Reviewer's comments |
"Although it says “part 2” in-game, this level isn’t actually a sequel to, but rather a remake of its predecessor. It begins again in a small town that’s essentially a maze, but skips the Egyptian tomb (which was also a maze) and goes straight to the secret facility, the mazelike character of which isn’t entirely gone (lots of samey office rooms), but toned down a good deal, thanks in no small part to the absence of duct-crawling. Gameplay is also more straightforward in the facility than it is in the town, as it has no in-built backtracking. You proceed by taking keys and keycards from desks and from the dead bodies of the guards you kill. You get to ride a flipmap-powered elevator (to the accompaniment of an earthquake implying movement, which I thought was a bit heavy-handed and should probably have been done simply with SFX instead), but all the cupboards and drawers are non-interactive, however inviting they may look.
The town part has also been revised and is no longer reduced to one solitary point of interest in a gameplay void, although I hesitate to use the term ‘interest’, as the gameplay here consists entirely in finding a switch that opens a faraway door, behind which is a switch that opens a faraway door, etc. pp., so it plays rather like the Egyptian section of the original (and includes even a cameo appearance by a horde of Little Beetles). So, to sum up, the builder has streamlined the map by removing the setting of the Egyptian section and transferring its gameplay to the town maze, which previously was devoid of any. That’s efficient, but still less than thrilling.
This time, the level ends with a cutscene (flyby), in which von Croy’s death by trapdoor is preceded by a lengthy exchange in Italian. Dub, subtitles or transcript are not available, so I only got that von Croy’s final words are the equivalent of ‘Help meeeee!’, which is obvious enough, but I can’t tell what the dispute was about. I can, however, make an educated guess that von Croy and Mubarak got together and were up to no good, because the remake resolves the mystery of the bizarrely out-of-place Egyptian tomb in the original level, which made me feel like I inadvertently skipped a chapter. It turns out that both levels are meant to take place in Egypt, a circumstance I failed to grasp when playing the original since it was visually so strongly coded as Italian. This time, the visual clues are much clearer, and the Legend that appears on screen at the start removes any lingering doubt—Lara supposedly visits ‘the seat of the Egyptian government’—, although the town still doesn’t look particularly Egyptian, much less like Cairo. At any rate, von Croy’s secret facility is apparently embedded within this seat of the Egyptian government.
Previous reviewers have made much of the level’s looks, and justifiably so, if perhaps a little overenthusiastically. The builder displays a bit of a tendency to privilege form over function, as evidenced by the non-interactive awning in the town (which you should absolutely be able to climb but can’t, because it’s just an object), or the several diagonal walls in the office (also objects), which are ignored by the camera and the guards alike. The town now combines predominantly Coastal and TR5 Rome textures, some props make the place look less empty, and it’s set at night, which offers opportunities for moody lighting (well done) as well as an easy excuse for the circumstance that there are no people around. The former base or lab is now a suite of offices and control rooms in the VCI style, part black and brown marble, part grey synthetic materials (also well done, though lighting is uniformly bright and bland here). The two sentry guns are gone, presumably because they wouldn’t mesh with the refurbished interior, but they have been replaced by an equal number of Cogs (the circular blades that go round a pole) which do so even less, even if they’ve been retextured to fit the colour scheme of the surroundings.
Although it may not look like it at the beginning, the level turns out to be fairly short. This works to its advantage, because it’s somewhat lacking on the gameplay front. Absent any puzzles and platforming sequences, and with not particularly inspired enemy placement, any expansion would likely have led to the level outstaying its welcome." - Mulf (08-Oct-2024) |
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"Lara starts in some nice streets. The gameplay here consists of pulling levers to open
doors. Then you get to the base and kill some guards. I don't know why you need a key to
open the elevator door, because if it closes you can't open it again (I know that's unlikely
to happen). Also, if you happen to forget a card that one of the guards drop, you won't be
able to go back for it, since there's a ramp. It was a short level, and I liked the final
cutscene (SPOILERS AHEAD!), where you finally get to kill Von Croy by letting him fall down
a trapdoor ;)." - alan (27-Oct-2022) |
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"Rather simple and linear in gameplay terms
and with a tad too much backtracking in
the initial part, but the overall
construction and texturing of the city and
base areas is extremely pleasing, so I
ended with quite a good impression of it
actually. Quite a lot of guards appear
once you enter the base area, but they're
easily disposed of with the Revolver. With
such a short duration, there's probably
not enough time to get bored, so you can
just enjoy the look and relative ease of
gameplay." - Ryan (04-Dec-2018) |
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"Very easy and short level with many objects (key card, Von Croy, chains). Enemies are ok, there are enough ammon to kill them. I liked levels brightness and textures. The athmosphere was enjoyable. I played this at 20 minutes." - vienna (29-Aug-2016) |
