Saudi Arabia - Episode One (Deluxe Edition)

- Release date
- 31-Mar-2002
- File size
- 128 MB
- Class
- nc
- Engine
- TR4
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| CC ↓ | 10 | 9 | 9 | 9 |
| Cuqui ↓ | 9 | 8 | 9 | 8 |
| Dimpfelmoser ↓ | 9 | 9 | 9 | 9 |
| DJ Full ↓ | 8 | 10 | 9 | 8 |
| Doug E ↓ | 9 | 8 | 8 | 9 |
| Dougsan ↓ | 8 | 9 | 9 | 7 |
| Drew ↓ | 8 | 7 | 8 | 7 |
| eRIC ↓ | 9 | 9 | 10 | 8 |
| eTux ↓ | 7 | 7 | 7 | 6 |
| Freeman Porter ↓ | 10 | 10 | 10 | 9 |
| G.Croft ↓ | 9 | 9 | 10 | 9 |
| Gerty ↓ | 8 | 10 | 10 | 9 |
| Ivan ↓ | 5 | 7 | 8 | 7 |
| janachorider ↓ | 7 | 8 | 7 | 7 |
| JoeTheCrazyGamer ↓ | 10 | 10 | 9 | 10 |
| Jorge22 ↓ | 10 | 9 | 9 | 8 |
| Kristina ↓ | 10 | 10 | 10 | 9 |
| Loupar ↓ | 9 | 9 | 9 | 8 |
| manarch2 ↓ | 7 | 8 | 9 | 8 |
| MichaelP ↓ | 8 | 8 | 9 | 9 |
| Miguel ↓ | 8 | 9 | 8 | 9 |
| Phil ↓ | 9 | 10 | 9 | 10 |
| Qwendo ↓ | 10 | 10 | 10 | 9 |
| RaiderGirl ↓ | 9 | 9 | 10 | 9 |
| Ravenwen ↓ | 10 | 9 | 9 | 9 |
| Ryan ↓ | 9 | 10 | 9 | 9 |
| Samu ↓ | 9 | 9 | 9 | 9 |
| Sash ↓ | 10 | 10 | 10 | 10 |
| Scottie ↓ | 8 | 9 | 8 | 7 |
| Sheevah ↓ | 9 | 9 | 10 | 10 |
| Tombaholic ↓ | 9 | 9 | 9 | 8 |
| Torry ↓ | 10 | 10 | 10 | 10 |
| Treeble ↓ | 8 | 8 | 8 | 8 |
| Whistle ↓ | 7 | 8 | 8 | 9 |
| Xxenofex ↓ | 10 | 10 | 9 | 9 |
| Category averages (35 reviews) | 8.71 | 8.94 | 8.97 | 8.54 |
The Stolen Coffin (7-8-8-7) - 50 minutes: Positive aspects: better looking outside areas (in comparison to the previous release), not so dark mazes, nice retextured soldiers, good gameplay elements from the demo release (cage room near start, rope session, jump area near end). Negative aspects: Still not very solid texturing (squeezed and stretched), underwater door puzzle still too tight, there still are too many mazes.
Underground Metro (5-7-8-7) - 50 minutes: Positive aspects: alarm trigger at the start with light going on, grinder room was fun, elevators, nice usage of TR 2 ship and TR 3 Lost Artifact textures, good interconnection between rooms and windows showing later parts of the level, well- designed metro station. Negative aspects: Really bad gameplay - too many buttons at the start and to-and-froing, at places too dark, chain puzzle was not very player- friendly as the first part of it was a trial-and-error puzzle and the second one was cruel as you had to use the chains while inhaling gas, dropping down a pit first on foot and then with the bike costed a lot of health, not much fun bike session as the areas were labyrinthine, too many enemies without much health reserves.
Kuwait City (7-8-8-8) - 40 minutes: Positive aspects: office areas looked mostly good, good usage and switching of lasers very clever block puzzle, nice huge outside area with a canal, several buildings and a TR 3 reminiscent ship, object usage like the hedge and the traffic signs, classic sound when entering the jeep was quite nostalgic, great use of the jeep and clever secrets. Negative aspects: incoherence of the setting (I thought we're raiding in Saudi Arabia?), gameplay at start a little bit dull - too many crawlspaces, buttons and items to get -, windows leading outside showing a black wall, as well as black walls at the edges on the city, thus created end-of-world factor, strange collision of windows, too well hidden fuse box.
Pet Cemetery (7-8-10-8) - 40 minutes: Positive aspects: very nice setting with textures from"It's a Madhouse" and"Angkor Wat" that fit well together, good background audio, loved the different cages and their inhabitants, spooky atmosphere in cemetery and in the wolves' hideout, some nice objects like the gravestones, the house and the tents, block puzzle, challenging timed runs, a few demanding acrobatics in the bird cage and in the caves at the end. Negative aspects: bit too monotonous gameplay - altogether too much exploring, trees in bird cage partially with wall textures, too dark underground areas with too many enemies.
Grotto's Dark Palace (8-7-9-8) - 40 minutes: Positive aspects: Tinnos reminiscent textures and gameplay style with three side quests in theme rooms, nice atmosphere, well arranged tasks in the side areas with a lot of fun jumping and swimming parts and some puzzles, good breakable ledge challenge, block pushing through the timed fires, nice extra secret to be found after finding one in the previous level, nice surprise after placing the fifth element. Negative aspects: painful underwater maze at the start with two crocs chasing you (somehow reminds"Emerald Lakes"), same textures for deadly and non-deadly textures on the slopes and missing ladder textures, partly obscure reach-in switch puzzle, terrible earthquake area with not so well applied textures.
