Meganebashi
1,065 downloads

- Release date
- 19-Dec-2001
- File size
- 44 MB
- Class
- nc
- Engine
- TR4
- Duration
- long
- Difficulty
- very challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| CC ↓ | 6 | 6 | 7 | 4 |
| Drew ↓ | 9 | 7 | 6 | 6 |
| eTux ↓ | 6 | 4 | 5 | 4 |
| Gerty ↓ | 4 | 6 | 7 | 7 |
| Kristina ↓ | 9 | 7 | 7 | 7 |
| Leandro ↓ | 6 | 6 | 7 | 7 |
| Magnus ↓ | 4 | 4 | 4 | 4 |
| manarch2 ↓ | 7 | 4 | 7 | 6 |
| MichaelP ↓ | 9 | 6 | 7 | 7 |
| Navi ↓ | 10 | 7 | 8 | 6 |
| Neltharion ↓ | 2 | 2 | 3 | 1 |
| Petaludas ↓ | 8 | 8 | 7 | 6 |
| RaiderGirl ↓ | 8 | 7 | 7 | 7 |
| Ryan ↓ | 6 | 5 | 7 | 6 |
| Sash ↓ | 7 | 4 | 6 | 7 |
| Treeble ↓ | 6 | 5 | 6 | 5 |
| Category averages (16 reviews) | 6.69 | 5.50 | 6.31 | 5.63 |
Keyakisaka Lake (8,5-4-7-5) This level starts calm, with a solid flyby showing you an appealing but a bit crudely textured area. But soon after you notice there is no way down except for the move - dropping down from a corner to the block below - every beginner player will directly be pulled away from this level, unless he has a big amount of luck. What follows is a hugely entertaining platforming adventure that even gets more fun when going for the two well hidden secrets. When you finally got down to the lake you will get enerved by a lot of - in my opinion - unfairly placed enemies comíng from right behind you, but on the other hand I found this fitting to the overly difficulty of the level and just another challenge. The lake, may it look as good from above, appears to be more crude than the actual area around it, with missing textures and irrealistic architecture. After twenty minutes and another expert banana jump I finished this level. I couldn't decide between 8 and 9 in gameplay, as a 9 would be too high regarding no puzzles and only one real gameplay element (hard platforming), but an 8 doesn't represent the fun I had in this level. I also found it hard to rate the EOS category as, apart from the soldiers and the secrets, there was simply nothing to rate.
Old Stronghold (4-4-8-6) As much fun as I had in the first level, the less I had in the second. Running and jumping around a very dark cave (without any (!) flares in the first areas) I never had an idea what to do so I completely concentrated on the walkthrough. Finding the ten (or actually eleven) buttons was quite the ordeal for me, and this despite of some refreshing ideas in this level, such as dropping from the edge of a slope and the double timed run. The atmosphere was somehow more nice in this level, as texturing didn't have as many (but there certainly were) lacks and the lava lake area actually looked very authentic, but the darkness also spoils the fourth category - there was a bunch of jumps in plain darkness, which is a big no in my opinion. Some custom or TR 2 textures were a nice change but somehow not fitting to the cave setting.
A Mercenary (7-5-7-7) Set in a TR 2's Diving Area setting, this level had a few custom objects like the card and the cassette recorder, and the fact that picking up the card to avoid getting killed by the gun later was a fine idea. In my opinion, gameplay was OK, nothing unbearable here, but at the end of the level I only wanted it to finish, as everything got a little repetitive - pushing a lever to go up another earlier part of the level to find another lever and so on. Only few challenges such as the jump combinations to get to a jumplever, onto a high block and a killer timed run up some stairs. I am sure the builder knew about the corner bug, as he placed a slope near every pillar you first had to climb on in the whole game, making it impossible to cheat. I found that was a good idea. The enemies were still the same but not that unfairly hidden anymore, and we have more harder weapons when going for the four secrets. Texturing was OK but the architecture didn't stunn me a bit as in the second level, but I found the room with the glasses and the four soldiers interesting. There were two unmarked ladders but since you knew you had to go up there they were easy to spot.
