Without a Paddle
1,139 downloads

- Release date
- 12-Jul-2022
- File size
- 177 MB
- Class
- Egypt
- Engine
- TR4
- Duration
- long
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Adrian ↓ | 10 | 10 | 10 | 10 |
| billie2001 ↓ | 9 | 10 | 10 | 10 |
| DJ Full ↓ | 10 | 10 | 10 | 10 |
| Feats ↓ | 9 | 10 | 10 | 9 |
| JesseG ↓ | 10 | 10 | 10 | 10 |
| Jorge22 ↓ | 9 | 10 | 10 | 10 |
| Kubsy ↓ | 9 | 10 | 10 | 10 |
| Leoc1995 ↓ | 9 | 9 | 10 | 8 |
| manarch2 ↓ | 8 | 8 | 10 | 9 |
| Mman ↓ | 9 | 10 | 10 | 10 |
| Phil ↓ | 9 | 10 | 10 | 10 |
| Raider278 ↓ | 10 | 10 | 10 | 10 |
| requiemsoul ↓ | 9 | 9 | 10 | 9 |
| Ryan ↓ | 9 | 10 | 10 | 10 |
| Samu ↓ | 9 | 10 | 10 | 10 |
| TimJ ↓ | 9 | 10 | 10 | 10 |
| Torry ↓ | 9 | 10 | 10 | 9 |
| Category averages (17 reviews) | 9.18 | 9.76 | 10.00 | 9.65 |
- This game offers two paths, and gives clear direction what to expect in each one. I chose the canoe path. I've noted this in the difficulty rating as the other path is aledgedly easier.
Liked- Despite being a little dark in some areas, the visuals are very good in this game. The texturing is flawless, lighting is used to enhance the mood, and the architecture lends credence to the imposing temple that Lara explores.
- There are a couple of nice puzzles included, my favorite being the alphabet tiles.
- Lara will face some challenging platforming, such as toggling platforms and a timed run with a torch.
- Combat provides a nice variety of enemies, acculmulating in the climactic confrontation against Seth, who attacks you alongside other enemies as you try to escape his dimension.
Time: 2 hours 13 minutes | Difficulty: Hard (Canoe Path) | Rating: 10/10" - JesseGThe big thing this set is built around is the TR3 path split concept; there are two main ways you are given near the start, and there's actually a further split due to a Senet game with different outcomes depending on if you win or lose (although it's more of a switchover). So you have to play part of it twice to get the full experience. Both ways are fully featured and don't feel neglected, although the mixed path does lead to experiencing the most overall, as well as being the only way to get a secret ending. There are four levels, but the overall progression is linear, with map two and three having most of the path splitting. The Kayak is also a big feature here, although it's actually optional on one path, and it's used well, although it's still the Kayak so it's pretty clunky at times. There's quite a bit of the combat too, especially on the no Kayak path, and there's some tricky fights with Mummies in confined areas, and some nice twists on boss fights later, although you get plenty of higher tier weapons to fight back later (although I apparently missed the Shotgun near the start which made some earlier fights tougher than was presumably intended).
It's overall quite difficult, with lots of platforming over deadly rapids whatever path you take, plenty of traps (including some new dangers for the Kayak) and some quite elaborate use of the "timed ledge switching" concept. The secrets are mostly golden skulls which vary from being a little off the path to more elaborate, including the clever touch of making twelve collectable whatever path you take, but, as I mentioned, there's an "optimal" path where you can get two parts of a key for a bonus at the end (although it's small enough that it's probably not worth playing through the whole thing again just to get it). An excellent release that would easily be one of the top levels for Create A Classic if it had come out for that, although I feel slightly mixed on how much the path split adds when I think about how some elaborate areas go by fast or are missing if you only go one way." - Mman
As an example, the very first pair of switches your encounter right at the beginning is trial&error based with one being a deadly trap and the other not. Replaying this section to write the review, I realised the deadly one had red textures on both side. I've done the same thing in the past, but I don't think colour-based guesses are a good design, notably because some players could be colour-blind. Another trial&error switch room involved a deadly beetle hordes and fortunately I didn't play with save crystal, I could load immediatly after having released this plague. The pushable mirrors puzzle lacked a clue in my opinion, like active beams to indicate to the player they should move the mirrors to face the center. With the experienced raider logic it was still easy to guess, but I moved the mirrors thinking I would need to find a switch to activate the beams before it would do anything. I was quite surprised to find that this was actually the next step necessary to proceed. The torch timed run was a bit convoluted as the torch need to be well placed and the player need to know that the torch is necessary. This timed run was generous though and that's appreciable.
