The Experiment 2 - Alpian Caves
1,089 downloads

- Release date
- 08-Jun-2004
- File size
- 275 MB
- Class
- nc
- Engine
- TR4
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| afzalmiah ↓ | 9 | 10 | 10 | 10 |
| Aims ↓ | 10 | 10 | 10 | 10 |
| Akcy ↓ | 10 | 10 | 10 | 10 |
| DJ Full ↓ | 9 | 10 | 10 | 9 |
| eRIC ↓ | 10 | 10 | 9 | 9 |
| eTux ↓ | 10 | 10 | 10 | 10 |
| Jay ↓ | 10 | 10 | 10 | 10 |
| Jose ↓ | 7 | 9 | 9 | 9 |
| Juan Carlos ↓ | 10 | 10 | 10 | 7 |
| Kristina ↓ | 10 | 10 | 10 | 10 |
| Loupar ↓ | 10 | 10 | 9 | 10 |
| Magnus ↓ | 8 | 8 | 7 | 6 |
| manarch2 ↓ | 9 | 10 | 9 | 9 |
| Markus ↓ | 9 | 10 | 9 | 9 |
| MichaelP ↓ | 9 | 10 | 9 | 9 |
| MigMarado ↓ | 7 | 9 | 8 | 10 |
| Mman ↓ | 9 | 10 | 10 | 9 |
| Moonliteshadow ↓ | 10 | 10 | 10 | 10 |
| Obig ↓ | 10 | 10 | 10 | 10 |
| okuhtfesq ↓ | 9 | 9 | 10 | 9 |
| Phil ↓ | 10 | 10 | 10 | 10 |
| Ryan ↓ | 10 | 10 | 10 | 10 |
| Samu ↓ | 10 | 10 | 10 | 10 |
| Scottie ↓ | 8 | 9 | 10 | 10 |
| Torry ↓ | 10 | 10 | 10 | 10 |
| Treeble ↓ | 8 | 10 | 10 | 9 |
| Yoav ↓ | 10 | 9 | 9 | 10 |
| Category averages (27 reviews) | 9.30 | 9.74 | 9.56 | 9.41 |
The gameplay is on the challenging side with a lot of traps, non-standard puzzles and the requirement for thorough exploration. Like the previous levels though the hints in the readme are enough to work most of the more obscure things out, although you still need to explore a lot. There's a bunch of unique interactions and original ideas like getting Flippers to fight a current. The storyline is also integrated well with certain sequences. The scale of some puzzles is still impressive, like the first setpiece of destroying a giant cocoon, which involves exploring the whole cave around it (and the Spider subplot actually has it's climax a little bit later). The one main issue is backtracking, which can get pretty extreme in a few parts if you do things in the "wrong" order (although I admit there were a couple of times I missed shortcuts back). This is where Bojrkraider starts consistently delivering masterpieces, and, even now, this is an impressively creative set, despite still having a few hints of inexperience to it (compared to later releases anyway)." - Mman
Even for its age, Alpian Caves is a remarkable and unique custom adventure that is quite a joy to play.
The gameplay is wonderful, with innovative challenges and puzzles, even compared to more modern levels. This one was certainly ahead of its time! It is extremely complex and requires lots of exploration and patience, but it is satisfying when you finally complete each task. I take off a point from the gameplay because of an extreme lack of direction in several parts. Puzzles as intricate and complex as this need to give the player a very strong sense of guidance in order to prevent him from running around aimlessly and getting confused, as I found myself doing (especially during the sequence in which you lower a drawbridge to get to the dwarf village in Crystal Caverns) . Definitely keep the walkthrough at hand when attempting to play this! I also grew quite tired of sneakily hidden crawlspaces and items.
There are quite a few custom objects throughout these levels, and despite causing some confusion since the player may not know how to use/interact with them, they serve to enhance the gameplay experience. Cutscenes deliver the story fairly well (especially for 2004 standards) and are fun to watch with great voice acting. The enemies, on the other hand, drove me nuts! It seems that every time Lara turns a corner there is another worm or firefly or wasp to kill - WAY too many enemies. The bosses are fun to fight, however.
