BtB2020 - The Holy Shell
1,118 downloads

- Release date
- 14-Jun-2020
- File size
- 141 MB*
- Class
- Oriental
- Engine
- TR4
- Duration
- medium
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Adrian ↓ | 10 | 10 | 9 | 9 |
| Allicya ↓ | 6 | 8 | 7 | 8 |
| BlackWolfTR ↓ | 10 | 10 | 9 | 9 |
| DJ Full ↓ | 10 | 10 | 10 | 10 |
| eRIC ↓ | 9 | 10 | 10 | 10 |
| Jay ↓ | 9 | 10 | 10 | 10 |
| Jorge22 ↓ | 9 | 10 | 10 | 10 |
| Jose ↓ | 4 | 8 | 8 | 9 |
| Josey ↓ | 9 | 8 | 10 | 10 |
| Lizard Queen ↓ | 10 | 10 | 10 | 10 |
| Magnus ↓ | 7 | 8 | 9 | 8 |
| manarch2 ↓ | 9 | 9 | 9 | 9 |
| MichaelP ↓ | 7 | 9 | 9 | 9 |
| MigMarado ↓ | 10 | 7 | 8 | 8 |
| Mman ↓ | 9 | 10 | 10 | 9 |
| Mytly ↓ | 6 | 7 | 9 | 7 |
| nad ↓ | 9 | 10 | 10 | 10 |
| Neltharion ↓ | 8 | 7 | 9 | 7 |
| Phil ↓ | 10 | 9 | 9 | 9 |
| Relic Hunter ↓ | 10 | 10 | 10 | 9 |
| requiemsoul ↓ | 10 | 10 | 10 | 9 |
| Ryan ↓ | 9 | 9 | 10 | 10 |
| Saki Croft ↓ | 10 | 10 | 10 | 10 |
| Samu ↓ | 10 | 10 | 9 | 10 |
| Topixtor ↓ | 9 | 10 | 10 | 9 |
| Treeble ↓ | 10 | 10 | 10 | 10 |
| tuxraider ↓ | 10 | 9 | 9 | 9 |
| Category averages (27 reviews) | 8.85 | 9.19 | 9.37 | 9.15 |
And to add insult to injury to all of this … you barely get enough ammo or medipacks for any of this. IMO, there's a special place in hell for builders who take away Lara's unlimited pistol ammo. If I wasn't determined to play and review every level of this BtB, I would have binned this level in the first 10 minutes, when I was forced to try to kill hordes of poisonous spiders with limited ammo.
All of the above problems are made worse because of the persistent gloominess of the level. The village area is not too bad – at least it has some spots of colour – but the monastery is just so dark and dull that it's practically impossible to see anything without flares (at least the builder is considerate enough to provide an unlimited glowstick – perhaps his/her sentence in hell will be commuted). I can deal with painfully difficult gameplay if it takes place in bright and magnificent halls; but the lack of either pleasant gameplay or pretty locations made me feel dissatisfied with this level.
I want to end on a positive note, so I'll mention the stuff I liked in this level. I admire the builder's attempt at creating a realistic atmosphere and complex story. The letters in the village that tell of the local people's problems are a poignant touch. (I do hope that the poor villagers got their stolen items back.) The bridge that sways in the wind is really cool. The scene with Lara crafting the explosive arrows and then using them is impressive. There are some good gameplay bits, such as the method for getting the gong hammer and the tasks in the final room. The double-timed run through the swingpoles features a rather unique setup, and could have been fun if it wasn't timed down to the nanosecond.
Overall: This was a frustrating experience for me, though I admire the builder's skill in creating such a complex level." - Mytly
The realism also extends to gameplay in multiple ways; both Lara and enemies cause much more damage in general, and even the pistols have limited ammo, so every shot feels more important. I normally don't like limited ammo pistols but this is one level where I feel it works; with the jacked up damage-which also helps as you know every enemy only needs one or two shots-it all adds up to a sort of survival horror atmosphere where every encounter feels dangerous and each expended resource feels painful, there are even some enemies you can skip, which makes killing them feel like a waste. It's quite forgiving in the end and is mostly psychological (further supported by realism touches like every enemy that should drop ammo logically doing so), but it gives the combat a very unique flavour and is one of the few TR maps I've played where it actually sticks out as an element; I wouldn't mind seeing some other maps try things like this. Usable items also only appear in somewhat logical locations, but the lower amount of stuff laying around is balanced by a secret hunt for various items. While there's a hard divide between the temple and village, the survival horror feel is also backed up by the design which gives those areas a semi-non-linear layout that gradually opens up until the whole of each area is very interlinked by the end. The downside of the realistic layout is that it also means there's a lot of connecting corridors and smallish, occasional repetitive rooms, which contributes to the layout potentially getting quite confusing as it gets more open. The biggest failing is the handling of the temple/village divide; the town can actually be all done in one go and is essentially the middle part of the map, but it's easy to miss important tasks there which leads to tons of backtracking if you return to the temple prematurely; the level does help with this by providing a hint if you try to leave without doing something, but there's another essential task in the town that it bizarrely seems to give no hint for. The flow would be made much better by simply closing off exit from the town until the important tasks are done, especially as there's a large setpiece that's obviously supposed to be the climax of the middle section, but then you can miss it and end up doing it right before the level's actual climax. Despite that, the level does generally do a good job giving text clues to tasks that aren't 100% intuitive by normal TR standards, as well as using text to provide various bits of backstory (and there's also a story running through the map, leading to an ending with multiple solutions). This is so different I'm not sure how I would rank it with the other levels, but for "Back to Basics" it's one of the unique levels I've ever played, and far ahead of the others in terms of using the new features to make something completely original." - Mman