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Sabatu's Tomb Raider 1 by Sabatu

Benjamooky 10 7 10 10
Danjo86 10 9 8 9
DJ Full 10 10 10 10
dragooncroft 6 6 10 10
DroneQuadcopter 9 10 10 10
eRIC 8 8 9 9
Feats 10 10 10 10
Ivan 10 10 10 10
Juan Carlos 9 9 10 9
Lara_Shin 4 0 3 4
LuxQSD 9 10 10 10
Mman 9 10 10 10
Ryan 8 7 9 9
Sabbath 10 9 10 10
tfughost04 10 10 9 10
TimJ 8 7 9 9
Torry 10 10 10 10
Towandaa 10 10 9 9
TubThumper 10 10 10 10
vandit 9 10 10 10
 
release date: 30-May-2022
# of downloads: 983

average rating: 9.06
review count: 20
 
review this level

file size: 352.00 MB
file type: TR1
class: Remake
 


author profile(s):
email(s):
Sabatu322@gmail.com

Reviewer's comments
"My favourite TRLE ever. Only complaint i have is there being too much in enemies in some levels like the egyptian level. But other than that this is a very great remake. I give it a 9.8/10." - Sabbath (04-Jun-2023)
"Firstly, I want to both thank and praise Sabatu for creating a Reimagined Tomb Raider 1, without simply creating a remake or something totally different. In reimagining a classic in this way, seasoned fans like myself can indulge in nostalgia and something more challenging simultaneously. It’s fantastic. I love the way that Sabatu has made the levels larger and more challenging than in the original, and I also appreciate a lot of the masterful and superb level design. I am at this stage, however, going to state my four main criticisms to get them out of the way. Firstly, too many boulders. Yes, a reimagined Tomb Raider 1 absolutely should have boulders and I loved the floor tiles and boulders puzzle where you had to trigger all of the boulders in the room to open the door. However, there were just too many to the point that every corridor of length predictably signalled the inevitable, and cramming so many in just about every level felt over the top. Secondly, a bit too much focus on timed runs in the latter part of the game. The first couple of timed sequences were far enough apart and unique enough to present a welcome and refreshing challenge. By Atlantis, however, they were becoming too common and repetitive and started to become a little annoying. Thirdly, too much water. Sabatu uses a lot of vast cavernous spaces which somehow become filled with enough water to drain the equivalent of half of Scotland’s lochs from yanking a lever somewhere, including in locations and situations that more than stretch credibility. As a piece of level design in general I like this a lot. However, when it is reused this often and seemingly so much out of context as in this set, it doesn’t quite work. Finally, too many enemies. If this were a reimagined TR2 then that would be different, but in cramming so many foes into a version of the original Tomb Raider, I feel this game has lost the sense of isolation and calm wonder that the classic provided. Large and complex areas which demand patient and relaxed exploration are betrayed by such an abundance of aggressors, such that I was more often focused on having my guns ready than soaking in the environment and becoming as immersed as I might have done. I’ve spent a lot of time there on criticisms, but having got those out of the way I can safely say that if those issues were not present, this would be a nigh-on flawless masterpiece because everything else I can say about this adventure would have to be overwhelmingly positive. For me personally, I especially loved the platforming in this game. By including a lot of areas with obscure and demanding acrobatics needed, I was forced to search and consider where I could reach and how I could get there in ways that the original games were so well known for inducing. Sabatu pulled this off for seasoned raiders superbly here. I also appreciated the quantity and placement of ammunition and supplies. Very little was provided on the beaten path here, and so many cleverly placed secrets were enjoyable to discover to obtain what I needed. I barely used anything apart from pistols until Egypt, and the Uzis remained virtually unused until I reached the end of Atlantis. Given the challenge level and scarcity of ammunition, I was incentivised to be as artful and strategic as I could be in combat which is no bad thing. So, if this were simply a TRLE game, then this is very strong and scores 9. For what it sets out to achieve, as a reimagined TR1, I’d have to be a little stricter and score this 8. Not only because of those earlier criticisms, but also a couple of other more technical issues. Apart from a couple of stretched textures, I found that there were 5 gold underwater levers in one of the levels (City of Khamoon I believe), where pulling any of them more than once invalidated the effect of pulling all of them and created a situation where it was far too easy to become “soft locked”. Nevertheless, an incredible achievement from Sabatu. This is definitely recommended." - Danjo86 (30-Apr-2023)
"Wow. This is an incredible piece of work, which has kept me entertained for a couple of weeks playing a level a day. Do you remember the first time you played Tomb Raider I? Way back in 1996, I remember the stinking difficulty, but the joy of finding that one little thing you previously missed - the ledge that opens up the rest of the level, the switch you somehow didn't see before, the hole underwater you'd been blind to before. The joyful simplicity of TRI and its mainly platforming puzzles, unlike later entries which introduced expanded elements, is something I always remember. And that feeling is the thing that this game brings. It feels like playing TRI for the first time again, bringing something brand new to a game so familiar to us all. Although deadly difficult, whether or not through previous knowledge or not, objective conveyance is very good, meaning you roughly know what you're supposed to do, even if you don't yet know how to do it. Some minor nitpicks cannot stop me from marking this the highest possible score, and I cannot wait to see the author's further work completing 2 and 4 (and dare we wish, going back to 3 despite the recently unearthed lost files?) For the trip down memory lane alone and the immense challenge you gave us, thank you. Seriously, thank you Sabatu." - TubThumper (09-Jan-2023)
"TRLE challenging ... play with your knowledge of the classic game. The level design is sometimes confusing but if you don't skip on the exploration part you should be ok. There is very few "useless". Some jump part are like "How the f am I supposed to do that? " until you figure out the proper strat and it's just a mater of 20 tries :D Very good job Sabatu, can't wait for TR2 ^^" - Towandaa (08-Nov-2022)
"No doubt Sabatu has made an impressive extensive work to recreate a new version of TR1 which is longer and more difficult than the original. What spoiled the fun was the overabundance of enemies , the placement of some of them was not only unfair but also completely unrealistic. This said, there is some great ideas along the way like for instance the block that falls down and that you can use as a pushing block to go upper yourself. Definitely some excellent periods of raiding here , and some of the levels are really beautiful (Vilcabamba , Place of Midas). There is a few difficult jumps mostly in the second part and a couple of timed tasks was a bit tough but doable. Impressive work overall , but that type of raiding after hours and hours has worned out this player a bit in the end." - eRIC (02-Oct-2022)
"Reviewing this project is not as easy as it seems. This is Sabatus take on TR1, so I will not be comparing it to the classic TR1 from 1996. I will be considering it as a standalone. Furthermore, it is using TR1 Main, which has bigger limits for building. I played the version downloaded on 31st May, and I feel it was version 1. It is said that this game is insanely hard and almost impossible to finish. I would like to mention that during my playthrough, I did not use a single med-pack and also that I played this for the first time. This is about the difficulty of the game. Yes, it is hard, sometimes a bit more difficult, but it is nothing impossible. Overall I got 48/60 secrets, and from the guns, I touched Uzis only for killing Natla in her second phase, so I feel like this is also something that tells about the difficulty. The game is definitely more complex and unforgiving, and the traps are way crueler than we are used to in other projects by Sabatu. Talking about gameplay and puzzles in the game, I must mention that with the limitation of what TR1Main engine, it was done nicely, and the puzzles were done nicely. The gameplay has a smooth pace, and is enjoying every single moment. The difficulty of gameplay grows with progressing further to the next levels, and except for one moment when I want to throw the game away, I was satisfied. This problem is in the newer version fixed, as Sabatu told me. Enemies, objects, and secrets were used wisely. Although we meet plenty of enemies during the playthrough, and the last chapter is a swarm hive of enemies, I feel like the game is still beatable, as it proves my NoMed run for this TRLE. Secrets were rich and rewarding. On the other hand, there were minimum objects outside of secrets. Yes, we got a few ammo and medies outside of secret areas, but it is just the minimum that can help you but not save you. I like that the game forces you to search for the secrets, looking behind every corner... The levels are very atmospheric, the sounds are used appropriately, and the cameras work well. With TR1 limits, there is nothing I could say was wrong Last but not least, the lights and textures were suitable, not disturbing, and well fitting the theme of the levels. As you will be playing updated versions, your experience will be better than mine. I would give 93/100 to this TRLE as some parts were rly cruel but I enjoyed this project anyway." - DroneQuadcopter (21-Sep-2022)
"I had such a good time with these levels! Sabatu has really done something special here and, in my opinion, made TR1 into a much better game than it originally was (and I enjoy the original!) I went into this thinking, "Oh, I bet these other reviews are being dramatic. It's probably not THAT different..." and, let me tell you, they were right - this is FAR more than just a light aesthetic redesign. Many of these levels are completely different in structure (and, in general, far nicer looking). Everything is on display here - hub levels, linear levels, mixed levels, water level puzzles, block puzzles, key searches, tricky platforming, combat, well-hidden secrets, and more. In fact, while it seems to be a somewhat controversial aspect of this set, the combat in particular was a bright spot for me. I feel that the noticeable upscale in the number of enemies per level was a real shot in the arm for classic TR and added a layer of excitement that was occasionally missing from the original game. "So, Ben, why did you give the Enemies, Objects, & Secrets category a 7/10?" My one gripe with this level set is that there are too many medpacks. I had upwards of 20 total for like 80% of the game and hovered around 30-40 in the second half. I felt this design choice substantially brought down the difficulty; I personally would have liked to have barely had enough to have made it through. I completely understand why others may disagree! ;) All in all, if you like classic TR, you should play this. If you felt that the original game needed more enemies, then you'll probably love this as much as I did. I just hope Sabatu wasn't joking about the TR2 redesign... that was my favorite game, and I'd love to see what is done with it!" - Benjamooky (19-Sep-2022)
"First, the positives. I heard a lot of buzz about this game and wanted to give it a playthrough myself. I had no idea from the start just how lengthy and challenging this one would be; I was expecting a light reimagining of the original game, but this was far from that. So much effort was put into creating original places to explore with inspiration from the original game. Put simply, this game was: take TR1 one step further in both appearance and difficulty. There were many times I experienced deja vu throughout my playthrough. The textures, lighting, and environments overall were breathtaking in appearance, a nod and a leap beyond the grandeur of the original game. Folly and palace used some very cool water effects to really embellish the levels. I thought Greece was the highlight of this custom game, feeling very inspired yet true. The bland and monotonous Cistern level in the original TRI was very fun to play this time around, and Tomb of Tihocan was breathtaking. Now, there were some shortcomings to this game. First, the game relied too heavily on "safe slopes" which are extremely hard to spot. There were many times I spent looking around a room trying to figure out where to go next, when really I could have just long jumped to a safe slop and called it a day. This goes along with the bigger issue of awkward jumps Lara must make. I recall an absolutely abysmal room in Atlantas where you need precision, timing, and luck for Lara to just nick the side of a platform before the floor tile collapses and she falls into the lava trap. This was VERY frustrating and unfair, disrupting the flow of the level. The other issue was the use of enemies. There were WAY too many, and the difficulty curve spiked in Egypt to the point where if you didn't save up ammo and med packs earlier, you're basically toast. The weakest section of the game was Atlantas which crutched on a combination the detriments of this game: unfair platforming and a ridiculous amount of enemies (also no ascending the pyramid, no bacon Lara, and those annoying tremors set the entirety of the last level). This was unfortunate, because the atmosphere-- the pulse thump of the fleshy bits and the "stomach" thing Lara swims through-- otherwise was absolutely phenomenal. Lastly, there were a few too many unnecessary timed levers for my taste. Overall, I have profound respect for the dedication that went into making these levels, as well as fellow players who made it through to the end! This was one of the hardest custom games I have played. I'm interested to see what the builder has in store next for TRII." - dragooncroft (30-Aug-2022)
"I will review this level by level with an overall summary at the end.

