | 9 | 9 | 10 |
| okuhtfesq ↓ | 8 | 10 | 10 | 10 |
| OverRaider ↓ | 10 | 10 | 10 | 10 |
| Phil ↓ | 10 | 10 | 10 | 10 |
| Rambo ↓ | 10 | 10 | 10 | 9 |
| requiemsoul ↓ | 9 | 10 | 9 | 10 |
| Ryan ↓ | 10 | 10 | 10 | 10 |
| Samu ↓ | 9 | 10 | 10 | 10 |
| Treeble ↓ | 9 | 9 | 10 | 9 |
| tuxraider ↓ | 8 | 8 | 10 | 10 |
| young Lara Croft ↓ | 9 | 9 | 10 | 10 |
| Category averages (29 reviews) | 9.21 | 9.72 | 9.83 | 9.79 |
- I think this is the best and prettiest looking TRLE level set in a building ever. If you like the initial impression, you will like the rest.
- The building is very large. It's split into multiple sub-levels stitched together at arbitrary points, probably for technical reasons.
- Most of the gameplay is about finding items and accessing new areas in the building.
- The items you need to find are often extremely well hidden. You will often wander around the building, asking yourself how to make progress. Some of the switches used are tiny, almost invisible buttons, sometimes placed in odd locations. There is no shame in checking the walkthrough if you're stuck.
- There are two very difficult physical challenges: the attic (near the beginning) and the platforms in the crypt (far into the game). When I played this the first time, I almost gave up here. It's very tough on beginners. But most time, Lara just needs to run around. You don't have to worry that the rest of the game is like the attic. (Or the reverse: you might find the rest of the game uninteresting.)
- There is some story: it's a murder mystery, and Lara has to find the culprit. The story is told bit by bit. You learn more about the characters as the game progresses. But it's not very expansive. Don't expect any long cut scenes or writings. It's not very serious either. In fact, there is a lot of British humor in this. It was more funny than dark.
- Freedom of movement is severely restricted by policemen keeping watch. If they see Lara or if you kill them, the game just ends. You need to hide from them and find other ways to get around them. It was annoying, but maybe it makes making progress more rewarding.
- Most of the story-related items you find are all used at once in a central place to receive an item (a crime investigation report) that can be used to end the game. This is significantly less elaborate than the somewhat similar "The Witch's Tea Party" by another builder.
- There are some creative puzzles that are fun to play, which bring some variation into the gameplay.
- Some custom objects are tricky to interact with. It took me a while to move that carpet for the first time. The "vehicle" may be tricky to control for beginners, but it's not too bad.
- Trying to pick up the yellow secret may kill you in a delayed way. Don't save until you safely left the room.
Conclusion: definitely recommended, even if only to see the building. Set your expectations for an item hunt." - tuxraiderThe new "Hints" file is a very appropriate companion, to read after visiting somewhere new where you may (or certainly have) missed something. When you first visit a new area, you'll be drawn to the incredible visuals so much that you won't notice a small, maybe too realistically sized, new object or button on the corner.
There are layers of humor that are very Lawther-like. Silly, maybe absurd, but laugh out loud funny. Most characters you see, even the ever-present police officers, have something fresh and original to them. I think the awkwardness starts with the other characters, the ones that feel too flat. You're looking for the murderer, but the board-game Clue becomes more than the theme. It is inserted in the level as a foreign entity. You have the characters splashed on beautiful paintings on the wall, but you barely find anything about them (the cousins are much more interesting, I almost expected Mr. Small to be the killer). The Clue characters are of little importance to the level. Finding their game markers is optional (and sometimes very hard). They are hollow, so the mystery wanes, you're going through the motions. The fun is in the exploration! And then you backtrack painfully, repeatedly, for the chore of actually getting the murderer.
This is a marvelous level. Architecturally, it is probably the best level ever! The gameplay has novel mechanics and is fun, eerie and even funny sometimes. There are hard platforming bits and very clever puzzles. You are kept on your toes throughout. Did I start out with immensely high and unreasonable expectations? You bet! Most of them were met, because this is a level you must love. Hence the 10 average rating. Yet, my subjective, personal rating is 9/10.
Most people won't miss what I was missing: storyline depth; character development. Richard had given me so much of that before, that I expected those Clue characters to jump at Lara from the beautiful setting, yet I could barely remember them by the end. Even the motive fell flat for me.
