Escape from the Dragons Lair

- Release date
- 14-May-2019
- File size
- 37 MB
- Class
- Oriental
- Engine
- TR2
- Duration
- medium
- Difficulty
- medium
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Chel ↓ | 9 | 10 | 10 | 10 |
| Cowboy ↓ | 9 | 10 | 10 | 10 |
| DJ Full ↓ | 9 | 10 | 10 | 10 |
| g12STL ↓ | 10 | 10 | 9 | 10 |
| John ↓ | 8 | 8 | 8 | 9 |
| Jorge22 ↓ | 8 | 8 | 8 | 9 |
| Jose ↓ | 8 | 10 | 9 | 10 |
| Lara ↓ | 10 | 10 | 10 | 10 |
| Lorax ↓ | 9 | 9 | 10 | 10 |
| manarch2 ↓ | 8 | 8 | 8 | 8 |
| Manymee ↓ | 10 | 10 | 10 | 10 |
| Mehrbod ↓ | 10 | 9 | 10 | 10 |
| Mman ↓ | 9 | 9 | 8 | 8 |
| Nuri ↓ | 6 | 7 | 8 | 7 |
| Petaludas ↓ | 8 | 8 | 9 | 10 |
| Phil ↓ | 9 | 8 | 8 | 8 |
| Raina Audron ↓ | 9 | 9 | 10 | 10 |
| Ryan ↓ | 8 | 8 | 9 | 9 |
| SeniorBlitz ↓ | 10 | 9 | 10 | 9 |
| The Snarky Lesbian ↓ | 9 | 9 | 9 | 8 |
| TimJ ↓ | 9 | 10 | 10 | 9 |
| Torry ↓ | 9 | 9 | 10 | 9 |
| Treeble ↓ | 8 | 9 | 9 | 9 |
| Category averages (23 reviews) | 8.78 | 9.00 | 9.22 | 9.22 |
The level begins right after having killed the dragon in TRII and puts you directly back in this very stressful situation full of falling debris where you need to escape. It's a very well crafted moment with fixed cameras to put the focus on boulders chasing you, but if you're attentive enough you can easily take your time, that's brilliant. Having just played Forbidden Place, it was really interesting to play this other production taking place in a very similar location and a comparable atmosphere. It was also very interesting to see that there also was a shootable tile (an invisible tibetan bell really) three years ahead of Forbidden Place that made massive use of this trick! The grenade launcher fight was IMO one of the best intense moment of Tomb Raiding, mainly because TR2 had the best enemies and they are rarely used in custom levels, but it's also a fight where Lara doesn't have a lot of ammunition so it can be stressful if you don't have the right strategy. I really liked the boulder puzzle, it was reminiscent of a similar trap in TR1UB. I had a crash exactly when landing on the square of the jade secret and several times when trying to get out of this. It seems like the engine needs to draw too many polygons.
The secrets were nicely hidden and felt very in line with those of the main game. I was always looking forward to seeing what little picture the author would have chosen for them. Several times the author used cameras to make Lara watch something, either a clue or just a beautiful construction. At other places, the camera moved to show Lara in a very cinematographic view, like in the final garden. Musical cues were placed at the right place and, even though it was a bit strange to hear music from TR3, it was welcome nonetheless.
Visually the level is stunning and clearly on par with the main game, except for some minor flaws. It's really a shame that the author couldn't have a skybox and went into limits because the floating islands portions of this level could really have used some more details to enhance the atmosphere. I wonder if it would have been possible nowadays with TRMain and TombEditor. The ascent with the trapdoor room and sprinboard corridor was a bit uninspired, those rooms could have been architecturaly more pleasing. I was also expecting the end to take place in the Great Wall after escaping this fantastic realm of floating islands, it would have been a great way to show Lara going back to the real world.
Anyway, whether the author really is an ex-member of Core Design or no, it doesn't really matter as this level is worth playing and a good follow-up to the Floating Islands built by Heather Stevens (née Gibson) at the time. It's a great experience worth playing and recommended for everyone wanting a bit more classic TR2." - TimJ
1) it was made in the Tomb Raider II Engine I love so much (More PreTR4, less TR4 pls).
2) it plays in the rare and beautiful Floating Isles Tileset.
3) it has a nice difficulty curve, giving you a couple of really tough encounters here and there that require some thinking in how to get through best. Especially with the Ammo to Time Spent ratio being fairly good. I'm pretty sure I actually got to use all of the weapons I had with me, and you'll actually have to use them for their strengths, this level does not throw ammo at you that you can do whatever.
4) This level might be one of the closest thing we have to SMW Troll levels. By that I mean that this level knows how to troll you a bit. Be it odd puzzles, pickups that cannot be gotten at all, enemy filled traps and that Bolder-Maze. That Bolder Maze might be my favorite thing about this level. The moment you think you get it, and then it stabs you in the back. Same with other areas of the level. Jumping puzzles that require a ton of skill and tries, that are set up so that you can never quite get completely comfortable. Nothing works the same, Floating Isles are treacherous and the Secrets are very well hidden. In fact I only found one of the Secrets at all.
Only thing I found a bit meh was the last "riddle" with the switches and spikes. I have no idea how you find out the right combination, I had to use the walkthrough for this. But that would be my only Minus Point for this. Everything else was great. Revisiting places that you visited in the Vanilla Game, green knive throwers, zip- lines, troll pickups. This level has it all.
So yeah, I thoroughly enjoyed myself when I played this level on stream. Every troll made me giggle, finding unexpected solutions to certain puzzles. I LOVED playing this level. So whether or not the creator of this level really IS an ex-Member of Core Design, this level was worth it, and I REALLY REALLY hope they continue building levels. Especially for the non-TR4 lovers among us. Please, continue making awesome levels in the older engines! And make them as trolly as possible." - The Snarky Lesbian