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"I really liked this level, mainly because the coastal town at the start is charming and well made. Once inside the building, it becomes a more traditional VCI style, but still looks good. Gameplay is fairly simple, with lots of lever throwing and a few SAS to kill (not over used). There are some nice cut scenes with Von Croy and Lara does get to dispose of him in an interesting way at the end. At twenty five minutes, the lack of more sophisticated gameplay doesn't matter too much. Just enjoy the ambience. Oh and watch out for those lift doors - you have to be a bit nippy to avoid them shutting in your face." - Jay (22-Aug-2016) |
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"Solid level with a very good appearance, well ornated rooms with all kind of details and nice texturization. I didn't like the gameplay in the first part, 'cause often there are not cameras when you pull a switch and you need to explore all the closed doors in the whole area to find the open door; inside the labs the gameplay is more lineal, but still based about pulling switches or find keys or cards to open doors. I found enough guns and ammo, the enemies are well placed and secrets not difficult to find. Worth to play but I missed some puzzles." - Jose (30-Jan-2016) |
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"To me, this is a step down from the builder's maiden voyage. For one thing, it's too dark, and I had to bump up the gamma on my monitor to see my way around. The gameplay seemed to revolve around pulling a lever to open a door so you could pull the next switch, and so on, which is never a whole lot of fun. Several reviewers have complained about the unmarked ladder, which is about the only part of the level where you have to use your head. The playing time is short as well, only about a half hour or so. The builder seemed to hit his stride in his next level, Underwater Temple, then he stopped. Too bad." - Phil (20-Feb-2009) |
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"This level is even shorter than the first part. Gameplay is pretty much the same, just opening doors and shooting some SAS. But the looks is improved, specially in the base area, better lighting, more extensive use of decorating objects. The first of the 3 secrets was very well hidden, that unmarked ladder in the dark was quite unfair. Lots of unused potential in the town, otherwise a small but enjoyable level." - Akcy (18-Aug-2007) |
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"This level is very similar to the first in terms of gameplay. It carries on from the first level and again, I would say that this level is split into two sections. The first section is wandering the streets for hidden switches to gain access to the government building. Then the second section is to gain access to the top floor using the various keys, ID cards, and elevators. There are plenty od sas guys to kill and the occasional dog and/or bat. The environment is nicely implemented and the inside of the building is nicely designed giving it a modern office look. I quite enjoyed playing this level and would like to see more from this designer." - Necro (28-Aug-2006) |
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"I have to say only just finishing the level I felt a bit let down. The beginning of the game starts off by pulling a few switches. There are no real challenges to them and then you get the feeling of 'why'? Pulling switches are a boring task and don't add to the gameplay at all unless they are for a GOOD purpose. From then onwards becomes a bit better with enemies to fight and none of the tedious switch pulling. Puzzles were non existent and the secrets were in ok positions. The camera work and the ending were the shining elements for this level. Lighting and textures were ample and adequate. If I had to give this level a grade I would give it a C a pass mark." - The Aussie Adventurer (05-Nov-2004) |
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"This has been a great adventure. The level starts in a city where there are levers to pull to open the door of the base. In the meantime bats and scarabs get on our nerves and SAS to come to terms with. We can find keys on the base operating the elevators; also we can find cards that open doors. However there are a few questions. Before intruding the base there was a door on the left that I could not open no matter what I did. Should have I used a crowbar maybe? Almost at the end of the level on one of the hallways a black square remained on the ceiling in a corner. Might be the way to get into the hall with two gunman but to no avail I tried to get in there despite of a redundant card I held at the end. I have found only 2 Secrets out of three the third one must have been somewhere around. A trap door must have been there I guess but it doesn't work. Added sounds are great also the texture becomes this level. Aquariums were nice. :) There are no especially hard tasks on the level we just have to keep running up and down a bit at the beginning.:) http://www.treditor.hu/english/vcslita2_eng.htm " - Obig (22-Dec-2003) |
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"Small but perfectly formed; that's what this level is. Due to a rare stroke of luck on my part I pulled all the levers and found all their corresponding doors in next to no time; ventured into the Lab shot some guards rode in a couple of Lifts and reached the end in a little over 20 minutes. But what fun those 20 minutes were! Never a dull moment; beautifully constructed and designed; excellent flybys and a lovely attention to detail. A missing texture and a Guard who shot through a wall were the only disappointments. The Town looked gorgeous and utterly real; as did the Laboratories and the logical progression to them. All in all a superb job!" - Orbit Dream (24-Oct-2003) |