The texturing, like everything else in this game, is wholly unique. I can mostly forgive the many textures that just don't quite seem to fit, since I can tell the author is going for a rather surreal atmosphere. Some of them, however, are just too weird, like the translucent textures with nothing underneath them in the mushroom puzzle area (which makes the ground seem hollow) or the walls in the maze which cause an extreme "end of the world" effect throughout the entire maze. The geometry is bizarre and jagged in a few parts and basic and blocky in a few others, although it is mostly natural and fitting.
Though it will test any player's patience and wits, there is much fun and satisfaction to be gotten from the Alpian Caves, which took me about 4 hours to complete. 9/9/10/9
" - okuhtfesqCrystal Caverns (8-10-10-9): This one starts with a great puzzle reminiscent of the one in Labyrinth from TR 5, but with many difficult side quests, and ends with a fairly enjoyable quest for four crystals in the Dwarvian village. This level is rather huge so you might get lost a bit on the way (and there are many sneakily hidden passages along the way) but the puzzles more than make up for it, and there are lots of magical moments along the way such as Lara throwing a rope, the cooking sequence or the unfolding of the bridges leading into the village. Towards the end it does get a little bit tedious and it wasn't as inspired anymore. The looks are slightly more sophisticated in here and spreading a very classic yet novel charm that is hard to describe. Though, I think at parts the architecture felt a bit random to say the least. 60 minutes.
The Temple (10-9-9-9): This unluckily was the shortest level of them all, because it was also the most intense. It was just what I needed after the last level getting a bit tame close to the end. The main puzzle is to open three doors with the classic button puzzle and behind each of them there's a great puzzle each, from a very fun sliding sequence over a difficult water patio with a funny shark to a very unique puzzle containing jumpswitches. I never imagined that you could place several switches on one square! After Premonition you return here for a great boss fight which was really unique and challenging (and reminded me on several projects Bojrkraider took part in later...), before all culminates in the pre-final cutscene. 20 minutes.
Premonition (8-10-9-8): Starting with a very clever fight against a giant snake and some challenging timed runs/gauntlets I was a bit disappointed with the later parts of this level, as they didn't feel quite as inspired. The giant garden area isn't very well executed with too low walls (resulting in seeing the black darkness nearly everywhere) and an overall fairly boring to and fro type gameplay which gets even heavier when you missed something (in my case I lowered the block for the silver key but only after arriving at the end I noticed that I first had to return there). That said the object design is once again wonderful and the visuals are again solid. I think that this level had a few too many mosquitoes/worms and (otherwise a lovely idea and execution) the way to find the rose as the "super secret" could have been more clear - each time I opened up a new path to it, I found out that I still was missing one more lever and thus had to get the long way up to the top of the bridge room. It's all fairly entertaining nonetheless and I liked how the whole level was built around the cogwheel puzzle very much. 50 minutes.
Summary: It's true that there were a few less interesting parts in some levels but most of the time this is a close to perfect adventure which has all ingredients of a masterpiece, I can understand not each and every part can have the same quality of the rest. I must say that I got used to the architectural and visual design of this level (which sometimes could be called "crude") but in my opinion it just fits the level's atmosphere perfectly. I really liked this one very, very much. Finished with all 11 secrets in 3:20 hours." - manarch2
The Temple Part 1: This level was substantially more interesting than the first part of Forgotten Cave. The place with the Rollingballs was quite nasty, but was built very well. The cave with the small spiders looked a little bit in such a way as if a hippie had swallowed too many coloured pills and then would have built an as coloured cave.
Forgotten Cave Part 2: This second part is one the strangest level which I have played up to now. And at the same time he is one of the best whom I have played till present. These are not only the very well built rooms. Or the amusing mushrooms pushing. No, these are above all the animations which one must have seen. How Lara severed something with the axe. Or as she dresses the swimming fins. Or as you are pinched the swimfins and she must dress again her shoes. Merely the fight against both big spiders on the gigantic mushroom was a little bit unfair.
