Tomb Raider - The Resurrection II
1,250 downloads

- Release date
- 23-Nov-2024
- File size
- 312 MB
- Class
- nc
- Engine
- TR4
- Duration
- very long
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| DG_777player ↓ | 10 | 10 | 10 | 10 |
| DJ Full ↓ | 9 | 10 | 10 | 9 |
| Juan Carlos ↓ | 10 | 10 | 10 | 10 |
| Mman ↓ | 9 | 10 | 10 | 10 |
| Nick21 ↓ | 9 | 10 | 10 | 10 |
| Petaludas ↓ | 9 | 9 | 9 | 10 |
| Phil ↓ | 9 | 10 | 10 | 10 |
| Ryan ↓ | 9 | 10 | 10 | 9 |
| Samu ↓ | 9 | 10 | 10 | 10 |
| tuxraider ↓ | 9 | 9 | 9 | 9 |
| Category averages (10 reviews) | 9.20 | 9.80 | 9.80 | 9.70 |
-
In general it has large, good looking, competently designed and textured levels with interesting architecture and all types of gameplay. I don't know what much more I should write about this.
-
Everything is kept in TR2 retro style. Even the game menu is modded to look like TR2. It still makes use of TR4 moves. Personally, I really appreciate the builder's choice to use the TR4 instead of TR2 engine and going through the effort to mod the game instead. The ancient TR2 engine causes even more technical problems than TR4 and should be avoided.
-
I often found it difficult to find my path. If you get confused, you may have to backtrack a lot, or spend a lot of time trying to make progress. It's not that difficult, but the levels are large and full of tricky situations.
-
The enemies are very strong. Conserving ammo and medipacks is advised. They're strong from the beginning, but later, I had so much trouble I frequently had to reload and redo encounters with them. The cost in ammo or medipacks was too high, or the enemies gunned Lara down in a second with their high damage. It got even worse when they got faster at running than Lara. In some situations I was about to give up. Only certain types of weapons saved me.
-
How much ammo and medipacks you get seems to heavily depend on how many secrets or other hidden items you find.
-
It's extremely long. I logged 20 hours on my statistics screen, and of course it actually took me even longer. It kept me entertained all the time, even if it got a bit exhausting in the final 1/3rd when it gets really difficult. I used a whopping 102 medipacks.
-
The tough enemies, jumps, timed runs etc. required me to save and reload a lot. The modified TR2-style menu added quite a delay to these actions (you have to wait for the animation to finish). This was annoying, it's like half of the game was me waiting for the loading/saving menu animations to finish. The actual loading process is instant, much faster than usual for TRLE. It doesn't even show a loading bar, it just loads. It would have been perfect if F5/F6 didn't trigger the animation.
-
More on the topic of the menu modification: I liked that the last used savegame slot was focused even across game restarts.
-
There's a story and some cut-sequences throughout the game. Not much, but makes it a little bit fresher.
In summary, it's very good. But you may want to save this for later if you're a beginner. It's probably not for players who just want to relax." - tuxraiderHaving just got done with another ~seventeen level set in Folklorist Diary 2, which nonetheless mostly had relatively short individual maps, this is a different beast entirely, and very much lives up to it's map number, with many of the levels here being hour+ behemoths that provide whole new areas just when it seems like they're winding down. There's a wide range of tasks to support the length, as well as many of the new interactions also providing original puzzle and trap ideas. There's also a few shorter levels to mix it up (including two in a row that felt like they could be a single map by this pack's standards, but I guess there was a technical reason) and break a little from the giant ones. It also follows TR2 in making combat a big aspect, with corpse persistence resulting in some areas ending up a total bloodbath by the end, although you also get a massive quantity of health and ammo (even more if you find a decent amount of secrets), along with a ton of duration-boosted flares for when it is dark, and I never came close to running low. Given a lot of ammo was provided for other weapons I did find it odd I didn't get anything but the Shotgun until after Venice, but I guess I missed some earlier weapons? Despite the amount of combat it's tailored to the nature of each level, and there are still multiple that mix up the pacing by minimising encounters to focus on a more lonely atmosphere instead. There's also a couple of twists like enemies that can only be killed by Grenades. The final boss to cap things off is also well-executed, although one aspect of it could be communicated a bit better. Like Resurrection 1 the TR2 secret system is here, and it's executed even better here, with many of secrets having their own interesting mini-adventures in themselves (to the point I'm curious about some of the ones I missed). I did find it odd how many secret-like hidden nooks and crannies there are which only provide items; I almost feel like there should have been some "normal" secrets counted on top of the TR2-style artifacts.
On the negative side there's a few too many block puzzles, although I liked some of them, as they're some of the rare ones that made me stop and think about how to execute them, and they did get less common later on. There's also a bit of a habit of semi-hidden switches and objects needed for progression, and I ran across a couple basically by accident or as a last resort after trying everything else, although there are generally clues, or you are locked inside areas where this is a thing. All the new interactions do also result in one or two slightly unintuitive ones, although I was able to work them out with a little experimentation. I was also stuck for ages on the cabins level because I missed a key an enemy dropped and their corpse made it invisible; this is partially my fault for not being careful with every corpse, but this level also has a ton of unintended backtracking if you miss it so I feel it could be handled a bit better. I also ran into a bug where when multiple enemies need to die to open a door if you save and load between killing them all the trigger doesn't work; this lost me a bit of progress at one point. I found a couple of shortcuts by accident but there was always a locked door or other obstacle that required the "intended" route to open so it didn't break progression much. Despite those issues they make up a small part of the overall adventure, and another thing I really liked past the Venice intro is that each section almost directly leads into the next (including finding a means of travel at times), which really gives the feel of going on a long journey. While occasionally dragged down by some of the authors worst previous habits showing up, this is another masterpiece of a mod that provides a full adventure and feels like a true pseudo-sequel to TR2 itself." - Mman