=== Caves ===
I liked the ambient soundtrack from TRA. The level had definitely a TR1 feel to it while having a subtly different atmosphere. For a first level in an epic adventure, there were some suprisingly unfair obstacles, like a surprise boulder appearing without any clue or a precipice hidden by slopes you must jump above. I liked the second secret with a ramp and a sidejump, it was a clever callback to first from original game. The last one is a classic Tomb Raider secret, right in the traps, I love it. But right after there were invisible boulders that triggered suddenly (they appeared out of thin air), those were really frustrating uncalled-for traps. Texturing is good, some textures stretched, even very stretched. Using lever textures where there's no lever is weird. I noticed some flower pots from Greece, unretextured to fit the place. Attention to details didn't go to the end. The "Caves" feeling was a bit lost by the huge "city" architecture throughout the level. The bridge section could have been way more "cave-like" in my opinion. 6/8/9/8

=== City of Vilcabamba ===
Crocodiles in Vilcabamba. Crocs are annoying as hell when you can't readily deal with them in an open area. Fortunately, only the first one is in a cramped pool. But why are they here? Some fences had collision box bigger than their shape, preventing Lara from jumping above. It's a minor detail, but still frustrating when you have to push a block all the way to the other side of a room. A lever opened a door to the other side of the level. If it isn't timed (and at this distance it shouldn't anyway), a key would be better as to not break suspense of disbelief (what mechanism links this lever to this door, really?). Pool area: the drown buildings were disturbing. The level of the water doesn't correspond to that of the pool in the main city. Why do you need to swim up so much? Video games allow to break simple laws of physics, but communicating vessels, dude.
Western Gold Idol: I was expecting a small temple and not a simple corridor with the gold idol laying on the floor. Don't know if locking the player in this section is good or bad. It prevents to get lost elsewhere but breaks the freedom of movement. There was an underwater lever that I do not know at all what it did. If it was needed in combination with the surface lever to open a door, it's a bit mean. The end was a bit lackluster as there was no inner room to the temple. The level is long enough that you don't feel like there is that many enemies but Sabatu's still take every opportunity to add foes on Lara's way, like bloody wolfs on the roof. Secrets were well done, except for the last one. Hiding 2D pickups into 2D sprites that rotate with the view is really mean. Great atmosphere. Good cameras, but you sometimes enjoy them only the second time you reach the trigger (that's true for the whole levelseries), because you're always running weapons drawn. 8/6/9/9

