Tomb Raider: Ex Oblivione
1,215 downloads

- Release date
- 08-Jul-2025
- File size
- 1,096 MB
- Class
- Fantasy/Surreal
- Engine
- TEN
- Duration
- very long
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| billie2001 ↓ | 9 | 10 | 10 | 9 |
| BlackWolfTR ↓ | 8 | 8 | 9 | 8 |
| DJ Full ↓ | 8 | 10 | 10 | 8 |
| nerdfury ↓ | 6 | 9 | 8 | 8 |
| PedroCroft_ ↓ | 8 | 8 | 9 | 9 |
| Petaludas ↓ | 8 | 9 | 10 | 10 |
| Ryan ↓ | 9 | 9 | 10 | 9 |
| Category averages (7 reviews) | 8.00 | 9.00 | 9.43 | 8.71 |
* Levels 5 and 7 are my favorites gameplay-wise; level 5 for its interesting exploration, level 7 for its torch puzzles. Sadly, beyond level 7, the levelset is really lacking in puzzles as a whole.
* There are some breathtakingly beautiful locations here, ones that will remain in my mind and perhaps my dreams. Levels 12 and 14 are my favorites visually.
* That said, there is an awful amount of jarring wallpapering which detracts from the overall professionalism of the game. There's no excuse for lazy wallpapering from a seasoned builder. In many cases it is clear that the builder just dragged the same tile over a large surface, without rotating or mirroring any tiles to lessen the wallpaper effect.
*Amazing trap selection and decorative objects.
* Some background ambiences are perfect (e.g. the background music in level 14), and some are not fitting (e.g. in the early levels there is an annoying loud thunder ambience while inside, birds chirping while in the sewers, etc.).
* There are many janky "end of the world" situations, invisible blocks, small railings that falsely look like they can be jumped over, etc. In other words, if they player tries to explore thoroughly and logically, they are often pushed back arbitrarily.
* Some camera issues; the 2 most jarring that I can think of at the top of my head are: 1) No camera clue about an obscure shootable object in the gladiator statue courtyard in level 9. 2) No camera/visual clue about the fake ceiling tile in the swimming pool of level 10.
* Level 9 is ridiculously bad. There are so many "dead space" areas, aka rooms with no gameplay. Just having a giant city with beautiful architecture, with the player constantly backtracking, does NOT make a good level. The builder introduced portals in level 5. Why did he not also use them in level 9, so that the running back and forth would be less painful? Another example of pointless wasted space is the large lake area of level 14.
* Near the end, I could not help feeling like the player was being trolled, even if it was unintentional by the builder. For example, some reward rooms that offer troll rewards (so you have to reload and try a different reward room). What is the point of this? Is this supposed to be amusing? At the beginning of level 14, there are 2 floor switches on either side of a blue cone. For both switches, you have to pull them twice to remove the blue cone. Not once, twice. This doesn't make sense at all. Near the end of level 14, there is a what-seems-like-a-typical rolling boulder corridor, however the builder adds 2 additional boulders beyond the first one. The first boulder can be anticipated -- the latter 2 are troll boulders. Is this really the best gameplay the seasoned builder has to offer?
* The first flare pickup is in level 3, however levels 1 and 2 have plenty of dark areas that can warrant a flare.
* Overall, I feel disappointed. Clearly the builder has a beautiful mind, capable of creating unique, memorable worlds... yet, there is so much bloat and repetitive tasks here. So many little issues that really should be not happening with an experienced builder. While "The Dream Quest of Unknown Kadath" and "Deathwish" certainly frustrated me with the sadistic, pixel-perfect platforming required, I still prefer them over "Ex Oblivione", as for the most part I felt engaged. I felt interested. In EO, I often felt bored. 6/9/8/8" - nerdfury