Crystal Caverns: This level is really a bedlam madness! He is so brilliant that one could play him several times one after the other without which would become dull to one. The camera work is once more excellent and the caves are built very well.
The Temple Part 2: This damned lousy fish! Whenever I wanted to pull one of the four levers, he swam above the special field and Lara was speared. Then I wanted to shoot, actually, the fish, but, unfortunately, this did not go. Indeed, my attempts had the interesting side effect that he moved from now on only on the special field. Thereby the stings were not activated any more and I could pull calmly the four levers. The other tasks were a little more difficult. Jump sometimes over crumbling tiles when at the same time a fire mind pursues you. And the slide tiles were also not easy because of the constant change of directions. But it has given a lot of fun, because everything looks very good.
Premonition: This level was partly good and partly very annoying. The gigantic worm who spitted out constantly fireballs and locusts was very annoying. And as annoyingly was the place where one had to fight on narrow space at the same time against 4 winged Demigods.
Summary: Well, most of the time is Experiment 2 incredible good. However, there are also some places which are absolutely annoying. It is worthwhile of course to play this level, but he would be even better if the level builder had made some cuts." - Scottie
A LONG TIME AGO
It was the first time I launched this game. After several tries to get familiar with the gloom of the prologue, it made me feel so unsafe and helpless I threw the game out.
ABOUT 2009
Now, when over a year has passed since that moment, after playing other Bojrkraider's levels and learning his style, I felt brave enough and ready to explore Alpian Caves, the level I had once considered to be the most difficult of what Bojrk has made so far. At first glance I had the same strange feeling of being unsafe, and quitted the game one or two times. After that year I waited, the prologue still repulses me. But this time I decided to be strong, and when I launched the game next day, my patience was rewarded with finding another cleverly applied chainsaw. Bojrkraider definitely likes chainsaws, and I liked this motif made me feel better, as it reminded me of all the great works Bojrk included a chainsaw in. I just knew this thing is gonna keep the will to play inside me, even if everything else that can be good in a level fades away. So I took the attempt and below is what I saw ("saw" has two meanings). From spider trap to flame emitting trapdoor, from beautifully crafted environment to perfectly accompanying soundtrack, from simple textures allowing outstanding lighting to do what it wants to with them, to challenging and interesting gameplay, from one custom animation to another, this level is absolutely remarkable.
NOW
Five months after accidentally overwriting all Alpian Caves , or, more precisely, Alpian Saves, with those from one of 5-minute bottom-of-the-list levels, I noticed some new things, and some of the older have changed - e.g. the prologue doesn't repulse me anymore (I can use binoculars now xDxD). When I think how underrated by me this level could be if I finished it in 2009, I think it was a really good idea to leave it till the day I am ready for it. Now I can fully appreciate it. Of course, I have some new remarks. But some of them remain the same:
- the underwater maze switch puzzle hint is still not understanable for me
- for the second time in my life, I was shocked by fishes inhabitating deep waters
- the dwarf taking Lara's flippers off her feet still rocks.
All mentioned things fill the first level of the game - Forgotten Cave. One has to be very observant here. Dark crawlspaces and twisted corridors leading to huge caverns make 90% of this part. This is just like the water does - it flows through rocks containing large amounts of Ca2+, and wipes it out, creating passages. When such streams join or cross, they create whirlpools and sinks casting water energy in every direction, what results in drilling huge empty spaces. And there are such underground rivers here, inhabitated by mentioned fishes and another creatures, both mystical and real - Dwarfs, spiders and blind amphibians, some of the last mentioned living their secret lives Lara can discover. Not much plants here, and it's also right - no plant can survive in such environment. But there are mushrooms... Edible, poisonous, fragile, growing so fast we can witness it. And, of course, we can pick up some of them. (I love mushrooms - also in real life, when we're out of the city and everyone sit in the camp, I just go to the forest and bring them some mushrooms.) The location they grow in seems a little bit too cartoon, compared to the rest of the cave, which looks really, really realistic - but when we realize it's a fantasy world, we can accept that. Especially when the soundtrack, differing from anything we can hear in custom levels (filled with harps, church organ and choirs - baroque???) accompanies such scenery. Mushrooms have their own puzzle - very complex and advanced one, made with a devotion to every square. After the boss spider fight (also baroque music surrounds) on the top of the final mushroom (!) I was lifted into the next part.