=== Lost Valley ===
It begins with frustrating spikes in the dark which are just trial & error (I wrote that in capital in my notes). The layout of the level is completely changed and it's a good reimagination even if the valley feels a bit smaller.
Crocs. In Peru. Again. I was twice suddenly attacked in my back by one of those pesky beasts. Regarding the objects I found the raising door from Tomb of Qualopec to be a bit out of place. It could have easily been retextured to get a more rusty and neutral look and keep the decorated door with a symbol for later. Secret difficulty is a bit higher, I particularly liked the jump one near the skull door. This jump would have been definitely easier on later games thanks to the possibility to roll while jumping!
Building up tension up to the T-Rex was unfortunately not well done. As everybody here has certainly already played Lost Valley a large number of times, the only surprise element would have been "when". The skull door was a good way of telling the player to watch out. The room built like an arena was also a huge hint, and I knew the second I saw the pushable block that the T-Rex would show up once I've pulled it once. The element of surprise was then completely lost. The pool made the fight meaningless as I could simply dive into the water as soon as the dinos were a bit too close. I would have expected a room looking more like an unescapable chasm were the T-Rex would have shown up for a difficult fight, and Sabatu showed in the Caves level that he can build good-looking natural structures. And the second one was just this "ah! I knew it!" moment. Obvious, but still welcome. Texturing the sky in black with some stars was a good idea. There were stretched textures in the drained room you need to fill up with water. There was unfortunately nothing behind any waterfall, not even a secret, to call back to the previous well-known trope of the secret entrance. 7/8/9/8

=== Tomb of Qualopec ===
First room: "Not gonna lie, this room is pretty ni...#°§@ you" when I realized there were boulders on the ceiling. In this level, the love of Sabatu for really nastry traps begin to sink in. Generally the Tomb of Qualopec is quiet with only a few enemies and this is very welcome. Except for the boulders at the beginning, the other traps weren't so nasty, even though there were spikey holes randomly scattered around the level. There are some good designs before a fight and you can see the big ones coming. The four collapsible tiles allow to chose which way to approach the wolf den and the slopes before the T-Rex just announced that it would be there, exactly as I was expecting it in the level before. HOWEVER, adding three raptors and two wolfs is hard on the player, especially knowing how scarse is the ammunition for the shotgun, only other weapon available at this point. Providing some before the fight would have been a nice touch, as not every player is as parsimonious as I am, the fight being really easier with the shotgun. I disliked the fact that one of the mummies came alive to attack Lara at the end, but you can fortunately avoid it as the end door opens at the same time. Finding Larson back in the same room as in the real game was a nice touch, but how did he know the exit would be there? ;-P
The "Arena" was a great addition and we can imagine the ancient inca civilisation enjoying gladiatoral fights, even though it's a bit weird in a tomb, but Qualopec certainely rests in his former palace. I was expecting the doors around the arena to open, but I realized that behind them were only walls. It was a clever way to induce expectation, but I was a bit disappointed (it was a red herring that didn't respect Chekhov's rifle principle). The movable block room lost its puzzle aspect, but I liked the idea to make an automatic door with them. I suppose the builder wanted the player to move all four blocks and align them, but the underwater lever and the one at the back of the room were enough to move the two last blocks and proceed. One jump was really unnecessarily hard for a fourth level in an adventure of fifteen. I spotted a paperfine wall in the "movable block"-lever room. Texturing rather flawless with only a few stretched and squished textures. 9/7/10/8

=== St. Francis' Folly ===
The sky imitation was a really nice touch. Again there were stretched textures (I began to wonder if that was a limitation from TR1 Engine?). Difficulty goes a step further, notably for the secrets, one of which requiring a "banana" jump only experienced raiders master. The feeling of having an old greek construction buried under a more recent one is quite well done, with added verticality, having replaced a slope by descending stairs, weathered and destroyed, leading to a chasm. Only after this minor obstacle (with a cleverly hidden secret on the way) is passed can the player discover the notorious (for TR players) temple to Neptune, Thor, Atlas and Damocles. There, time has also done its work and Sabatu added a pile of rubble at the bottom to show how much the Folly is in ruins. Somehow, the vertical hall seemed a bit shorter and quicker to navigate.
Atlas: for once, the boulders were expected. Except for the one in a FLAT corridor. Spiked doors triggering just at the right time to kill Lara weren't necessary either (this will become a running gag in this level series). Neptune was pleasantly builded, without too many crocs and a short but interesting platforming moment. Damocles: it's hard to reinvent such a classic with the limits of Tomb Raider 1. You can't really change the behaviour of the swords. It was still a pleasant experience. Thor: That's a change. You're welcomed by four levers instead of the original ball of lightning. The layout of the hammer room was completely different, with a challening pickup waiting on the tile that triggers the fall. However, where I was expecting the lightning, I found yet another boulder trap that would have been better behind Atlas door. The lightning ball welcomes you after this and I managed to go through without damage, that was unexpected, but pleasing. A good point is that the least enjoyable secret from the original TR was not replicated here. Some hidden pickups were curiously not secrets. Some misplaced textures. 8/8/10/9

=== The Colosseum ===
Interesting secrets! Again some hidden items don't count as secrets even though they clearly could have. The soundtrack loop in this level is really short and becomes tiresome after a while. It doesn't simply stays in the background but is immediatly noticeable with the animal sounds. The beginning of the level is really similar to the original in its layout (I even believe the starting room is exactly the same), but later on you discover the creativity of Sabatu once more. However, the gigantormous dimensions made it less believable for me than the original and, in a way, the fact that it wasn't lost in the dark fog with a limited render distance made it seem a bit smaller. In a way, simplicity is sometimes better than complexity and I have the feeling that Sabatu tried to supercharge this level with details. Why is there a giant rock formation shaped like a huge column in the middle of the arena? What is this wooden structure? Why is there three different kinds of plants in this dry area? (I kinda liked the dull green ones that felt "right" contrary to the vivid green ones that felt a bit out of place in the colisseum proper. They were welcome near water, but there in the sand?). The level is well textured in general with some flaws here and there. The colour scheme was a bit too dark and monotonous in my taste, I'd have prefered to see more use of the lighter tones. Atmosphere: the hydraulic machine was a good addition, I liked the room with all the pipes. But filling an entire arena with water? My suspension of disbelief was a bit broken there. 9/9/7/9

=== Palace Midas ===
The beginning of the level is architecturaly different than the rest of Greece and, with its luxurious plants, made me think of Cleopatra's Palace from TR4. More than the plants, it's the narrowness of the rooms and corridors that made it seems out of place. This minor detail aside, the level is beautifully done. The aqueduct is beautifully rendered, but again feels a bit smaller than the original. Lots of enemies, though, but they are stupid enough so that you can dispose of them quite easily. Actually, all the crocs float to the surface to be killed and they never have access to a ramp to be able to reach Lara. I was surprised to find the uzis so soon and that they were just sitting there randomly, as if Pierre had forgotten them. Midas looks even weirder than in TR1 with only his legs under a roof lit by the starry night. We can't imagine the huge statue having been buried by time like in the original. This time the boulders were advertised, but the falling ceiling was not (and there was a bug as it didn't make any sound). Making the ceiling fall on Lara's head when the attention of the player is attracted by the spikes before him is really well done to have her be killed sadisticly. This is a perfect design for a bad experience. The room with the lone crocodile was quite easy to decipher for me, but later, there was again a set of spiked doors that triggered just at the right time to kill the player without warning. This level could have easily had a 10 in gameplay without the nasty traps you can't really avoid without trial & error. The pillar room that completely opens a preexisting chasm in the lever room was really neat and the overall atmosphere of this level was top notch. However, coming back from the aqueduct top, I encountered at least ten animals and it felt a bit too much. 9/6/10/10