Dark Dungeon (7-8-9-9) - 40 minutes: Positive aspects: nice custom texturing and great enemies like the demigods (even if borrowed), very good box puzzle, hard triple timed run, usage of classic enemies such as the knight, the horseman and the giant dragon, atmospheric setting from start to finish. Negative aspects: too many skeletons at the start (three or four would have been enough), a few mazes throughout the level, not well marked shootable box, odd texturing in the caves, shooting the lion's head behind the dragon was very hard, bug at the end of the level prevented me from entering the cemetery level so I had to use the level skip to the next level.
Lab 42V (6-7-7-7) - 30 minutes: Positive aspects: light switch at start, nice jump tile puzzle, mirror room, shoot/jump sequence at the very end. Negative aspects: boring base setting, pool lever puzzle nice idea but boring because of no camera hints and too much backtracking, too dark crawl maze without many left flares, highly buggy laser room - not saving in this and the previous room does not always help turning the red lasers green - they often stay deadly for whatever reason.
Rooftop (7-7-8-6) - 20 minutes: Positive aspects: shooting sentry guns and barrels, well hidden secret combined with a nice usage of the elevators, works fine as the last level. Negative aspects: textures a bit wallpapered, too sneakily hidden grating, missing a real end fight as there is too much ammo left (alone for the Uzis around 900 rounds).
Summary: This is, despite all things I didn't like, a quite well arranged levelset seeing these levels working together as a whole. While it would have been better to not include some of the levels in my opinion (Underground Metro, Lab 42V), some others (Pet Cemetery, Dark Dungeon) were quite atmospheric - unfortunately only one level (Grotto's Dark Palace) also convinced me gameplaywise, partly also the epilogue. The secret locations were mostly predicable and there were only around four that required more thorough exploration. All in all it maybe would have been better to not create such a huge levelset but maybe one consisting of 2-3 levels but concentrating on more concise gameplay elements and correct texturing instead of prolonging the game so immensely. Spent 5:10 netgame hours in here and found 28 secrets." - manarch2
The stolen Coffin: It had to happen the usual one once more. Many loose ends and no plan, as it goes on. So must hold out, as usual, in such cases, the WT. As usual, in such cases I have also overlooked here something. But I must also say to the fact which had the trapdoor the same colour like the rest of the ground. There I can look hours around hours for something useful one. Such things are a real play fun killer, because where from should the player know which exists exactly at this point a trapdoor? Another problem are the camera hints. Since sometimes one sees the suitable place only for the fraction of one second. This is irritating of course a little bit because one does not know then where a door has open. The underwater time run with the grid doors and the coloured niches properly gives fun. Though the time is scarcely calculated a little bit, but with a few approaches he is to be made quite good, actually. Apart from the problems with the camera hints this was quite a good level. The Level Builder could have formed the outdoor areas, however, a little better, they did not look so nice. And the lighting could also have been better.
Underground metro: Well, at some places this level is badly dark. And one does not find Flares in every corner. From there it is sometimes advisable to use the Pistols. And if I use, however, sometimes a Flare, a dog who loved me like food comes guaranteed. And it is also not particularly fair if one cannot put down the hot steam at both pull rods. This forces up only the Medipack consumption. But apart from the fact this level is well built and has some interesting riddles. The underground metro and the tunnels could have been formed a little more nicely. And that one had to drive with the motorcycle down in the hole, has also not liked me so particularly well. But, nevertheless, on the whole it has given fun.
Kuwait city: Two souls alas! dwelling in my Breast. Basically this level is a successful Base / Lab-Level, would not be there the outdoor area. Inside of the building it looks really good. There are some well formed offices, a few halls, good riddles and a few opponents. As soon as one goes, however, outward, quite an other picture comes up. Though it looks rather well-arranged partly, but sometimes I had the feeling as if the level builder had worked slovenly and then would have had no more desire to form the whole area rationally. Thus the level limitations were recognizable too clearly as those. The buildings in the level edge had no reasonable roof. And the underwater area also did not look so good. The level builder could have made this substantially better.
Pet Cemetery: Some places are formed quite well, as for example the lumberjack's camp, or the cemetery. But these are the only outdoor areas that look good. The Inside Areas are much better.
Grottos Dark Palace: This level starts really badly. I hate mazes. And if I still have an underwater cave labyrinth in front of me, than the oven is completely off. It has not been absent a lot and I would have swept the level from the harddisk. Particularly this stupid crocodile has irritated me. Then, however, anyhow I have made it. However, then it became substantially better. The hunt for 4 elements has properly given fun and many well built rooms were to be seen.
Dark Dongeon: This level is up to now the best. Well, up to the irritating dragon, but he bothers Lara luckily only for a short time. But otherwise this level is a clear increase concerning the previous level. The rooms and the caves look good and the duties are not too difficult. Merely the lighting could be better.
Lab 42 V / Rooftop: Base / Lab-Level are one of the kind of level that I like to play very much. I rather walk around in well built and with interesting riddles to crowded rooms, than somewhere in the jungle or in the desert where I get lost then anyhow. Hence, this level was exactly after my taste. Though the lighting could be better, but one cannot have everything. Then in the end there is still an interesting and well formed run above the roofs to the helicopter.
All together I am a little bit disappointed about this level. I had had a look before on TRLE and the Base at the evaluation and had read some Reviews and had expected accordingly more. For example, the lighting could have been substantially better. There were nearly everywhere no Sun with which Lara looks better. The outdoor areas looked clearly poorer as the inside areas. It was too often too obviously that one was at the "End of the World", i.e. that the Map here stopped. By contrast I have liked the inside areas exceptionally well. The opponents were as a rule no problem, because one could find enough weapons, ammunition and Medipacks. Summarised I can say that this was a good level in which, however, still a lot of potential is for improvements." - Scottie