Lost Palaces

- Release date
- 30-Apr-2002
- File size
- 26 MB
- Class
- Egypt
- Engine
- TR4
- Duration
- medium
- Difficulty
- medium
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Dimpfelmoser ↓ | 9 | 7 | 9 | 8 |
| Doug E ↓ | 9 | 10 | 10 | 10 |
| Drakan ↓ | 10 | 9 | 9 | 9 |
| eRIC ↓ | 9 | 8 | 9 | 9 |
| eTux ↓ | 7 | 8 | 9 | 8 |
| Fairy Godfather ↓ | 7 | 7 | 7 | 7 |
| Freeman Porter ↓ | 8 | 8 | 8 | 7 |
| Gerty ↓ | 7 | 8 | 8 | 7 |
| Jason ↓ | 8 | 9 | 9 | 9 |
| Jay ↓ | 8 | 8 | 9 | 9 |
| Jose ↓ | 7 | 8 | 9 | 8 |
| Kristina ↓ | 10 | 8 | 9 | 10 |
| Leandro ↓ | 7 | 6 | 8 | 9 |
| Loupar ↓ | 9 | 8 | 9 | 9 |
| MichaelP ↓ | 8 | 8 | 9 | 9 |
| Mulf ↓ | 7 | 7 | 8 | 7 |
| Phil ↓ | 10 | 9 | 9 | 9 |
| RaiderGirl ↓ | 8 | 8 | 9 | 9 |
| Ryan ↓ | 9 | 8 | 8 | 9 |
| Sash ↓ | 9 | 8 | 9 | 8 |
| Shandroid ↓ | 9 | 8 | 8 | 8 |
| Tombaholic ↓ | 8 | 8 | 9 | 9 |
| Treeble ↓ | 8 | 8 | 8 | 8 |
| Whistle ↓ | 8 | 8 | 9 | 9 |
| Category averages (24 reviews) | 8.29 | 8.00 | 8.67 | 8.50 |
Tasks revolve around the four-beetle pyramid; they are varied and never of the frustrating kind (though some may say, and indeed have said, that the level tends to err on the easy side). There's a good flow to the gameplay, at least until it hits the home straight (on which more anon). The level sports several puzzles and a good deal of platforming, while traps usually feature not so much as hazards in their own right, but as parts of puzzles. As regards enemies, you'll meet the usual Cleopal crowd, plus a few bats that are employed quite well - triggered at just the right moment, a thing that happens too rarely; but enemies are well-placed in general, if few in number, and thankfully the builder didn't overdo it with the flesh-eating scarabs. Pickups are correspondingly sparse, which I found refreshing. You acquire the shotgun in the regular course of progression, and can collect sufficient ammo for it to get rid of the skeletons if you don't waste it on the bigger guys. (Uzis are a secret pickup which I missed, but there's barely any ammo for it anyway.)
Some concerns were voiced regarding several lengthy shimmies and climbs and monkeyswings (MichaelP, eTux). These are certainly there, but I can't say I found them too many or excessive when playing the game. I'd rather take issue with the fact that once you're done with an area, you nearly always have to backtrack the way you came. The way back is sometimes varied (you get to jump pyramid-style across slanted blocks instead of having to use a shimmy crack again) or facilitated (a pit fills with water so you don't have to do the rope swing again), and that's good; at other times, however, you have to do the same things all over in reverse, which is much less entertaining. Still, the level doesn't take this kind of thing to the point of being annoying, so I'm not complaining too loudly.
The level is neatly constructed around a hub room and conscientiously designed; though not flawlessly, as there are cracks caused by misaligned texture segments, and, as noted by Treeble, the wallpaper effect can become quite conspicuous in large areas. The most obvious instance of this is the central cave (the hub), where it is exacerbated by far too much mirroring. The walls should have been shaped more irregularly in order to avoid this - it's a cave after all. The internal lighting of many, possibly all, static objects hasn't been adjusted in any way, though this is jarring only in very few cases, such as the quarter-circle stairs in the cave. In other respects, lighting is handled very well, which is unusual in general and in debut levels in particular. It tends to be subdued without becoming murky, and is never pointlessly colourful or otherwise varied unless it's warranted, and thus consistent throughout the level. This may be perceived as - monotony' (eTux) and thus raises the issue of consistency vs. variety, in which I stand firmly on the side of the former. When it comes to lighting, variety for its own sake is not a good thing. There, I said it.
Passing from the general to the specific, I have to admit that, like MichaelP and RaiderGirl, I failed to notice the hint that comes with the fire pillars. The clues it provides are, however, ambivalent and thus of limited usefulness: the builder used two symbols (safe / unsafe), but pillars marked with either may still be deadly or not; thus, the hint works more as a very general and not particularly reliable guideline. (Phil's walkthrough says that the slanted blocks which you can't stand on don't figure into the equation; this is valid for most of the way, but the penultimate block you need to use is just such a slanted one.) I am also not entirely sure why there have to be symbol tiles underwater as well.
Then there's the large room with two long shimmy cracks, which I found rather confusing. The main objective is clear enough, but there are also several passages that take you on a lengthy tour all around the room, yet ultimately lead nowhere in particular (not to a secret either, or else I missed it; this is entirely possible, as I found only the first of four secrets). To the builder's credit though, whenever you stray off course, it's always possible to return where you need to be within a reasonable amount of time. This applies in particular to the room in which you are required to find not one, and not two, but, as it turns out, three Hands.
The game features two mazes, one of which is underwater (nobody was clamouring for it, but fair enough, it doesn't take long to figure out), and then there's the other one. It's not often that you see the words - maze' and - enjoyable' (eRIC) in the same sentence, but this latter is a quite excellent maze (yeah, I never thought I'd write such an absurd sentence either), inasmuch as it was modelled and textured with just as much care as went into any other room - an unusual feat in itself. It is, however, placed in a dramaturgically awkward position near the end of the game, figuring as your penultimate task, which in my case was compounded by confusion because I was under the impression that I needed to find not one, but two Pharos Knots in it. Like Dimpf, I don't remember where exactly I picked up the first one and subsequently forgot that I had it, which caused a certain amount of anxiety as I was approaching the end of the game thinking I was one Knot short. I do recall, however, that I acquired the first Knot early into the game (before I saw a corresponding puzzle hole), and it was just sitting there somewhere, so what the heck, I might as well take it. This first Knot seems redundant - quite atypical for this level with its low pickup density - , and the fact that it exists at all may merely be a consequence of the eternal lure of symmetry (always place two puzzle holes, one on each side of the door, right?).
As your ultimate task you have to find an unknown number of jumpswitches in a large room. Again, unusually for the game, there's no hint to tell you when you've found all (two) of them, or what they do. This, combined with the maze preceding it (fine though it might be in itself), make the level lose its steam on the home straight; an occurrence not uncommon, and as deplorable as it always is. But to conclude on a positive note: On one occasion, the builder uses a door as a sluice, to make clear where the water went when you triggered a flipmap. The door had no other purpose. This kind of thing never fails to delight me." - Mulf