=== The Cistern ===
I loved the underwater cave with huge stalagmites! Texturing is less consistent with some brick walls being vertical. This time the slope with spikes was visible and a nice camera showed the traps to warn the player. Texture colour choice is a bit weird. The orange sand doesn't go well with the mossy green of the cistern. Texture work is one of the weakest so far with a lot of stretched or misplaced textures. Enemies are sometimes triggered before the door they're behind is opened and they show through it. When it's grate that shows the other room, it's not a problem, but when it's a solid door, it's weird. Some cameras were triggered by a rollingball but were a bit too short to really understand what they showed. I also encountered some camera problems showing the "outside world", but it's mostly due to the engine not supporting the creativity of Sabatu. I also killed some invisible rats somehow? I didn't really understand the presence of the lava room, it felt out of place. Reaching the end of the level was the most infuriating break of the law of physics I've seen in a long time in a Tomb Raider level (*cough* communicating vessels *cough*). Somehow, that bothers me more than the superpowered pump the greek installed there (but I guess the Scion's power can explain both). Usage of lighting to subtly guide the player in the underground lake section was well done. 9/9/8/7

=== Tomb of Tihocan ===
This level is completely different than the original but the beginning is rather intertaining. The traps were worthy of the best Tomb Raider custom levels I've played. Regarding the scenery, the church seemed completely out of place, though. Lore-wise, the Tomb of Tihocan is buried deep beheath greek ruins, themselves found under the chapel of St. Francis, not the other way around. Beautiful camera to show the objective on top of the church, but another one you only get to appreciate the second time you go there as you're always running guns out. Again, filling the entire area with water was impressive but unrealistic. Some textures seemed 32x32? I also saw rats appearing suddenly out of thin air. Spiked doors again (in all caps in my notes), you really should give the player at least one more tile to react, Sabatu! It's not real life, the gameplay should trump the flavour of a truly efficient trap that you can't see. At the end, pushing a block through spikes was a bit meh to my taste. Entry to the tomb with those grey textures wasn't very aesthetically pleasing. And where was the centaur? :-( In a vacuum, this level is really interesting, if a bit short and more linear than the others, but considering it's a remake from TR1, it doesn't respect the established lore. 9/9/8/7

=== City of Khamoon ===
Amazing scenery with a beautiful camera, showing what certainly is a secret. The other part with the giant stone flowers was also really enjoyable to play in. But there was another boulder in a flat corridor. The most annoying point of the whole series is the last secret that was unnecessarily convoluted. I had to redo the entire level because one component is found in an area that become unaccessible later on. I wouldn't have minded as much missing a simple secret in such a way, but completing two thirds of a secret to only be denied access to it without being able to go back in the level to find the missing piece is really frustrating. There's absolutely no reason to lock this part of the level except to punish the player who did not pay attention during an underwater race against death! If you really want the player to have a single chance at getting the secret, a good example during such a race is the jade dragon in TR2's Great Wall. It's not a matter of finding the secret but to find a way to get it.
Killed by boulders after activating an underwater switch was also an unpleasant experience. The textures with a faint painting of a boulder weren't enough of a clue IMO. A room without any boulder or without the boulder in front of the lever would have been more rewarding for the observant player. The boulder puzzle you come across later was on the other hand really clever. Easter Egg: why did the sphinx changes its head? I don't know, but it was funny. A way to remind us not to take this level series too seriously. Overall, I really enjoyed this level, it was one of the most beautiful so far. It's only a shame that the gameplay experience was tarnished by a bad secret design and few ill-placed traps. 8/4/10/10

=== Obelisk of Khamoon ===
The beginning of the level is really enjoyable with a nice pushable puzzle (even if having the blocks almost undistinguishable from the walls is a bit mean). I would have enjoyed the exploration better without mummies appearing in narrow spaces. Those nasty mutants are even able to climb onto pushable blocks. The ambient soundtrack is well chosen to enter a more frightening part of the game. There were nasty spiked doors (a lot!) and a surprise boulder in a flat corridor again. But also an interesting jump sequence. Definitely challening.
Sections that make the player feel smart are definitely welcome and I liked the flipped staircase sequence, as I knew exactly what the lever would do. It was also nice to taunt the player with those mummies you need to go behind and making one of them awake just after you are out of reach from it. It adds to the challening atmosphere without being detrimental to the experience at all. But some of the combat becomes tiresome.
The usual twist where you end up in a section of the previous level is here once more, but with a twist. Sabatu again shows his obsession with submerging things underwater without it making any real sense. The room is still beautiful, but that puzzles me. Jumps to reach the top of the room weren't that easy, but still manageable. Some stretched textures were present. 8/6/10/9

=== Sanctuary of the Scion ===
Aaaah, the sanctuary of the Scion: its demummified mutants, its unending fights, its Sphinx... which is underwater? We can again witness a gigantormous monumental underwater construction... with its pumping system. Sabatu proves once more that he loves impressive underwater constructions, putting aside the surprise of discovering the two monumental statues after Lara is done with the Sphinx in the process. And what we gain in vertical impressiveness, we lost in the horizontal direction. The Spinx room seems cramped (well for that huge size I mean) and the mythical beast itself is smaller than I remember. Still, the build is nothing short of impressive. Enemies are often stuck in the collision from the ceiling. One of the secret room really badly textured and really bright, was a bit painful to the eyes. Many fights with three enemies. Fighting becomes tiresome, mainly because previously "cleared" area often are occupied again. The new verticallity provided good platforming sequences, climbing atop of huge structures. With the vast water areas, the best swan dives in a TR game are possible. :-) The level is shorter than the previous ones and is a bit less interesting. 8/8/9/9

=== Natla's Mines ===
Boudler right after pushing a block. Lava right after taking a pickup. Good camera work. Lava textures are well done, I think the flowing lava is homemade. Timed run with lever far away from the activated trapdoors. It's bothersome and doesn't make any sense. It would have been better with a quick way down with slopes instead of having to backtrack. Moreover, the previously open door is on the way during a U-turn. It's not undoable and challenging, but could have been a bit more fair. Atlantean T-Rex, seriously? In what is arguably the calmest level in the original game? Some texture were unfortunately misplaced. More care would have been good to have a perfect homemade touch. Tiresome combats. Secrets good. Background soundtrack forgettable. I gave up on my no medkit challenge at this point. 8/7/9/9

=== Atlantis ===
The heartbeat sound effect on top of the background loop in the heart room was really neat! There was a stupid fire trap. Textures on the ceiling aren't a good clue to avoid a sudden death. It was possible to shoot a centaur through the ceiling somewhere. Enemies get sometimes stuck in unopened doors (why not open both doors?). Some eggs weren't "activated" (meaning their "umbilical cords" weren't moving) before exploding. :-( There were underwater spiked doors in a diagonal shaft that weren't deactivated once the protected item was picked up. Unnecessarily evil. Boulders again, surprise pendulum blade. You think you have reached the lever? Nope, even in this cramped space of two small squares, there's a boulder ready to squash you. Of course, this is followed by an unannounced timed run, the lever opening a door you're not shown and without any musical cue. The combat sequences felt less annoying this time around, maybe because the flying mutants aren't as dangerous as the other ones, but I was almost expecting mutated atlantean crocs in the blood pools (that would not have been a good idea). Regarding the atmosphere, the background soundtrack was good. I was really wondering what would be used to not be from TR1 as I don't remember TRA having any heartbeat effect. I liked the blood water. It's really a shame that the enjoyment of the level is lessened by some nasty traps that demand not only a very high precision, but also a constant vigilance. The difficulty is a big too absurdly high and frustrating for a remake. A lot of players who would have loved to enjoy this series to the very end would certainly be put off by the absurd amount of nasty unpredictable traps. Great effort in texturing and I applaud the customization. I like the retexturing of the eggs. The homemade textures for the switches flicker a bit weirdly, but overall very good job. I cannot give a 10 because of some flaws and stretched textures, but it's nonetheless an admirable work. The scion doesn't show at the end of the level. :-( 7/6/10/9