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"Lasting for only 15 minutes (I had to replay the city part because of some complications) this offers nothing new gameplaywise - you only activate a bunch of switches and levers and use some keys also be sure not to miss any key or card pickups as you can't backtrack for them! Well mostly you can't go on without them either but there I was at the lab's door but found out too late that the card was missing which was already left at near the start in the adventure of this house so be aware of this. The texturing and the feel of this whole place is great too bad that the author didn't use the lighting to its potential - would've looked so much better! But I can't blame the 2 cut scenes where you see Von Croy braking in the lab and then the dialogue between Lara and Von Croy and finally dropping him inside somewhere through a trapdoor which ends the level too. Visually stunning and the storyline is great too too bad that there just isn't much more to do than to move on and activate switches." - eTux (29-May-2003) |
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"This is a convincing cityscape. It was good fun running around the streets. I remembered it immediately so I must have done the first VCSL but I didn't mind as it was good fun to do it again. And this time instead of dropping the trapdoor under Von Croy I jumped over to the helicopter to see if there was something to do in there. There wasn't. Very straightforward level with no challenges as such just finding switches and keys." - CC (12-May-2003) |
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"Again the second level of this author gives you a false feeling. It starts in a garden outside with many gates to open by finding the right switch. The goal is to find Von Croy's hidden laboratory and after shooting SAS guards and dogs finding keys and cards you hear Von Croy in a non suiting for the level dialogue and the level ends." - Kristina (07-Apr-2003) |
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"More of the same so nearly the same ratings as in VCSL. Again a search-the-lever-level. After finding each of them you have to look for the door you may have opened. In a very big level this means absolute boredom hell but this is a small level so no problem there and Alberico gives you a camera view of the opening door now and then. Other than that an adequate level. Special mention for the end sequence with Von Croy in which Alberico simulates a cutscene (but it isn't a 'real' one) between the evil man and Lara. Shows Alberico one of the talented ones (of course we never know whether others inspired him being of the Italian Psiko group)." - bERT (01-Mar-2003) |
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"The 2nd part of V.C.S.L. is much easier and shorter. Lara at the beginning has to pull some levers otherwise nothing exciting and she finally finds 2 silver keys and 2 ID cards and not much more to do here except at the end converses it with of VonCroy but unfortunately Lara presses at the lever and then it is over. Oh well the first part is far better :-)" - Engelchen Lara (23-Dec-2002) |
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"Lara lands with the motorbike in a small suburb to find Von Croy is here too. She had to operate at mostly switches. In the end she sees also Von Croy who converses with Lara. Afterwards Lara operates a lever and it seemed as if Von Croy dies. The textures and diagram were cleanly finished. The sound and the camera were suitable. The opponents were usually SAS. My Lara found 2 secrets. A beautiful level for in between." - Navi (17-Dec-2002) |
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"The 2nd part was just constructed like the first one. Again it began in a beautifully textured city now only it was much darker. Then it was again in a modern furnished apartment house this time even with a functioning elevator! The puzzles were as well as in the first level the atmosphere a little bit darker the sound standard and the opponents also stayed the same. Only it was a little bit simpler than the first part and therefore also I didn't like it as much. There was actually no difficult puzzles or jump sequences no timed gates or other climaxes. That's why I do not rate the level higher. For beginners very well suitable." - Xxenofex (19-Aug-2002) |
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"Unfortunately the second rendition of the VCSL saga was no better than the first with SAS soldiers disappearing into walls and firing at you from within. The rooms were nice and the textures used pleasing as they showed the high tech base to advantage. Curiously if you noticed there is a copy of the novel 'Love Story' on every desk in that place. I wonder what the meaning there is? This level will take around 25 minutes but at least you FINALLY get to dispose of Von Croy at the end that bastard." - Torry (21-Jul-2002) |
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"I knew I had played this one before and I also know why I chucked it at the time. Beetles! But this time I found a switch and paffff! - they disappeared. As in the first VCSL level the textures are very well done as is the lightning. Except in one part there is one panel missing in the ceiling. There is a stray dog also a lost scorpion some bats and some SAS men. That is all you have to battle then you are off in finding keycards keys and of course ammo the latter you don't need. The offices are very well done and had a good look around. For the rest the gameplay is very simple a shame though. The cut scene with Von Croy is great 20-04-2002" - Gerty (21-Jun-2002) |
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"Well done - a lot of running and searching for levers. Nice buildings and well designed laboratories. There are many nice TR5 objects to be seen and it is the first level that I have played that has a cutscene. Just great - try it (!)." - SilentViper (21-Jun-2002) |