Crystal caverns
A flyby that is so fast and still very smooth deserves mentioning. The residential district resembles the construction of TR5 level The Labyrinth, and it rotates the same way. Bojrk joined several animatings together and they are all synchronized perfectly. Another Golden Proteus can be found here. Also, lots of various environments, most of which remind of the TR1 atmosphere: the mine with collapsed bridge looks like Vilcabamba reloaded, the impression remains in comfy Dwarfen village, and surrounding caves look like... err... well... Caves. Lots of lava, water and height are immersive and isolating. Unfortunately, backtracking in this level is awful. Even if one finds that Golden Proteus, that doesn't make things easier, and even makes it worse, throwing Lara into the middle of completely different location, with three different paths to choose, one of them splitting in two more. Showing a player such wide variety of possibilities when one didn't even manage to explore most of the previous part isn't a well-thought design. Fortunately, after one explores all these new corridors, he/she can feel some relief after discovering all of them are connected with the familiar part, and it all can be remembered without a problem. Still, a bad beginning of an exploration may repulse some people. What remains to say about... Aha! These worm opponents are mega awesome. Feels like fighting real ones, and the bite sound is... urrgh, creepy! Great work with them.
I got stuck and went back to game the next day. I found out I lost time unnecessarily for secret hunt in The Temple, and I wasn't supposed to search for it yet - because I missed something in the previous level. I think most of players gets stuck in this moment. Today, I thought about the right solution: ".yrotnevni eht morf yllaunam smeti eseht esoohc ot yrT .elzzup tnemele na eb nac tI" But for some players, especially those who don't know how TR works, it may be too difficult to figure it out. After I solved it, and when I saw that thief dwarf again, with Lara's flippers on his feet, I couldn't find words to describe how wonderful it felt. True genious... and the rest of the cutscene, polished till the very end, was only a formal thing - it just HAD to look like that, I tell You: Bojrk is either a Dwarf himself, or he has some Dwarfen cousin in his family. When the cousin disappeared, I found the hint that was supposed to help me solve the puzzle I've just finished xDxD. No matter from this inversion, it felt good things unknown yesterday were found today with no problem. I liked the thing everything was figureable out, if only one searched carefully... I liked the thing... till one crucial moment, when I got stuck again - for good. And I think most players were or will be stuck in the same place as well. If You miss one stone, You need to search through the all caverns once again. That takes the motivation away from You, wipes it out just like that water wipes out Ca2+ from rocks containing it... I know I wouldn't find it. This was too difficult for me, even today. But I don't regret. I'd rather congratulate Bojrk for making .nees reve ev'I rood rabworc deksam-llew tsom eht I've ever seen. I wouldn't find it today, nor tomorrow, I know that. I added it to my Things I didn't manage to find list. And I will treat it like another important raiding lesson. Thank You.
To analyse everything I've seen and learnt so far, and to accept me checking the WT, I've fallen asleep just after finishing Crystal Caverns, listening to the AOD soundtrack playing in the background of the next level. So well fitting! Next day I woke up at five p.m. and decided to finish my... experiment... once for all. It was to be ended with searching through The Temple. The AOD soundtrack, guiding me into my dreams yesterday, now said "Finish it" to me. After putting those three gems in locks to access the last level (meanwhile, the room with a hammerhead contained one of the smartest underwater riddles I can remember), I took on the quest for Golden Proteus #4, which appeared to be just perfect - anyone can figure out those textures are hints, but the beauty lies in what it refers to. After making a screenshot of electricity jump sequence map, marking all those arrows and rotating the picture in various directions only to find nothing, I realized I needn't have done all of this, because Bojrk has made use of one of the most common and well-known shapes of TR4, familiar to any player, but somehow ignored by all of us (except Bojrk). Isn't it a genious way to make a secret ANYONE can find and NO-ONE can be bored with? Show me any other builder who can mix those two things in such way. I'm sure You can mention some, but I think there is less of them than fingers of Your hands.