Gift Box was the short finale of the level, with for my taste too many soldiers to shoot, I just escaped from the first sextet and only shot the second. The only things different from the first level are the big pool session you swim in, not very realistic to jump into the water from the side, and the differently textured hidden passage to the end. I honestly found the ladder way too long, but the end was fairly nicely done with the chopper and the bye bye sign.
All in all there are two levels very recommendable for expert players in this pack, well, plus the little finale; but the second level was nearly unplayable due to the darkness. Play if you want some challenge and think you're damn lucky (for the first level)." - manarch2
Keyakisaka Lake (23 minutes, 1 secret) - the most Japanese level of the set - it already starts with a move you most likely have never used in another level before, and doesn't disappoint if you expect more like it to come your way. To be fair - if you've been around the block (custom level wise, you dirty minded people!) the main gameplay should not actually be that much of a challenge, provided you can get Lara down on the ground alive, survive the ninja onslaught and then perform a banana jump into the final alcove. The small sidequests for the Uzi clips, the Uzi and the level's secret probably hold the most unorthodox gameplay besides the aforementioned moves. It's not a particularly good-looking level, but I think I actually enjoyed it the most, because, despite all the tricky moves, this is probably the most straightforward it gets in the entire adventure (apart from the last level, but since they're the same level, my point stands).
Old Stronghold (45 minutes, 1 secret) - the hunt for the dozen buttons is the most involved this game gets, but due to the non-linear approach, the vast settings (of which thankfully you explore only a fraction), the overall darkness in combination with not that many flare pickups and a bit stingy use of cameras (how was I to tell, for example, that one button opened up the ceiling in the jump- sequence room next to the Bal05... Canopic Jar?) this turned out to be by far my least favourite section of the lot. I was grateful for Michael's walkthrough as without it I probably would've spent much more time here than necessary. Part of the problem for me at least was that the fly-by (which can be re-triggered again and again randomly) and the way the settings are constructed mislead you to think you'll have to tackle all of that, and the actual path that makes sense (as outlined by the walkthrough) in contrast is not as clearly set out - so you can spend a lot of time on a wild goose chase, stumbling upon dead ends, missing out on crucial buttons that are a little too well concealed and that is just not a whole lot of fun if you have to take it on by yourself. The individual tasks, such as the jump-sequences or double-timed-run are actually entertaining by their own right, but being put together in as confusing a way as possible made it hard to appreciate them.
A Mercenary (30 minutes, 1 secret) - I had some problems with the old download package (have supplied an update as I type) where climbing and monkey swing animations would not work for this and the following level, worst yet - the game would crash when jumping from the previous level to this one. If this happens to you - you may have the same older package and I recommend updating it before continuing. It still is possible to finish the game with it (I level-skipped from the end of the previous level and did the best I could in the absence of those animations, like using the the extremely slow shimmy-mode climbing instead of the norm), but is a bit cumbersome to do so with the limitations it imposes. It is probably the best level in terms of looks, and more of a middle ground between the first two levels gameplay-wise. It still has an element of non-linearity to it, and certainly could've benefited from more direction in terms of camera guidance, but with enough persistence you could do this without outside help (apart from a little nudge as to what should be done to get the jump to the crawlspace right).
Gift Box (10 minutes, 0 secrets) - if you found the secret in the first level, this will be as straightforward as it comes. You return to the first level through a series of rooms that nicely connect all the previous levels together, showing exactly how they are connected - which had a nice touch of finality to it, as did the battle with the SAS guards. If anything I was a bit perplexed as to what Lara actually accomplished in the level set, as there were no obvious goals set out from what I could tell.
Bottomline - I enjoyed the challenging parts and found them to be rewarding enough in their own right despite the level set's more obvious shortcomings. I dare say the challenging moves will frustrate you much less than the lack of focus and direction in gameplay, not much helped that the texturing and architecture is overall pretty sloppy and more gameplay-serving than looks-enhancing. I'm not even that convinced that now in 2011 it has that same aura of 'must-play' for expert players as it might have had at the time of its release. If challenge is what you're looking for you can probably get the same thrill in more exciting gaming experiences these days and this has more of a 'historical curiosity with a couple of obscure and difficult moves in it' feeling than a 'difficult level, that will put expert players to the limit of their skills.'" - eTux