=== The Great Pyramid ===
Again, nasty traps underwater... one pair of spike doors is not enough, you need to put two in a row! I liked to revisit the heart, though. It was a really nice way to show Lara getting out of this hell. I particularly liked the burned flesh textures in contact with the lava. The very end was also very well crafted! The fights weren't too bothersome. The final with Natla was even quite interesting: I realized one thing from TR4 that I missed was the ability to switch enemy by pressing the "look" key. When Lara aimed at the accompanying mutants, they were quickly dispatched and only the final boss was left, but if she aimed directly at Natla... well, the mutants were free to feast. I guess the adventure HAD to finish with a boulder. 9/9/10/10

All in all, there are too many nasty traps that activate just at the "right" time to kill an unsuspecting player (or even a suspecting one for that matter). There is a difference between frustrating and very challenging. A very challenging level series definitely have traps and very tight timed runs, but those are generally visible and don't take the player by surprise. The game has on average 117% more enemies than the original (yes, I calculated). The size of some levels make up for it, but in many case you feel a bit like in a shooter and walk around with guns drawn at all time. Having the enemies life bar was disturbing at first, but was in the end a rather welcome addition with all the fights and the fact that you sometimes shoot blindly when the camera get weird angles.
With all the underwater areas, I was surprised to not see more use of any underwater currents. Sabatu certainly kept all the sadistic ideas he can have with those for the giant fans in his future remake of Tomb Raider II. Speaking of which: the second game with all its enemies is already way more shooter-like than the first one. I really hope that Sabatu can focus more on puzzle and exploration than fighting and traps. I really enjoy a challenging sequence once in a while that I can see coming instead of having to constantly be on my guard.
To conclude, I must praise the work Sabatu has done on the environment. Even though it was a bit "too much" at some point (like in the Colosseum), the architecture and design of most of the levels is a feat in itself. I'd definitely put a 10 to Atmosphere, if not for the few sections that broke the immersion. I know I'm a bit more harsh than other reviewers, my point of view is one of a returning player who's ideal experience would be very similar to this one, if a bit more fair. This level series is definitely worthy of the Hall of Fame. Final stats:
80 Small Medi Pack; 50 Big Medi Pack; 260 uzi ammo; 975 magnum ammo; 42 shotgun ammo; 768 saves
513/514 kills; 363/368 pickups; 60/60 secrets; 15:53:27 save time.
8/7/9/9" - TimJ (27-Jul-2022)
"For my first ever review I thought I better retroactively heap more praise on this gem of a level set! For the record I played the first released version of this TRLE, I've heard subsequent verion/s have come out so cannot account for them. What can I say that hasn't already been said about this TRLE? I love how everything is so familiar yet at the same time so different. I feel Sabatu definitely captured the feeling of the original, while successfully putting their own spin on it. This was a thoroughly challenging TRLE for me anyways, took sheer persistence on my part to finish it! But that sense of achievement when I finally did... You can't beat it! I think the only thing I would maybe have done differently if I was building it (I don't build just play mind), would be to put in less enemies. But honestly that's just a minor nitpick and doesn't detract in any way from what is an amazing experience. Cannot wait for Sabatu's TR2!" - Feats (22-Jul-2022)
"First of all, thanks a lot for building this long and complex game. A lot of work!! Some chapters and some traps and tricks excellent. I liked a lot the Mines chapter. A complete story, this is amazing. I know it tooks hours of hard work, so thanks again for giving me the oportunity to enjoy this game. Now, about the thinks I didn't like. Too many traps and switches against time!! It was really too much. Too many enemies together. I have also a special complaining about textures an objects. I have read in other reviews and other levels complaining about the use of objects and textures that do not goes correctly in times and places. Same problem here. Aztec calendar, mayas snakes and toltecs giants has nothing to do with peruvian incas. Also a lot of use of aztecs xompantli textures. Anyway the 9 I give to textures and lights is due to the limits of tombraider I, I cannot give a 10 when I compare with other games. But please, Sabatu, I really appreciate your effort and generosity, I want to play many more of your levels." - Juan Carlos (21-Jul-2022)
"A tremendous amount of effort has been put into crafting what is undoubtedly a huge labour of love for the builder, but unfortunately I don't quite agree with the general consensus so far. The environments are lovingly put together (infinitely more impressive than the original TR1), the atmosphere is always spot on throughout with the right amount of nostalgia and familiarity while not being completely copied, and cameras are used well. But unfortunately it does fall somewhat short in the former categories. While the gameplay does provide mostly exciting moments and new twists on familiar puzzles, the trap sequences and a few of the gymnastic gambits were too annoying for their own good, requiring far too much precision to be enjoyable any more. The backtracking also became onerous after a while and there were too many instances of picking up important items and having to retrace your steps huge distances. The weakest part is the enemies. While a reasonable amount may have been removed from earlier versions, there are still way, way too many to combat and they are often either placed in too inconvenient spaces or attack in repetitive hordes (particularly the mutants). Couldn't these have been decreased more to make it fairer and reduce the risk of running short on supplies. That said, the secrets were incredibly well done and generous with goodies so it's definitely worth hunting for them (although there seemed to be a weird glitch where one of the Colosseum secrets didn't exist). A well done effort, but not quite as enjoyable as the builder no doubt intended." - Ryan (10-Jul-2022)
"The first TR1 rendition which often surpasses the original in quality, but also unifies Core/Crystal approaches. All levels are done in superb fashion, the gameplay keeps on giving, and the difficulty, harder in first versions released, has been now redone to match the new players - but I still highly recommend to be familiar with the original game before you take on this absolute must play for any TR1 fan alive." - DJ Full (10-Jul-2022)
"An absolutely fantastic game. I don't know if I would call it a remake, as is stated in a lot of places. So much as it is a wild reimagining. Take the original concepts and turn it up to 11. Bigger levels, with bigger scale, longer with very complicated platforming and lots of enemies. It is incredibly beautiful in most places. With only the occasional glitch or very stretched texture letting it down. I was dissapointed by the soundtrack, but I can understand why it was used. In terms of difficulty, I think it was absolutely spot on. I was able to beat the game without using any health packs, but only just. And combine that with the incredible platforming challenges, it was brilliant. In particular, I think the best levels were Greece. Sabatu's recreations are incredibly beautiful and absolutely stunning. I couldn't help but take in the level of detail and beauty. The only level that I felt was a dissapointment was The Great Pyramid, the final level. It was much shorter than the rest and the final fight with Natla was actually more dissapointing. And whilst the final sequence, running and sliding away from the boulders was quite thrilling, it didn't beat the tension of the original, platforming up and out of the Pyramid. Aside from a few minor complaints, it was a truely stunning experience. Thank you Sabatu." - tfughost04 (03-Jul-2022)
