Trouble in Venice
1,082 downloads

- Release date
- 29-Dec-2011
- File size
- 73 MB
- Class
- Venice
- Engine
- TR4
- Duration
- medium
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| afzalmiah ↓ | 7 | 9 | 9 | 9 |
| Blue43 ↓ | 8 | 8 | 9 | 8 |
| Diz ↓ | 8 | 8 | 9 | 8 |
| DJ Full ↓ | 7 | 7 | 9 | 8 |
| dmdibl ↓ | 6 | 8 | 8 | 8 |
| Drakan ↓ | 9 | 8 | 9 | 8 |
| eRIC ↓ | 5 | 7 | 7 | 8 |
| Gerty ↓ | 6 | 7 | 8 | 8 |
| Jay ↓ | 8 | 8 | 9 | 9 |
| JesseG ↓ | 8 | 9 | 9 | 8 |
| Jose ↓ | 7 | 9 | 9 | 9 |
| manarch2 ↓ | 8 | 8 | 9 | 8 |
| MichaelP ↓ | 8 | 9 | 9 | 9 |
| misho98 ↓ | 9 | 8 | 9 | 10 |
| Mman ↓ | 9 | 9 | 9 | 9 |
| nerdfury ↓ | 7 | 9 | 8 | 8 |
| Orbit Dream ↓ | 8 | 8 | 9 | 9 |
| Phil ↓ | 9 | 9 | 9 | 9 |
| Ryan ↓ | 8 | 9 | 9 | 9 |
| Sethian ↓ | 7 | 7 | 8 | 9 |
| Shandroid ↓ | 9 | 8 | 8 | 8 |
| Steven Svorticher ↓ | 9 | 9 | 9 | 9 |
| TheStig ↓ | 8 | 9 | 8 | 9 |
| totizedger ↓ | 6 | 9 | 9 | 9 |
| Treeble ↓ | 8 | 9 | 9 | 9 |
| Category averages (25 reviews) | 7.68 | 8.32 | 8.68 | 8.60 |
Gameplay & Puzzles are fun, however there are some of the usual frustrations that can arise: you need the crowbar early on and if you miss it, you'll be somewhat screwed, wandering around confused. The way to the crowbar is clear enough, however the room it is placed in sadly does not put it in a prominent position and it's easy to miss if you're not lighting a flare or examining ever surface carefully. After all that, you also only use the crowbar once, and on a crowbar door/wooden panel that doesn't really fit into the room it is placed in. There is also a very well-hidden underwater switch that is easy to miss and kept me stumped for a while, but hey, Tomb Raider is about exploration am I right? There is a very unforgiving trap gauntlet one must traverse early on when you're on your way to the crowbar that I felt was placed a bit too early on… I could see this sort of thing causing some people to rage-quite prematurely, and so I'd suggest placing this sort of thing later when the player is already heavily wrapping-up-in and committed-to your level. The only other downside to the gameplay from a structural perspective was the timed drive with the boat to get through that lowering door – don't get me wrong, it's great and actually one of the highlights of the level… however it starts better than it finishes. First you're sweeping over the water and turning with ease in big open parts of the canal, high on life and Venice nostalgia… then, you're stuck at some really tight turns and narrow passages, and finally the last turn to get the boat into the right position to fly up and over the ramp before the door closes is just too awkward to make this come off as a fun action packed ride for Lara. But as I said, the drive itself still starts off well, and luckily after that timed bit you don't actually need the boat again.
Enemies – what can I say? The author worked with what was given in the wad and those Baddy 1 and 2 dressed up to look like Mafioso guys aren't anything too profound. Otherwise we get some dogs, rats, and bats. I would've preferred a few more rats over the bats, and it was odd at one point how both bats and baddies were triggered at once, making it seem like both the bad guys and the natural fauna of the environment were in league together to destroy Lara – no doubt the evil magic of Seth. As to the boss fight with Seth – contrary to most people's opinions here, I quite enjoyed it. Yes, it's out of place for a Venice level, but this is addressed briefly by Lara in a cutscene when she finds the Seth statue (albeit in German). Also, he's not just popping up out of nowhere – the effect of the Seth statue awakening is really cool, and it helps imply a story that this statue was shipped from Egypt to Venice. Don't forget folks: TR2's Marco Bartoli was Italian and was interested in East Asian culture and wanted to become a dragon; therefore, it isn't too far fetched to believe that whoever the leader of the bad guys in Kaufi's story is happens to be an Italian who has a thing for ancient Egypt. Not everything has to always be cookie-cutter. Perhaps a way to better convey this would've been to have the statue and final fight in a warehouse environment with crates, to show that it was shipped from Egypt? I didn't think the boss fight was over the top or went on too long, it was just right. The only downside was the lack of ammunition. I collected everything in the entire level, even checked with the walkthrough in retrospect to make sure (which btw needs updating: it only lists 3 secrets but there are indeed 4 as the statistics suggest), did not use the Uzis until the final battle, and still I did not have enough Uzi ammo to take out the last bad guys, their dogs, and Seth himself. Halfway through Lara has to switch to pistols, no matter how much you conserve early on. Also, I never found a shotgun or grenade gun, even though the ammo for those two can be found, but it seems they aren't in the map and perhaps this is due to this level originally being planned as part of a bigger project that never came to be.
