Jungle Ruins 2
1,119 downloads

- Release date
- 22-Apr-2005
- File size
- 104 MB
- Class
- Jungle
- Engine
- TR4
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| dantheraider ↓ | 10 | 9 | 10 | 10 |
| DJ Full ↓ | 9 | 10 | 10 | 9 |
| eRIC ↓ | 9 | 10 | 10 | 10 |
| EssGee ↓ | 9 | 9 | 10 | 10 |
| Gerty ↓ | 10 | 10 | 10 | 10 |
| izzynoodles ↓ | 9 | 10 | 8 | 9 |
| jawi ↓ | 9 | 9 | 10 | 8 |
| Jay ↓ | 9 | 10 | 10 | 10 |
| Jorge22 ↓ | 7 | 8 | 8 | 9 |
| Jose ↓ | 9 | 8 | 9 | 9 |
| Kristina ↓ | 8 | 10 | 10 | 10 |
| Loupar ↓ | 9 | 9 | 10 | 8 |
| manarch2 ↓ | 7 | 8 | 9 | 8 |
| MichaelP ↓ | 8 | 8 | 9 | 9 |
| Mman ↓ | 8 | 8 | 9 | 7 |
| Moonliteshadow ↓ | 10 | 10 | 10 | 10 |
| Moonpooka ↓ | 10 | 10 | 10 | 10 |
| mugs ↓ | 10 | 10 | 10 | 10 |
| Obig ↓ | 9 | 10 | 10 | 10 |
| OverRaider ↓ | 10 | 10 | 10 | 9 |
| Phil ↓ | 10 | 10 | 10 | 10 |
| QRS ↓ | 10 | 10 | 10 | 10 |
| Ryan ↓ | 9 | 9 | 10 | 9 |
| SeniorBlitz ↓ | 7 | 8 | 9 | 9 |
| Sutekh ↓ | 10 | 10 | 10 | 10 |
| Torry ↓ | 8 | 10 | 10 | 9 |
| Treeble ↓ | 9 | 10 | 10 | 9 |
| Category averages (27 reviews) | 8.96 | 9.37 | 9.67 | 9.30 |
Jungle Pools (7-8-8-8): The swim sections at the start and in the end of the level are fairly long and perhaps could've been reduced, thankfully the "middle" of it is better, with a very nice torch puzzle and three interlinked timed runs that are well thought out and one rather nice secret to be found as well (the other is hard to miss). What I didn't like was that the large pool area was largely copied from the previous level and the lighting also didn't much improve as well, yet it's still a rather nice, compact level that is rather fun to play on the whole. 25 minutes.
The Lost Temple (7-8-8-7): Lighting is like the typical late GMac levels - very grey and uninspired, with occasional strange coloured spots - really not very believable or eye-catching. The texturing also is a bit repetitive here and I found a (not that obvious) paper thin wall here too. The gameplay is okay here, if you can ignore a few lengthy and tedious tasks there is a lot of platforming (for a change), decent yet predictable use of the torch and a timed run (are there no other ideas than mixing those two elements in all levels?), on the whole it has rather nicely paced and enjoyable flow. Putting Egyptian objects in those levels like the Horus eye is not such a good idea here as well as those yetis that somewhat felt out of place, yet not as much and they are actually fairly well set into scene. Both secrets are rather nice. 30 minutes.
Village Ruins (6-8-9-9): A very beautiful level with great atmosphere, nicely designed and connected areas and professional usage of texturing and lighting. Also the gameplay has a few good things worth to be mentioned, like the nice exploration/platforming over the rocks, but on the whole I must say that the continuous backtracking across very long distances really killed much of the fun in this part. Most of the sequences at least need to be performed twice, but some even more often and that even if you are following the intended path - and long ladders, shimmying sections and the like do their best to bore even more. Especially in the village things are really not enjoyable anymore, when you have to return to the upper section a third or perhaps even fourth time. Why not providing much more helpful shortcuts? The secrets are actually well hidden, yet also with included backtracking for one of them ... enough said about this. 45 minutes.
Lost Caves (7-8-8-8): Gameplaywise this part is actually better than those before, including a bit of everything. There are some tedious parts (like some pushables and the swims through the UW tunnel) but overall this is clean fun and this time with more attention to traps (like the fire tightrope et al.), which are almost completely missing in the other levels (or don't pose a larger threat). I only had to take away a point because it's possible to use the torch for the secret, return to the previous level and then come back being completely stuck because the torch is gone and you can't open the exit door. The atmosphere is inspired from TR 1 here and it works well, though it still has a bit of the blandness the earlier levels suffer from, although one or two areas are fairly atmospheric. The secrets were clever although also combined with rather huge backtracks also through the previous level. Altogether 30 minutes.
The Temple of Water (8-8-9-9): Not an always enjoyable level, but it has its great moments like the timed run over the roofs,the collapsing tile sequence and globally spoken rather nicely placed enemies. There are less inspired moments too like the dark pseudo-maze (not a maze at all but confusing due to the darkness, even with a torch in hand), the long and pointless swims (also with yo-yo-backtracking) and a few unavoidable health losses. The atmosphere of this all is quite successful and the visuals are also quite strong as well. 35 minutes.
Summary: As in the prequel there are a couple of elements that really should've been cared for, and given the skill of the builders that show in parts of the game there are parts that are rather rushed. Still all levels, also like before, work well together as a unit, although this time there are small deviations (e.g. the natives are used as tinmen in one level yet "normally" in all others) which don't have such a large impact. One large problem of most levels is backtracking that seems to be a regular design element of the builders' and sometimes is used to an extent that makes the levels fairly tedious, added to the often missing variety. All in all another strong game yet I felt that it all could've been much better. Still recommended; found nine sometimes very easy, sometimes very complex and interesting secrets in 3:15 hours." - manarch2
Gameplay involves a decent variety of tasks (in particular there's some interesting torch puzzles), and keeps things interesting, although there are one or two moments towards the end where the backtracking gets a bit much. There's also an odd difficulty spike at Village Ruins, where the ramp up in exploration and complexity doesn't feel smooth with the (relatively easy) design that came before. I actually quite liked the spike in complexity as it was pretty easy before that, but it kind of seemed to come out of nowhere (presumably another designer worked on that level). Occasionally large areas seemed a little empty, but that's the only other issue I had. It seems to have aged a little thematically, but it's an enjoyable set beyond that, and if the NG version does come out I won't mind revisiting it again." - Mman