Surprisingly, almost every weapon was right on the path of the player except for the shotgun that was on the side of the first main building and I managed to miss it. I believe that once a weapon is supposed to have been found, it's not a bad idea to provide it again later on in case the player forgot to pick it up the first time. Otherwise, it was a nice idea to have each weapon be found on a different path.
The overall difficulty range from medium to challenging, but some points deserve criticism. The rope jump in the library was unfortunately unnecessarily hard. I needed to check a video to see how it should be done and I really think it comes to jumping at the wrong time and having a physics glitch happening. That kind of levels that aim to be callbacks to classic Tomb Raider shouldn't rely on glitches and stay accessible to the widest range of players possible in my opinion. At one point I also relied on a walk-running jump to escape a series of trap and I don't think those moves have their place in a level that isn't obviously advertised for expert raiders looking for a very hard challenge.
The controls of the kayak were as random as ever and avoiding fire traps and syphons, if enjoyable at first, becomes very tedious and boring once you're past your tenth try. At one point Lara falls in a big sink and is welcomed by two fire traps in her back. The construction of the level here isn't made to help the player understand and come up with a strategy to avoid the traps, but seem based on random chance with the timer of the traps. Those fire traps were even synchronised in such a way that one would turn on just when the other turned off and I had to rush in between the two when luck would let me have half a second. Then there is a huge chasm the player need to jump over, but for that important speed is needed. Unfortunately, the current are so strong that it's nearly impossible to go back and have enough distance to gather momentum. Then I got stuck before the grates of a huge skull and needed a few minutes to get out of this annoyance. The builder has unfortunately not improved upon the experience of the kayak from TR3 but rather made it even worse. I really think that weaker currents wouldn't have changed the flavour of the level but would have made for a better experience. The end of the level was surprisingly much more enjoyable than the beginning. The two rooms for the blue gems with the demigod mini-boss and the other one with the blinking tiles were admirably crafted, as well as the boss level.
Regarding the objects, there is a lot that we can appreciate. The ancient scroll was for example very well written and was a good way to involve the player in the plot. The secrets were all appropriately placed without being insanely hard. I really loved the first one of the second level (East path) that was hidden in plain sight. Some were surprisingly even easier to find than the correct path. The hidden lever for the second door in the very first temple could have been a good secret as I missed it for a good five-ten minutes. And why was the music scroll a secret? I thought it was the continuation of the level! Enemies are generally well used with tough combat (ammo is sometimes scarce) and sometimes good scare moments. For example, I had a dog creep up behind my back in the library. I don't know if the fact that it didn't jump on me was on purpose or a bug of the AI, but I thought it to be even more scary like this. The added animations were a really nice touch, but forcing Lara to climb without jumping became a hindrance with time. On the other hand, I really appreciated the fact that she could still run smoothly after a slide. And it was really cool to see the skeleton ghosts from TR5!
The atmosphere of the entire level is just perfect and the "classic" feeling of Tomb Raider accompany the player from beginning to end, with beautiful cutscenes. I particularly liked the one after picking up the hourglass and that one at the very end for the alternate ending. It's the first level I play with the diagonal steps and wall that the new editor allows and I found the way the builder used this function to add quite a lot of charm to the architecture, even though they were quite buggy at times. The diagonal walls made some ennemies (notably the TR1 mummies) behave weirdly and become stuck in their pathfinding. Putting some "box" squares on the diagonal could have prevented that maybe? I loved the fact that we see huge pyramids in the distance throughout the whole adventure. As I already said, I loved the care put to the sound effects: for example you can hear the rain hitting the rocks while inside corridors and the sound of the blinking tiles was well chosen. There also was a good use of the entirety of the TR4 background audio catalog.
The different environments from TR4 and their textures were quite nicely mixed. The library and catacombs objects did not feel out of place at all. I've found the levels to be beautifully textured and lit, although quite dark at times. A few more flares or a longer burning times for those would have been a good addition. But overall it's just wonder to the eyes, with astonishing environments.
To conclude, the difficulty is medium-challenging and really enjoyable except for a few exceptions relying on pure luck or glitches and that's unfortunate. I find it both surprising and disappointing that the game and the author in his readme pushes the player to take the kayak path (East) and that this path doesn't lead to the reward that is the alternate ending. You need both to take the path of the frail AND to lose at the game of Senet. Why? It would have made more sense to reward the strong winners! The way all parts of the level are built in an intricate way with all paths crossing each others several times is really noteworthy and admirable. I'm also impressed to see that the builder managed to have both a functioning kayak and Senet game, as well as several other additions from other Tomb Raiders. Heavily recommended." - TimJ