"A total and complete remake and reimagining of the original TR1. Each and every level from the original game seems as though it's been carefully picked apart for it's best parts and then integrated into a high quality custom level. For the most part you will feel like you're playing a completely original adventure. I'll give my brief thoughts on each level before voicing my general thoughts. Lara's Home - It's not expanded much, but it gives you a goal and a short adventure to boot. The future TR games definitely have a more impressive mansion, but it was fun for what it's worth. Caves - A solid introductory level to the adventure. It shows the player that the release is not a low effort remake while also adapting them to the higher difficulty. The inclusion of new areas to expand the originally very short level was very well done. City of Vilcabamba - The first level that really impressed me. I've already said how much I liked this level in my Demo version review. Solid design, nicely done branching paths and very nice environments. Lost Valley - Very good design overall. I liked the more involved key item hunts and the inclusion of few more ruins. The first t-rex placement is in an obvious arena rather than the valley, which somewhat...ruins the surprise factor, I'd say. I wished the author recreated the iconic moment where it appears while you're simply running along and enjoying the sights rather than fully expecting it in an arena. Still, very minor nitpick in an otherwise beautiful level. Tomb of Qualopec - One of the levels which had a bit more love given to it due to it's briefness in the original. The branching path puzzles have been expanded quite a bit. They feel similar, but definitely fresh enough for the player to enjoy finding new solutions to. One of my favorite levels. Very well done! St. Francis Folly - The additions of more puzzles and areas, especially in the 'god rooms', was very well done. More custom setpieces were added too, which was just icing on the cake. Did not like the puzzle near the start with the hidden pillar pressure plates. It felt more like finding a secret than the way to go. A casual player might easily get stuck here if they are not observant enough. Colosseum - My favorite level from this release! The colosseum looks absolutely fantastic and is a joy to traverse and explore. I liked the addition of more branching paths and the final jumps towards the next level were very creative and well done! More like this, please! Palace Midas - A solid level which I have trouble comparing to the original as it has a special place in my heart. The temple looks great and I love that the switch puzzle is more involved. I do like that the statue's hand was located somewhere where the player can deduce how it could have gotten there, but it's a bit odd that it's placed at the very start of the level. Less of an impact factor and you need to backtrack to finish the puzzle. Cistern - Includes a whole new cave area outside the cistern building. A very nice addition. The water manipulation is more involved as well since the cistern drains and fills the water with the pool in the cave area. It's been done in such a way that presents a neat new challenge while not overcomplicating the level. Solid stuff! Tomb of Tihocan - The addition of the new ruined church area was very well done and the presentation was fantastic! The centaurs at the end have sadly been removed due to a bug or somesuch. A shame, as they're intended purpose was to prepare the player for the shift in game tone ahead, originally. City of Khamoon - An excellent level that I didn't enjoy as much. The visuals are excellent and the city has been nicely expanded from the one room with a small obelisk. I liked the branching paths as well. What I didn't like is that every level before this felt like a ruined location which Lara has to traverse; pulling levers and navigating to places which would have otherwise been very easily reached by anyone if it wasn't for the natural decay. This level has a lot of locations that feel like dedicated trap rooms that only Lara can navigate. The reason this bothers me is that the author can clearly pull off the feeling of 'ruin' and 'decay' amazingly well. Still, a solid level that's a huge step up from the original. Obelisk of Khamoon - It suffers from the same problem as the previous level, but I feel like I can forgive it here since getting the key artefacts is supposed to be a challenge set by the egyptians. You no longer navigate the obelisk room to get all the artefacts, but instead you go through dedicated puzzle rooms picked from the bottom of the room using a branching path system. The rooms are well designed, though I found myself slightly frustrated in a few of them due to the enemy count. Sanctuary of the Scion - I liked the new expanded main room. The hole in the ground leading to the two statue room is believable enough to be caused by decay while also giving you time to appreciate the area without being timed by an oxygen meter. Getting the Ankh keys is more involved as well, which is also nice. Natla's Mines - It's great! And this is coming from someone who didn't really like the original level. The inclusion of a new 'hub' area is way nicer than the semi-linear path from the original. The surprise with the custom enemies at the end was also very well done! Definitely did not expect that! Atlantis - I didn't like this level in the original and I didn't like it here. But this is my personal gripe with atlantians and the general disgusting ambiance. Still, a few too many pixel perfect jumps or traps here, even if it is the final level. Bacon Lara is also missing, but it's most likely due to tech limitation so I can't deduct points there, I suppose. Still...the design and quality is still there for those who like atlantis! The Great Pyramid - One of the only levels which is shorter than the original. There is no climb back to the Scion pedestal and the final fight with Natla is relocated into a room you've been in before in the previous level. While I do like the inclusion of revisiting heavily altered earlier areas to escape is interesting, I do feel like I'm missing out on climbing the final boss arena. Still, the escape sequence is very dramatic and lines up better with the end cutscene. As of the most recent update, Sabatu has removed over 400 enemies in this release. This puts me in a bit of a bind as I've played the earlier version which definitely gets a bit overkill with enemy encounters in almost every room. Still, I feel like I'll not criticize the issue in my final scoring since it's been fixed. The texturing is spot on and the lighting pops. It looked a bit off in a scant few rooms, but it was so unusual that It could have been on purpose to make the location more memorable. The enemy placement (in version 10) is good and the secrets are nicely hidden. I really appreciated the custom atmosphere track for every level in an otherwise custom-asset free game. It fit extremely well! There really isn't much to complain about in the visuals department in general...but as for gameplay: Trying to put my hate of atlantians to the side, traversal becomes a bit of a pain in the later stages due to pixel jumps and very difficult to dodge traps. I'd say the difficulty was perfectly challenging up to about the middle of the egypt chapter, but after that...it becomes a bit much and turns into the 'frustration' territory. That, along with some very obscure puzzles like the one at the start of St. Francis Folly knock down my gameplay score a bit. Oh, if only I could rate in decimals...but I simply can't give it a flawless score. Still, this author seems to be getting better and better with each release they push out and I fully believe that Sabatu's TR2 is gonna knock it outta the park! I eagerly await it after the absolute banger this release was. Very highly recommended, if it wasn't obvious enough." - LuxQSD (26-Jun-2022)
"Wow, what to say about this. Top, just top. All the recommendations for these wonderfully beautiful levels were made by the master of tomb raider levels. Sabbath did a great job and made and brought back far, far into the past. If anything was beautiful in the early nineties, it was the first Tomb Raider and Sabatu did a perfectly beautiful and precise job, so I can say an update. An update and a slight sequel to the original tomb, as if recounting all those details of the level that delighted millions of fans around the world and brought something completely new. There was a lot of work here and it was all beautifully intertwined in the Lara Croft saga. For me, this is pure ten. And all the recommendations for playing and going back in time thanks to the Sabbath time machine! Congratulations. Enjoy playing!!!" - Ivan (18-Jun-2022)
