Lara's Clone? - Gloomy City (Stad Duister)
1,055 downloads

- Release date
- 17-Mar-2002
- File size
- 22 MB
- Class
- City
- Engine
- TR4
- Duration
- short
- Difficulty
- easy
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| bERT ↓ | 7 | 8 | 9 | 8 |
| CC ↓ | 7 | 7 | 9 | 7 |
| CelticRaider ↓ | 8 | 8 | 9 | 9 |
| Dimpfelmoser ↓ | 7 | 7 | 10 | 10 |
| eTux ↓ | 7 | 9 | 9 | 8 |
| Fairy Godfather ↓ | 7 | 6 | 7 | 7 |
| G.Croft ↓ | 6 | 7 | 8 | 8 |
| Gerty ↓ | 7 | 7 | 8 | 6 |
| Jason ↓ | 7 | 7 | 9 | 10 |
| Jay ↓ | 6 | 8 | 8 | 8 |
| Jerry ↓ | 5 | 7 | 8 | 6 |
| Jose ↓ | 2 | 7 | 6 | 8 |
| Kristina ↓ | 8 | 8 | 8 | 8 |
| Leandro ↓ | 7 | 9 | 8 | 8 |
| Magnus ↓ | 7 | 8 | 7 | 7 |
| manarch2 ↓ | 3 | 7 | 6 | 5 |
| MichaelP ↓ | 6 | 10 | 7 | 7 |
| Miguel ↓ | 7 | 9 | 9 | 8 |
| Monika ↓ | 7 | 7 | 7 | 8 |
| Mulf ↓ | 4 | 6 | 5 | 4 |
| Navi ↓ | 9 | 10 | 10 | 8 |
| Nomad ↓ | 6 | 7 | 8 | 7 |
| Orbit Dream ↓ | 8 | 9 | 8 | 10 |
| Phil ↓ | 8 | 8 | 8 | 8 |
| RaiderGirl ↓ | 7 | 8 | 10 | 10 |
| Ryan ↓ | 6 | 8 | 8 | 7 |
| Sash ↓ | 6 | 7 | 8 | 8 |
| Sheevah ↓ | 7 | 6 | 8 | 6 |
| SilentViper ↓ | 9 | 10 | 9 | 8 |
| Snap125 ↓ | 9 | 10 | 9 | 6 |
| sonnyd83 ↓ | 6 | 8 | 7 | 6 |
| Sponge ↓ | 7 | 8 | 8 | 7 |
| Treeble ↓ | 7 | 9 | 10 | 7 |
| Whistle ↓ | 7 | 6 | 9 | 9 |
| Xxenofex ↓ | 6 | 8 | 6 | 6 |
| Category averages (35 reviews) | 6.66 | 7.83 | 8.09 | 7.51 |
More recently, however, a re-evaluation has got underway. No longer dazzled by all-new custom objects, reviewers have begun to notice that as a matter of fact, the game contains about as much gameplay as a typical - home' or Christmas level, and also gameplay of the same kind, just not as obscure. Most of your time will be spent scouring the map for stuff, going back and forth and up and down and hither and yon, looking for things left in random places. Some reviewers have singled out the cemetery as a particularly atmospheric area, but I'll have to take their word for it, for by the time I reached it, I had no patience left to take in the surroundings and just wanted to grab the Gem that I expected (correctly) to finally grant me access to the Jeep. Being chased by no fewer than three fire wraiths made the matter that much more expedient. That sequence and the jump across the chasm with the Jeep were the only interesting challenges in the entire level. Destroying the two sentry guns wasn't one because they never posed a threat (Dimpf explains why); and the two trap sequences (chains and spikes) are toothless, as you can simply jog through them without even pausing for breath.
The giant platform floating in the sky, which baffled manarch and no doubt many others, is probably meant to represent (as eTux suggests) an eight-lane motorway that spreads above the city, but since it is so primitively built - and actually floating after all, not resting on any kind of support - , it just looks like some weird…thing. The idea is great though, and the effect could have been great as well if a more sophisticated version of the structure had been incorporated in the Horizon mesh. The unusual colour chosen for the sky graphics (orange) works quite well, but unfortunately it is entirely dissociated from the lighting used in the map itself, which is colourless and flat, and in interiors tends towards the murky (especially in the hospital). Textures are often stretched or wallpapered or both, and much of the place looks boring, which is not the same thing as bleak. While the city streets are reasonably well realised, largely due to the custom objects (though overall rather blocky and squarish, which becomes glaringly obvious at intersections), the interiors often make no sense. Regardless of what the signage on the façades says, most often there are merely generic Level Editor rooms behind them; and the purpose of the various exceedingly long corridors and and shafts and underground tunnels remains unclear. The entire hospital is mere padding, serving only as thoroughfare to a different place, and - presumably because the builder realised the fact - as a place to stash one of the three easy secrets; easy not least because of the hide-and-seek nature of the gameplay. The fact that they are little blue guitars adds a nice personal touch, but I should have liked some flares to go with them. In sum, an only mildly interesting level justly appreciated for its novel objects, but whose scores enjoyed an otherwise unwarranted boost because of them." - Mulf