ORC21 - Ayutthaya - Part 2
1,120 downloads

- Release date
- 10-Apr-2021
- File size
- 117 MB
- Class
- Cambodia
- Engine
- TR4
- Duration
- long
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Adrian ↓ | 10 | 9 | 10 | 10 |
| Bigfoot ↓ | 10 | 10 | 10 | 10 |
| billie2001 ↓ | 7 | 8 | 10 | 10 |
| BlackWolfTR ↓ | 10 | 10 | 10 | 10 |
| Crofti ↓ | 9 | 10 | 10 | 10 |
| dinne ↓ | 8 | 9 | 9 | 9 |
| DJ Full ↓ | 9 | 10 | 10 | 9 |
| DroneQuadcopter ↓ | 6 | 7 | 10 | 9 |
| eRIC ↓ | 9 | 10 | 10 | 10 |
| Feats ↓ | 10 | 10 | 10 | 10 |
| izzynoodles ↓ | 8 | 8 | 10 | 9 |
| Jay ↓ | 8 | 9 | 10 | 10 |
| JesseG ↓ | 8 | 10 | 9 | 10 |
| Jose ↓ | 2 | 5 | 7 | 8 |
| manarch2 ↓ | 9 | 9 | 9 | 10 |
| MichaelP ↓ | 8 | 10 | 10 | 10 |
| MigMarado ↓ | 9 | 10 | 10 | 10 |
| Mman ↓ | 9 | 10 | 10 | 10 |
| Neltharion ↓ | 8 | 8 | 10 | 10 |
| nerdfury ↓ | 8 | 9 | 10 | 10 |
| Phil ↓ | 9 | 10 | 10 | 9 |
| Relic Hunter ↓ | 8 | 9 | 9 | 10 |
| requiemsoul ↓ | 8 | 9 | 9 | 8 |
| Ryan ↓ | 9 | 9 | 10 | 10 |
| Wolf7 ↓ | 8 | 10 | 10 | 9 |
| Category averages (25 reviews) | 8.28 | 9.12 | 9.68 | 9.60 |
(7) Gameplay & Puzzles: This challenging, epic adventure (2 hours for me) has such a huge variety of tasks and feels very robust; you wouldn't think it was built with the ORC confinements. I have strong mixed feelings about the gameplay. There are some gameplay elements that I really enjoyed, such as the timed run over the pool with the fishies, shooting the underwater bells, solving the scales puzzles, and the platforming in general. However I do not think the overall gameplay progression/flow is very good, largely due to 2 factors: A) The very tedious 3 color pushables puzzle. I loved the idea of clues on the walls, however, why make the player repeat the platforming sequence over and over to pull the chain, which is needed to raise and lower blocks? Furthermore, there are 3 identical bells which need to be pushed onto 3 identical green tiles. You would think that any bell can go on any green tile, but that is NOT the case, and it results in a frustrating trial-and-error of pushing... and pushing... and pushing. B) The entire lengthy underwater section. It's not a maze, technically, but it still felt very disorientating, with unpleasant trial-and-error to find air pockets. Once you find the air pockets, it's still not very fun, because there's so much swimming back and forth, use a lever, surface for air, use a lever, surface for air, repeat. (8) Enemies, Objects & Secrets: There's a wonderful array of custom enemies and I particularly enjoyed the dangerous big spiders (I always feel bad for killing small spiders that die too easily and hardly do any damage). The thrilling final boss fight was one of the best I've encountered in all of the TRLEs I have played, and I thought it was a neat touch how the player has to be on their toes, avoiding the rotating flame, while also fighting the boss. The wraiths were well utilized as well. I could tell that the beautiful object decor was done with great attention to detail, particularly the underwater flora and fauna. I loved the trap variety, with the spinning blade trap being my favorite, near the end of the game. I was not a fan of the "piranha punishment" if the player grabs a large medipack underwater; I found this to be obnoxious, considering that there's not that many medipacks to begin with. Furthermore it was also frustrating to go back and forth between underwater traps over and over. I think it would have been much better to deactivate the traps once the player had conquered an underwater area. That way, the player doesn't have to deal with them later on when they're passing through. (10) Atmosphere, Sound & Cameras: I was truly blown away by the architecture and I tip my hat to the builder for creating such visually interesting areas despite the space restriction. No area felt "boxy" or too cubic, and the builder's attention to the smallest details such as sunrays and ruined windows to enhance atmosphere were greatly appreciated. There were many atmospheric highlights for me, such as the initial pool with the fishies, the underwater cave with the giant head, and the eerie boss room with the candles everywhere. I loved the immersive music selection, which captured the mood of the area perfectly. My favorites were the underwater theme song as well as the remix during the ending credits. Cameras and flybys were done well. (9) Lighting & Textures: Both of these are absolutely stunning, with no texturing errors spotted. The Khmer ruins textures were a visual treat, and I especially enjoyed the builder's use of a very subtle, purple colored lighting to bring attention to areas. In fact, the builder's usage of color overall was brilliant. I wanted to briefly mention the issue that is visibility. It's not a dark level overall and the builder provides plenty of long-lasting flares for occasional darker areas. The issue is that sometimes objectives are difficult to see, such as climbable foothold objects or vines on the wall that blend in with their surroundings. An example of visibility being an issue was the spider cave, where the foothold objects looked too similar to the wall texture, and the walls and ceiling looked identical so it was difficult to get my bearings. Visibility issues aren't that bad when you've got binoculars, but when you're underwater and searching everywhere for a small triangular crack in the caves, with no binoculars, it becomes frustrating. Overall, this high-quality level is clearly a labor of love, with so much varied gameplay and breathtaking aesthetics, but I just didn't find it very fun to play, I'm sorry to say. If you're a player who isn't annoyed by backtracking, lengthy pushable sequences, and super lengthy underwater sequences, then I would cautiously recommend this level to you, nudging you to keep your binoculars handy. 7/8/10/9." - nerdfury