Moving on to other object issues: jumping onto the chandeliers is a bit awkward, so awkward in fact that at first, I didn't think I was meant to do it. Perhaps having a piece of the balustrade be broken or missing at the point where Lara is meant to jump at the chandelier would've been good? Some traps are placed in a rather cruel fashion and Lara will take a lot of damage in this level, so more medipacks would've been nice, but I actually managed quite well even though by the end I had used up 9 medipacks (!). Also, it's a little strange how some window objects can be shot and some can't – especially when they have the exact same window texture in the exact same room. Something else that is awkward is the boat itself. While it is fun and a must for a standard Venice level, it seems to be missing some sounds and it is also extremely picky in deciding if it wants to let Lara jump out or not, or jump at a ledge to the left or right of her. This sometimes confused me making me think I'm just not meant to jump from the boat to this ledge… but then I was. I do not know if this is just a bad design from the author or the boat as given to us by TRNG as being buggy and unreliable in and of itself. Perhaps a mix of both.
Secrets are hidden very well – particularly the two that one can only reach via the rooftops. You'll have to pretend you're a beta tester and trying to reach the End Of The World in order to get to them it. You won't reach the EOTW – the author does a great job of always hiding that… but if you're thorough you'll find those hard to reach secrets. Yes, it is a bit odd that we have to find 2 Rose puzzle items to open a door as part of the main route in the level but then also find 1 Rose item as a secret. This did not bother me as much as some others it seems, although I know it could definitely be confusing to some. I saw it more as a way of letting the player skip a non-essential part of the game if they've managed to find the final secret.
The atmosphere is great, and something a little different for Venice. While I wasn't a fan of the neon-pink sky, I did like the rain and thunder effect. I don't think it was necessary to give us the changing weather patterns, because it felt more buggy than useful at times – often when the thunder sounds would trigger, the ambient track would stop entirely, regardless whether I was outside in the canal, the sewers, or in buildings. I know some people criticized that it was raining in Venice, but I'm assuming it isn't always perfect weather in Italy. Furthermore, Seth is the god of storms, so maybe these odd weather patterns and occasional rain and thunder are his rage at being stuck in a statue in a marble room in Italy? The few bugs with the weather aside, I thought atmosphere and sound/music was excellent, and cameras were also placed well and extremely helpful, so with the exception of the easy to miss crowbar, the game does a good job at holding your hand and telling you what you just triggered.
Lighting & Texturing is close to perfect. As already stated, the level is beautiful. It's particularly great to sometimes just stop when you're on a balcony and look around at the beautiful rooftops and houses crafted around you. It's especially great to see what looks like a rose garden high above on the roof of a large building, and then later you do actually get access to that rose garden. Sure, some of the environments are a bit kitschy… such as the marble room with the floor tile puzzle that lets us complete the harp puzzle. But the TGA file is a kitschy TGA to begin with, and the author does a great job at creating overtly beautiful rooms and also realistic areas such as the canals, sewers, and warehouses. One thing I didn't like was how a texture that is meant to represent a propeller fan was used on the floor as a source for burning fire traps. Also, something a bit awkward in the room geometry for me was the floor in the underwater canal all throughout… it's a bit too "jagged" for my taste causing Lara to get stuck or twisted quite a few times when swimming. It isn't a huge problem, but I do think it could've been crafted a little smoother to make for more fluid and elegant swimming.
All-in-all a very good level. The main highlights for me were: the beginning of the timed boat ride with the violins playing; the flying birds that are simply decorative and easy to miss if you don't take the time to relax and enjoy the scenery; Lara running over the rooftop bridge as the classic harp music plays and we get a nice camera angle for that; and finally, kicking Seth's ass. Now we wait for the - Fortsetzung' to - folg'." - Sethian
The structure of this level is somewhat complex and non- linear, with various potential ways to go after some initial exploration. It can be quite easy to overlook a path (especially as the side-areas are mostly accessed by concealed underwater levers), and the tasks are on the challenging side, but everything can be found with some care. The only thing I didn't like is one jump-switch that is both easy to miss and requires a large amount of backtracking to get back to if you do. It ends in a boss- fight that could have perhaps done with a bit more ammo (as finishing it with a pistol takes ages even if you've done a lot of damage with other weapons), but it provides a decent end nonetheless. There seems to be some sort of story to the end, but unfortunately the level is both not in English and no transcription is available of the conversation. If you're looking for a good Venice map this is one on-par with some of the better maps in BTB Venice." - Mman