"It's unfortunate that I had to give these scores as I always gave Sabatu 10/10 and was my favourite builder, but on this occasion I have to be completely honest and highlight what's not being said hoping that his upcoming projects do not have the same mistake. This TR1 is not a Remake ( the word remake is stated in the category, YouTube walkthroughs etc) nor resembles anniversary in any way, it was mentioned that this is your biggest project and I can see the effort you made but sometimes a lot of effort does not reflect positively, Tomb Raider is about exploring and having a bit of everything like in your previous projects in which I scored you 10 despite the exaggeration with the enemies and a lot of players mentioned the same however you did not seem to take this feedback, you did quite the opposite, you took this TR and put at least 80 enemies per level and some had 100+ which in my opinion completely ruined the game as I couldn't walk few steps without having to draw my pistols and kill endless bats, crocodiles on the surface and water, lions and gorillas, a handful of T-rexes or get ambushed by everything randomly at once. Also I found few bugs which did not bother me however what did is some not so well thought sequences which led me to waste a lot of time looking for example for a door that was opened behind a closed door which made no sense in the second level because I put the idol on the left side first and it triggered a camera showing doors opening which I was looking for for 2 hours while in reality they were behind the closed door that opens when you put the idol on the right side. The additional rooms you created in the levels are too big/overwhelming in my opinion and can cause confusion, some serve no purpose at all or you have to go through them all just to pick a single key, it's like lengthening the game with no purpose. Each level had a lot of water, when I say a lot I mean deep deep areas with water and each time you have to pull levers under water with the glowing effect it can be hard to spot them, the timed runs are almost impossible and frustrating and you sorta have to glitch to make it to the door where there's a key in the Colosseum, a silver bar can be easily missed and there's no way to turn back and get it which will lead to a softlock and you might have to repeat the level. Enemies spawning in front of you randomly, 5 crocodiles spawning when you pick a small med which by the way, another issue, the pickups in this game compared to the amount of enemies make the experience unbalanced. Some things did not make sense to me despite trying to understand and always considering your effort still, like why do I need to find 2 Keys to open a door where you need to find another 3 cog wheels to activate a door to pull a lever? Yes TR is about levers, jumps, keys enemies (reasonable amount) and pickups and optional secrets and the difficulty slightly raises as you progress like all classic TRs but you get to find and pick up things as you progress and adjust to the difficulty. The Egypt part was the killer for me, the first level precisely, the rest were okay but then again you have Atlantians in Egypt instead of the normal mummies. I will let you imagine how to kill 4 flying things 3 centaurs and 3 jumping mummies in one go. Natla's mines actually looked like a nice enhanced and proper mine but there's an extremely tight timed run towards the end of the level that requires pulling a lever and backtracking a while then do the platform sequences in very little time. I know you are capable of building breathtaking adventures like the previous ones but this TR was not enjoyable for me simply down to the reasons above, a game can be challenging but not in a way where you need to pull 8 levels underwater to open a door or kill an army of Atlantians etc, it can be challenging with puzzles and a balanced amount of each thing. Each time I finished a level I was just wondering how many enemies would be on the next one, I wasn't thinking about the creativity nor exploration or even secrets, just how to kill enemies, save all the time as well as trying to find a normal pickup without having to force me to find secrets. The lighting was off in Egypt in few areas, it was so bright in some rooms due to the yellowness, underwater was so dark in many areas, the atmosphere music did not match the ambient in many levels like Egypt had a background music of a ghost horror game, the camera was endlessly buggy for me, I could even see the whole map sometimes from above or void out of the blue or pulling a lever will trigger a camera but won't let me go back to the game, instead I will just see the door opening and closing or object moving and going back several times before I get to see Lara again. Lastly every player will review the game according to their experience, the builder can make the level however they wish and take the feedback or leave it, but cannot prohibit the player from wanting to play the adventure and see how it goes or say it's for specific audience or certain person doesn't know how to play." - Lara_Shin (17-Jun-2022)
"** First I want to thank Sabatu for his interpretation of TR1, great job! ** The huge, very atmospheric and partly very creative levels are top, the Midas Palace, the huge Spinx with the cave below and the Atlantis Tower are even epic. Exploring every corner has mostly been a great joy and I always wanted to know what would happen next. Music, textures and lighting are also very well done, even if I have rarely seen a stretched texture. The high number of enemies was still okay for me, who would have thought that bats can be so annoying, lol! If you search you will find enough ammunition, weapons and medipacks, BUT in Peru and Greece you should try to kill all enemies exclusively with the pistols and if possible not use medipacks to have enough left for Egypt and especially Atlantis!!!! The puzzles were okay so far and typical TR, looking for keys, pulling levers, positioning sliding blocks etc. In the Midas Palace I found the ingot on the temple roof awkwardly hidden, as there is no camera or gray block showing the ingot as in the others. In the Atlantis level there is a very complicated jump where you slide down a slope in a lava pit, then have to hop from one falling block to the next and then also have to complete a banana jump, which was unfortunately an absolutely annoying jump that I had to do about a hundred times. In the same level I had (with the engine 2.9.1 version 8) in some places problems with the savegames, when loading the camera zoomed very far out of the level, the savegame was therefore unusable. The lack of cut sequences was also a shame and I sorely missed Bacon-Lara but it does not matter for the rating that these things are missing. For TRLE custom experts I can absolutely recommend this level, but be aware that Sabatu requires all the tricks of the controller and also some tight timeruns will challenge you very much. Beginners or average players will surely despair of this TRLE, but maybe the author will have mercy and release an easy version someday, would be at least desirable because you should have seen the grandiose architecture of these TR1 levels. One more thing, if you hate pixelated PSOne textures like I do, you can always turn them off in the game menu. ;)" - vandit (15-Jun-2022)
"This is a full remake of Tomb Raider 1, with a combination of ideas from the original, Anniversary, and maybe a bit of Tomb Raider 1 Revised and Core's Anniversary too, Along with plenty of new ideas of it's own. The visuals are great and some of the most detailed TR1 engine designs I've seen, along with some massive scale areas. The lighting and texturing is also great, with the only issue being a couple of rooms with completely flat lighting, but there's only a few so it may have been a technical issue. While mostly TR1 assets there's also some new and modified objects to provide some surprises. There are also some nice subtle touches like the way the ambient music becomes more layered as you progress into each section.
As the description warns this is much more difficult than the original game, with several much more elaborate traps and platforming sequences. Like the author's previous few sets there are also a lot of enemies and lots and lots of boulders; the latter are actually quite creative throughout though, and TR1's infinite boulder generator sees some creative use. Health felt a little thin in the first few maps, but after that the pickups increase a lot and there aren't issues later despite some brutal combat set-ups, and weapons also seem slightly buffed to help. There's also some occasional prolonged backtracking, and while some of it is part of the structure of the original too, the levels are much bigger so it can be more of an issue at times, although the level design mostly avoids it. Due to it's nature I guess I'll cover how I feel about the changes to each level (while not spoiling the bigger stuff).

