Water Wail

- Release date
- 30-Oct-2002
- File size
- 15 MB
- Class
- Egypt
- Engine
- TR4
- Duration
- short
- Difficulty
- easy
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| bERT ↓ | 1 | 1 | 3 | 2 |
| CC ↓ | 2 | 2 | 2 | 2 |
| Daffy ↓ | 3 | 2 | 1 | 3 |
| Dimpfelmoser ↓ | 2 | 1 | 1 | 1 |
| DJ Full ↓ | 4 | 0 | 1 | 2 |
| Doug E ↓ | 1 | 1 | 1 | 2 |
| eTux ↓ | 1 | 0 | 0 | 1 |
| Gerty ↓ | 2 | 1 | 1 | 1 |
| Jay ↓ | 2 | 2 | 2 | 2 |
| Jose ↓ | 4 | 3 | 2 | 2 |
| Kristina ↓ | 2 | 1 | 2 | 2 |
| Lil Kid ↓ | 2 | 1 | 2 | 1 |
| MichaelP ↓ | 2 | 3 | 3 | 2 |
| Momster ↓ | 2 | 1 | 2 | 2 |
| Mulf ↓ | 1 | 1 | 1 | 1 |
| Orbit Dream ↓ | 1 | 1 | 0 | 1 |
| RaiderGirl ↓ | 3 | 2 | 3 | 3 |
| Ryan ↓ | 1 | 1 | 1 | 1 |
| Sakusha ↓ | 3 | 2 | 2 | 2 |
| Sash ↓ | 1 | 1 | 1 | 1 |
| Scottie ↓ | 1 | 3 | 2 | 2 |
| Torry ↓ | 4 | 2 | 3 | 3 |
| Treeble ↓ | 1 | 1 | 1 | 1 |
| Category averages (23 reviews) | 2.00 | 1.43 | 1.61 | 1.74 |
Now, the thing with ideas is that they're elusive and ephemeral things unless they're properly implemented and thus become manifest in the actual game. Here, however, the idea is executed in the sloppiest and most slapdash manner possible. Some of it may be endearingly amateurish, but on the whole it's the kind of level that may be very very short in terms of min. sec., but feels very very much longer than that, and not in a good way (by density of incident for example, as some levels manage to do). After a few simple jumps across pits and an astonishingly harmless rollingball corridor, there follows an epic back-and-forth jumping exercise across spikes and a tedious stretch of wading through waist-high water, whereupon you have shimmy along a lengthy crack in a wall, around the corner, and then of course along the other side of the wall, so that you may climb one of those interminable ladders and thus, eventually, reach the tile that triggers the water flipmap. The whole is interspersed with uneventful stretches of swimming (even before you flood the area) and corridors in which nothing at all happens, in part due to missing triggers. On your way back you encounter fires blazing underwater, and, if you didn't kill them the first time through, aquatic scorpions and ninjas. I'm not even going into issues of room geometry, textures and lighting. There is no finish trigger.
So, all in all not a good level, notwithstanding the fact that the idea on which it's based is sound. In fact I'm tempted to steal it. - Based on an idea by Joe 2 Cool', how cool is that?" - Mulf