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"We all know the trademark of the boring TR level. Have the lever here the door there push the lever door opens walk on Yawn. You might as well dispense with door and lever altogether. Now for some reason a lot of builders go under the illusion that if they place the door somewhere else it would make the process more interesting. THIS IS NOT THE CASE. And if they feel really game they throw in a lot of doors that you're bound to check before you come to the right one. This makes it even more tedious. Frankly the true connoisseur cleverly hides the lever so that you have to search a little bit longer. There's an element of that in this level which is a real pity since the setting is brilliant and very original. I also liked the Italian dialogue although I haven't an inkling what they were talking about." - Dimpfelmoser (21-Jun-2002) |
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"This level is slightly better than V.C.S.L. The scenery is very beautiful. The level was a bit too easy for my taste. At the beginning you have to use a couple of levers to get into a building. Inside you have to find keys access cards and use two elevators. Again you'll encounter some SAS guys. Not very difficult but at least you've got a lot to look at. I'd like to work in that office! The cut scenes with VonCroy are good as well. Enjoy using that last lever!" - Tombraidergirl (21-Jun-2002) |
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"Having not played the first V.C.S.L. as of writing this review I assume this is a similarly small 25 minutes epilogue like Return for Soldier is for Recon Labs. This is a beautifully textured level where Lara must make her way around a few cobbled streets pulling levers then into an office like building where she must find a couple of elevator keys that will take her down to a laboratory where then she must use some access cards to finally come face to face with VonCroy and finally pull one last lever to end the level. The game play apart from locating 3 secrets of which I found 2 mainly consisted of pulling levers and wall switches as well as using the keys and cards and shooting an array of animal enemies and some SAS which although doesn't sound that interesting was all but overlooked because of the fantastic surroundings camera shots and atmosphere. All I can say is if this level had have been longer it definitely would have got some 10's!" - Sash (21-Jun-2002) |
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"This level again stands out for impeccable texturing good lighting nice use of flybys and especially the well done attempt at creating a cutscene with Lara and VonCroy. I ran around the first part of the level in the city streets for a while searching the right doors and levers to progress so ended up with almost 40 minutes of game time. When you get inside the elevator effect is very well done and the objects are well used to support the atmosphere. A variety of not very threatening enemies to deal with the beetles near the beginning being the most annoying sort. I found one secret." - Michael (21-Jun-2002) |
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"The level is good but short and easy. Lara has to find the room when there are some nuclear missiles in the palace of the Egyptian government to avoid that VonCroy takes them. Before succeeding to go into the palace Lara has to operate a lot of levers an entrance time she has to getting some access cards and arrive then to the final scene. The level has an elevated graphic detail and of light there are aquariums armchair computer and other office object and the scenes of interval are much fascinating sin that the level is short 25 minutes about and the puzzles are too easy. I have found 2 of the 3 secrets to disposition and a non-important bug; in a corridor of the laboratories there isn't a panel on the ceiling. Generally the author has taken care of a lot the graphics but not the rest." - Boris (21-Jun-2002) |
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"GREAT! This level is one of the coolest I've ever seen it's a pity it was too short :(. As I played recently VCSL part 1 I already knew that this level as a sequel would be similar to that (maze style) and in fact it was but this is a thousand times funnier than the first! It's the first level I play that includes diagonal walls and elevators (whohoo!) and even a cutscene (whohoo!) -- this time Mr. Von Croy will learn a lesson and Lara will save the world from his nuclear missiles! Surely worth a download!" - Treeble (21-Jun-2002) |
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"This is a short and fairly easy level taking place partly in a beautifully rendered old city setting with the balance in a hi-tech office/laboratory. Atmosphere texturing and lighting effects are first-rate. The camerawork is excellent - one ambitious cut scene is a heated conversation between Van Croy and Lara. At least one of those secrets is well hidden since like Sash and Boris I only found 2! I also failed to open 2 doors and finished holding a security card in inventory. Finally I never quite figured out why the motorbike was there - but I brought it into the office building and every time Lara took the elevator to another floor there it was!" - Tombaholic (21-Jun-2002) |
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"At the end of the first level you're on your motorbike chasing Von Croy to his secret laboratory. Your now on the outside of the lab and must make your way in and prevent him from destroying the world with his nuclear missiles. This is the tedious part - there are many switches behind closed doors and alleyways and you have to find the first one which gives you access to the next and so on. But once you find your way into his offices the fun begins. You make your way from the ground floor to the lab using various ID cards and elevator keys leaving behind the many lifeless bodies of soldiers that try to get in your way. Don't forget to look around at how beautifully the offices are furnished though with aquariums plants nice seating areas and desks whose occupants have left behind both their books and lunches. When you get to the lab enjoy a nice cut scene with Von Croy and then pull the last switch that is so fun I had to do it twice. This level started slow but turned out to be fun." - RaiderGirl (21-Jun-2002) |
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