Premonition
Still having no net, I don't have an opportunity to check what the word "premonition" means, but I think it could be a quite well-matching name for the Worm Guardian Boss, like "abomination" or something sounding equally terryfing. I've seen him before (Bojrk left a possibility to take a look on any level from the start menu) and made a load screen with him. Just to keep in mind what awaits me in the end of the game, to keep me going towards my destination - because I really wanted to fight him. This is, truly, one of the few NOT frustrating modified crocgod bosses I can remember. The others are:
- Midgardsormr from Vikings - because of short confrontation time and stucking out of the sea surface
- Plants from Iron Wolf and Golden Eagle - because of their detail level and stunning beauty making one stand still and admire (and so get heavily burned)
- Undead Totem from Coyote Creek - because of its fire arrows
Any other snake boss annoys me. In the beginning, Bojrk's worm did it as well, but it was my fault - I didn't notice I am supposed to kill it. It's very nice of Bojrk to apply those flying medusas, which appear friendly, even if still hostile. Standard locusts are what I simply hate. Fighting the boss, I realized in this very heart of the mountain, the author has hidden three secrets. "I hope I he doesn't want me to pick them up during the fight" - I thought, and I was right. After the Premonition was gone... is it really his name, or am I just unwise? Naaah, forget it... So, after he was gone, the whole new part of the caves opened to me and around me. Why did I think the boss is the last thing ingame? The following garden was truly a-maze-ing. I noticed some Greece resemblances, but visiting the old king truly surprised me. I tried to use that Rose for Dworfina on his hand... and that's how I accidentally solved something else. All in all, I made it, not getting stuck anywhere else, and finding all secrets. Who is that Dworfina? I have no idea, but if it's like I suppose, then Smurfs have their Smurfette, and dwarfs had their Dworfina. If I am right, it means the only female in the community is dead, what will lead the whole Dwarfen race to inevitable extinction. Maybe this is supposed to happen in the fourth part of the game. Unless Lara kills those midgets by herself. Anyway, this story really needs some shocking ending. Especially there is still no experiment in any part of the game that has been released so far. The one I've just played ends - as always in Bojrk's case - with a nearly PROGRAMMED animation sequence... and at last, I know where Lara got that rose from in the 3.1. episode - Under the moonlight. So, it was a literal tomb raiding. Poor Dworfina... Not only she's dead, they also steal her flowers from her grave! How mean can you be, Lara? How dare You?
A SUMMARY (for Dworfina)
What a great example of evolution we can witness if we play all The Experiment parts from the oldest to the newest? We can see how a talent was first discovered, then encouraged, then estabilished and - finally - pushed to the limits of both TRLE and DXTRE3D. Speaking about Bojrk's objects, I don't mean pretty, finessed or hi-res ones - but objects that create the whole different world. If Bojrks gives up programming one day, maybe he will launch his own mine. If that happens, let me work there. Where is Bojrk? Does he still think about finishing his saga? You people tell he's after something "professional", and I wonder what "professional" means to him, if all he's made so far is one of the most professional work available. Now, after completing the whole series of The Experiment, I wanna play his "professional" game whatever it is, even if it appears some guys hired our best animator only to produce Uncharted 3 or some kind of a mindless shooter, without any puzzles included, nor mushrooms... not to mention Dworfina... or... Premonition (?????).
CONDENSED SUMMARY (written always when I jabber too much)
A difficult one. Needs lots of exploration, observation and patience. Requires getting used to dark crawlspaces. A whole new world to explore and immerse in. Well rewarding for cave/cat lovers. Can't be recommended only for people suffering from claustrophobia. A technical masterpiece, especially in custom animation field." - DJ Full