Lara's Manor: The manor is remade, and, while still quite simple, it's fleshed out with elements from the sequels-including an exterior-and some extras that add a bit of a twist and provide a mini-adventure to open the main gates.
Caves: A relatively simple start as expected, but with some much more detailed areas. The main elaboration is in the iconic bridges area, which now has an entire upper section, and the final "trench" room has quite a bit more going on traps-wise as well.
City of Vilcabamba: The entire structure is much more open here, with both the village and temple front being open and multi-layered from the start (as well as having more and larger buildings, with a substantial new section involving more offshoots from those. I was slightly disappointed that the temple interior isn't present just like Anniversary, but there's much more content elsewhere in this version.
Lost Valley: As with Vilcabamba the main design is more open, with both the waterfall stream and Valley itself being partially integrated together, as the former makes up a lower section (which actually leads to it being both more visually interesting and having less backtracking). The journey for the cogs is obviously more elaborate, and there's some new larger side areas for them. The T-Rex reveal(s..) isn't especially more surprising or elaborate, but there are a few twists and even some things later on in the set that arguably work as further building on it...
Tomb of Qualopec: The hub here is much larger and obviously takes after the Anniversary version, and then it leads on to much expanded challenges, including one huge new area in particular that makes up for a slight disappointment in the previous map, and felt like it took a little from some of the additions to this level in TR1: Revised. The Larson boss area is identical despite the changes elsewhere; presumably this is because of limitations with the original cutscenes as it happens to similar areas later, but then only the FMV's seem to be present anyway so I'm not sure how needed it was? It's a slight disappointment in this case as it means the end can't link up with the last level like it does in the original.
Saint Francis' Folly: The starting area is much more elaborate, with the structure of the original and the more elaborate puzzles of the Anniversary version, although there's a weirdly obtuse moment with a hidden door that I basically stumbled on by accident (and seemed more like a secret). The main set-piece of the folly is present and with some much more elaborate "god" areas to solve. There was one trap in the Thor area it seems you can trap yourself on, but it is pretty obvious if it happens. I do feel the much busier design worked against the vertigo of the main area as it felt there was more to be caught on if you fall, but this is more an observation of the nature of it as the actual design of it and the side areas is excellent.
The Colosseum: This is a much more fleshed out version of the level, with a larger facade to climb at the start, and the actual Colosseum has whole new concepts added to both build on it and make much better use of the space (which both the original and Anniversary suffered from, and the latter actually managed to make worse), including a large-scale area change to provide a final twist towards the end. While all the levels so far have been great this is probably the best so far in actually expanding the original conceptually and fixing it's previous flaws. There are some backtracking treks, but it's not really any worse than the other versions of the level.
Palace Midas: This keeps the larger main room of the Anniversary level while keeping the great unraveling structure of the original level. The switch hub is here and there's a really cool surprise with it and the "pillar collapse" puzzle. It mostly makes one of the best levels even better, although a shortcut to the switches would be nice, and if you fall from the aqueduct path there's a long backtracking trek to get back there; this can be an issue in the original too, but this version is so much larger it's even longer here, and a shortcut or two would be nice. The hand also felt a little weirdly placed and involves a bit of a trip back to access at the end.
The Cistern: This really amps up the scale conceptually, as the original Cistern is now just a structure that's only a small part of a vastly more elaborate cave system, with plenty of new stuff to do and a much more elaborate take on flooding/draining. Visually it's also probably the biggest improvement so far, with the stunningly huge caverns and detailed structures that add hugely to what the original was.
Tomb of Tihocan: This is the biggest change so far, as the original is mostly tight corridors, and Anniversary basically removed it. Now, after some familiar looking areas you get thrown into an area that might be even larger than the Cistern's caverns, and with a totally new addition to the theme that works best as a surprise. This is the best remake so far as it takes probably the least interesting level in the original (outside the last area) and adds something entirely new to fix that problem, as well as showing Anniversary how to do it by actually adding to the original rather than removing from it.
City of Khamoon: The central areas here are much larger, and there some outdoor parts added too, including a large one later, which seems to take a bit from the Unfinished Business take on Egypt. Rather than the relatively linear original there's now more of a hub approach as you find four keys behind various challenges and new areas (and new takes on old areas). There's also a bit more clear foreshadowing of the next level too. I do feel the Mummy could have been introduced a little less abruptly, but it's clear across their releases that Sabatu seems to prefer jumping right in rather than introducing enemies more subtly. There are some slightly too blended pushblocks that are also used throughout Egypt, although there is a texture tweak that provides a clue to them.
Obelisk of Khamoon: While most of the challenges and concepts are here and elaborated on, I feel a little mixed about the structure as it turns it into a clear hub concept rather than the open interlinking design of the original; the original is a little strange because so much can be skipped/missed, but just turning it into a hub makes the design a little more predictable despite the actual challenges being much more interesting. The keyhole receptacles at the end are also semi-hidden and can only really be seen in this level, which harms the link between them despite the main "Obelisk" being visible in last level, and the overall intersection of the two levels being more interesting (and seemingly taking a little from the flood concept in Unfinished Business).
Sanctuary of the Scion: This starts with an interesting subversion as it seems very familiar to begin with, but then, as soon as you get a proper look at the main cave, it's clear this is an entirely new take. The main Sphinx and large statues underneath are now semi-merged into one area, with the Ankh hunt being spread across all of it rather than having there be a clear second part. There can be some big backtracking with a whole cave system below, but it is pretty clear when you've done the main task that requires cutting off an easy way back, so doing it more than once is mostly the player's fault. The new design also keeps an Anniversary improvement by removing the large climb back up towards the end. The "boss" is also absent, but not from the game as a whole...
Natla's Mines: While the fuse hunt is present, you get guns back a bit earlier as a certain friend has decided to wait for you here (and there are also some threats beyond Natla's goons this time). Both the mines section before and Atlantis intro after the fuses is heavily built upon (and with something much better than a block puzzle maze), and there's a major new surprise outside the "gates" of Atlantis. One challenge is curiously easy to skip and/or access from the "wrong" way given the skill demands elsewhere means it's not even hard to think you need to do it by accident, but it doesn't block you off from anything at least. The second half of this level is one part of the original that could really do with a rethink (given it's mostly a boring maze), and this take does a great job of that.
Atlantis: This is one that just takes the original structure and makes it more elaborate, with most of the side-areas built on as you make your way up the large tower (which also has some more going on, although it's mostly only an occasional visit, rather than the main section like in Anniversary). There's also an incredibly difficult tile jump here which felt like a bit of a jump from even the relatively higher challenge of the rest, but maybe I missed something? There is however the most curious remake absence here which is no Bacon Lara sequence, as an iconic moment I'm guessing this is mostly not present/improved for some sort of technical reason (which also applies to the Scion at the end, which is mentioned in the description)
The Great Pyramid: This is the one level that might actually be shorter (even if the scale is still bigger), as, after the Mutant boss you now you mostly go on a trek through some areas from the previous map, and the Natla fight is back near the entrance. This also means parts like the giant pillar room for the final fight aren't present, and this is probably the closest a level gets to a disappointment, even if I can understand what it's going for in terms of making you actually go back rather than taking an entirely new route out.
Overall an excellent release as both a remake and as a standalone release in itself, despite occasional flaws in both areas here and there. It's hinted that the next release with be a similar take on Tomb Raider 2, so hopefully that will be just as good or better." - Mman (11-Jun-2022)
"This re-imagining of the original game that started it all is just a wonderful excursion into nostalgia. The levels are different enough from the originals to be fresh, interesting and oh my, challenging but there are enough components to remind you of the original game as well. This is a tough game and health packs seem few and far between but the secret here is actually the secrets. Take the time to find them and you will end up with sufficient health packs to get through. I was lax in the early levels and found the going difficult due to this. There are a couple of pixel perfect jumps that will have you tearing your hair out and also a sequence at the start of Palace Midas that you must do in a certain order to get the trigger tiles to work which may or may not be a glitch. Enemies are many and they generally attack in packs so you need to be nimble and if you can find cover to fire from then take that cover. It may take a little longer to dispose of your opponents but the health packs last a lot longer that way. Graphics are excellent and ny only complaint is the FMV's used are the originals and of poor quality. There are updated ones about with far better graphics and these should have been used but perhaps there was some copyright question hindering their use? Other than that I loved this game. Keep me entertained for nearly a week. Thanks Sabatu." - Torry (09-Jun-2022)