This has been a hard review to write, because I feel it is somewhat negative in spite of this amazing level. It is a break-up. I love this level, it is just not the love of my life. And even for this I have to thank the amazing talent of Mr. Lawther, to whom I did no favors here. Congratulations for giving me a level that I'll surely have a fling with again, and maybe even change my mind about :)" - MigMarado
Given the release before this one was a bit of a breather this is not a set to be taken lightly; it's length is up with the later UUB sections, and, while the gameplay is nontraditional, it's different style is quite challenging. There's almost no combat (and what there is is more of a puzzle) and the main idea underpinning everything is that this is a stealth mission; unfortunately the execution is heavily trial and error with multiple things you can't really see coming until you lose and try again, so, with a few exceptions, it ends up just coming down to working out which tiles are an insta-lose. Once you know where guards are they're not too disruptive to the other tasks though. The layout is semi-linear to start with, but as you unravel the design it becomes very complex to work out where things are, however, there's a lot of alternative routes and shortcuts that make it not take too long to get to specific parts, as long as you remember them in the first place. There's also a lot of the atypical puzzles Lawther's levels tend to have (along with a nice secret hunt concept), and this carries through with them despite being a more grounded setting than earlier releases. While designed in a way that leads to occasional frustration, this is epic in structure and execution, and no-one else would really make anything like this." - Mman
The entire level is set in Ambrose Black's palatial house. The gameplay in the main areas of the house is mostly a very extended fetch quest, though there are some good puzzles as well, such as the three very enjoyable (though optional) puzzles for the data stick, a cute puzzle involving three planets, and a nice pushable puzzle where you can stop pushing only on certain safe tiles. The most creative gameplay is in the crypt area, which features a cool rolling-skull-and-ramp sequence, jumping on moving platforms, a timed run involving killing a wraith with holy water, and many other interesting puzzles. The only thing I disliked about the crypt is its maze-like layout with numerous identical corridors. There is a nice jumping challenge in the attic; but otherwise that area is rather underused.
I like when levels are a challenge for my brains and my fingers; I don't like when levels are a challenge for my vision (which is poor enough already!). The enormous number of minuscule switches and items that blend into the background in this level is enough drive anyone batty. I kept referring to the walkthrough regularly, and even then I missed a number of items and switches, and had to backtrack for them. I was irretrievably stuck in the library, because I did things in a sequence that the builder apparently did not anticipate and because I failed to notice a tiny switch near the ground that would open up a shortcut; so I had to reload an earlier savegame and redo a large chunk of the level.
The best part about this level is when the builder allows his own unique sense of humour to shine through the rather rigid formula that he has imposed on himself. For example, Goldie the bear really steals the show - among other things. (IMO, the IQ chart near her cage really sells her short - she's much smarter than the average human, considering that she's the one who figures out the motive behind the murder and leaves clues for Lara to learn the same.) The cousins' portraits are hilarious. The flying carpet is both funny and awesome - I wish Lara could have used it to get all around the vast house. The lab, where you can perform a forensic analysis on the murder weapons, is very cool, as is the 'Psychic Traumacmeter' that identifies the item that 'witnessed' the murder.
The interior of the house is stunning. I especially like the number of different paintings that are used as decoration (Ambrose was clearly an art lover, as well as an artist himself). There are several simply gorgeous rooms, such as the main hall, the ballroom, the church, the main corridor leading off the hall with its lovely painted ceiling, and many more. But after a while, even the beauty of the house feels a little boring, as everything looks nearly the same. The lack of any glimpse of the outside world makes the place feel claustrophobic, despite its huge size. The vast distances and the almost inhuman scale of the whole house also get really tiring after a while. At one point, I began to wonder whether Ambrose had really been murdered at all, or whether he had simply dropped dead of exhaustion trying to get around in his humongous home!
Overall: A very unique level in a spectacularly beautiful setting, but make sure to have the walkthrough handy, or else you'll be constantly confused and frustrated. Highly recommended." - Mytly
The gameplay is completely unique, being based on the board game Clue. This theme, surprisingly, works quite well as a Tomb Raider level and Richard Lawther has incorporated it brilliantly with more traditional Tomb Raider elements. This level is great fun and I just couldn't stop playing it once I started! Sneaking past the guards is extremely satisfying, and of course, getting caught isn't so bad either due to the many funny lines they say. The mansion as a whole is brilliantly laid out, and it is fascinating to see how it unfolds little by little as more areas open up. Many times I found myself marveling at how new areas connected to previous areas I had seen earlier but could not access at the time. That being said, there are some aspects of the gameplay that I feel are lacking. The biggest issue is that the level suffers from a moderate case of "needle in a haystack" syndrome, where Lara must explore every nook and cranny to find well hidden items and tiny buttons. If Lara misses an item, and chances are that she will at least once since they are so fiendishly hidden, there is not any way to know and it is easy to end up at dead ends down the line. When this happens, the mansion is so huge that backtracking becomes a nightmare, especially due to the many maze-like diverging paths. At the very least, the builder is generous in opening up shortcuts to previous areas to reduce the backtracking a little bit. It also can feel rather directionless at times, particularly at the beginning (I found it quite difficult to get started). Be sure to keep the walkthrough handy! Although the crypt has some wonderful puzzles in it as well, I found it to basically be a maze where every hallway looks the same and it is extremely difficult to keep a sense of direction.
Despite any gameplay flaws, Shalebridge Murder Mystery is sure to entertain and amaze any raider. 3 hours, 10/10 secrets. 8/10/10/10" - okuhtfesq