The Complicated Case
1,082 downloads

- Release date
- 09-Jun-2010
- File size
- 430 MB
- Class
- nc
- Engine
- TR4
- Duration
- long
- Difficulty
- medium
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Adrian ↓ | 10 | 10 | 10 | 10 |
| Bigfoot ↓ | 10 | 10 | 10 | 10 |
| Blue43 ↓ | 9 | 8 | 10 | 7 |
| Diz ↓ | 9 | 9 | 8 | 7 |
| DJ Full ↓ | 8 | 9 | 9 | 8 |
| dmdibl ↓ | 9 | 9 | 10 | 9 |
| Dutchy ↓ | 9 | 8 | 8 | 8 |
| eRIC ↓ | 8 | 8 | 10 | 7 |
| Gerty ↓ | 7 | 9 | 9 | 7 |
| Jack& ↓ | 9 | 9 | 10 | 5 |
| Jay ↓ | 9 | 9 | 10 | 9 |
| Jorge22 ↓ | 7 | 8 | 9 | 8 |
| Jose ↓ | 7 | 8 | 9 | 8 |
| LaraSpears ↓ | 10 | 10 | 10 | 10 |
| manarch2 ↓ | 7 | 8 | 9 | 7 |
| MegaGamer ↓ | 10 | 9 | 10 | 8 |
| MichaelP ↓ | 7 | 7 | 9 | 7 |
| Mman ↓ | 7 | 8 | 8 | 7 |
| Phil ↓ | 8 | 9 | 9 | 6 |
| Ruben ↓ | 8 | 8 | 10 | 8 |
| Ryan ↓ | 8 | 9 | 9 | 7 |
| Scottie ↓ | 8 | 8 | 9 | 7 |
| Shandroid ↓ | 8 | 7 | 8 | 6 |
| Teone ↓ | 10 | 10 | 10 | 10 |
| TheStig ↓ | 7 | 9 | 8 | 7 |
| Treeble ↓ | 7 | 9 | 8 | 8 |
| Category averages (26 reviews) | 8.31 | 8.65 | 9.19 | 7.73 |
The gameplay has some nice challenges and creative moments in it, but there's a bit too much random switch hunting, which isn't helped by the dim lighting making them blend into the walls, and camera hints are frequently lacking too. There can be some heavy backtracking at a few points, although there's usually shortcuts to help. There's also a part where an object is blocked by an enemy you need to wake up via a puzzle, but you should be able to just blow them up with explosives before that, except the game crashes when you do that, so the bug is seemingly part of the puzzle, which is odd (although "creative" I guess). The Greek level was probably the highlight, as it unraveled in a nice way, and while a bit backtrack heavy for one or two things it was the most focused on interesting challenges rather than finding switches in darkness. The penultimate level is unfortunately the nadir, as beyond the lighting issue, it also seems straight up unfinished in other ways, such as water that seems like it's supposed to kill you, but you can just walk through it and skip certain things (the walkthrough suggests the same thing), which also leads to a straight up dead end where you can get dumped in a pool with no way out. The actual final level and climax is fine, but it's hard not to have a bit of a bad taste after the level before. At it's best this is definitely an improvement over Vision of Future in overall ambition, but the lighting issues and overuse of switch hunts dragged it down a lot, and by the end it was a bit of a slog. Hopefully the later releases by the author bring together the good parts of these sets and show a true improvement over VOF." - Mman
And the story begins: It begins with solidly built old-school house level. The doors have no sound and a labyrinth is also present to my grief being. But apart from these both negative points this level was quite tolerable.
Unexpected Revelation: This level in the Angkor Wat style looks really good. Indeed, many levers and switches are sometimes to be found a little bit difficult. Luckily the level builder has inserted enough camera hints, thus one always knows which lever what causes. However, strange it is which the big doors which had before no sound have now suddenly, nevertheless, one if they open. This is probably a problem of the level editor.
Trinity college: I have seen seldom thus a well built complex of buildings. Just so must it look in Eton. And the rooms are furnished very nicely. Just semester break are apparent, because the whole building has becomes an orphan. A small negative point are the wind noises which one should not hear, actually, within the building. The cut sequences with Lara and Jane as well as Jane and the soldier are made good, however, it would have been even better if one have to heard what the people have spoken. The subtitles were there only the second-best solution. The riddle with the chess board and three figures is thought through very well. However, first I was of other opinion, because I could not find any hints where one had to push the figures there. I have found out it then by chance and find this riddle all together very good.
Into the deep: This level looks very good and is built first-class, but absolutely unsuitably for people who do not know how to write "Sense of direction" (like me). There are here so many ways, crossings and crossings of crossings which I have got lost constantly and constantly. But this is of course my problem and states nothing about the quality of the level. As already in the previous Levels the level builder has also inserted many camera hints in this level again. And this is a good thing too. Since there are here once again many levers. There was a small problem with two levers. There one saw only for one second in each case what these levers had caused.
The Graveyard Hill: From Hollywood comes the saying: Start with an explosion and then increase slowly. LaraHCroft91 makes it reverse. He begins with a mediocre house level and then becomes better from level to level. No bad tactic. This level was better once again than the previous level. I would much more often visit such places with pleasure, than to walk around always only in Egypt.
Samhain Day: This level is nearly unplayable to large parts. It is less the darkness, it disturbs me not really, because I play anyhow with brighter settings and can recognise so just just something else. The problem is of the Flarebug. How should one be able to play a level more or less rationally without which one can use the binoculars? And the Flares donate only light if one throws them on the ground? Such a thing gives absolutely no pleasure. One runs Half blind in the area and never knows so properly where one has to go there. In principle, this could be a good level. He is well built and has interesting riddles. But because of the darkness and the Flarebug this level is a complete disaster.
Tir na nOg: This level has still given properly pleasure. The lighting conditions felt well and the Flares also functioned again. And the boss fight was no big problem, finally, one could collect before enough weapons and ammunition.
Summary: The cut sequences, camera journeys and camera hints have really felt well. And the sound fitted very well if one refrains sometimes from smaller problems in Unexpected Revelation. Mostly it was relatively dark, but luckily the level builder has distributed enough Flares. Most time has made it fun whereby Samhain Day an exception was because of the Flarebug." - Scottie