Reviewer's comments |
"Caribbean disaster 1-3 is a base level so gameplay predictively gets of to quite a basic start with searching for pass
cards and unusual keys etc in cupboards, shelves and on dead guards bodies etc with very limited or no traps, puzzles
or timed tasks and the problem with this set of levels is that it mostly remains that way throughout. I thought after
starting the second part in water beside a beach might indicate a change of gameplay or direction but no, despite the
brief change of environment into outside areas the theme remains finding items and using them, killing guards and
some climbing around. The third part is back more to an indoor industrial type of setting again where there's some brief
steam traps and slightly more enjoyable exploring due to the variety of the different style of rooms and the fact that
progression here is not staring you in face as it was earlier, hopefully the next level set will Incorporate more of these
elements." - John (15-Sep-2023) |
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"These three levels present a generally
placid gameplay format, although nothing
really out of the ordinary. The
surroundings do tend to improve as they go
on, with the final submarine section
actually being quite soothing to the eyes.
There are plenty of keys and key cards to
find and guards of all shapes and sizes to
kill, although no real puzzles to speak
of. I'll try out the next set of levels in
the series, hoping they'll be a bit more
innovative. Not bad for something simple,
though." - Ryan (14-Jan-2018) |
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"Not difficult to play this three short levels, but also not very interesting too. The gameplay is based about exploration and shooting enemies; not many switches to pull but a lot of cards to find and open many doors; there are some moveable blocks to drag too. I found enough ammo and guns, but very few medipacks and excessive enemies, so take care and think about some strategies to not lose health if you don't want to get out of medipacks soon. Simple architecture, decent texturization, the rooms are well ornated too. Worth to play if you are a shooter." - Jose (16-Aug-2016) |
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"This next installment consisted of three quite short levels
that only lasted 10-20 minutes each. I had very mixed
feelings about this one, as some things are really good in
this level, e.g. the adaption of the TR 5 objects and
textures plus some custom objects that really were nice (the
watchtower and the vegetation in the second level), but the
gameplay overall rather was dull and uninspired. The game
often felt like a shooter, but there are also some rather
odd stealth elements thrown in, as quickly running away from
some soldiers and very weird and illogical ways of escaping
some sentryguns. There were many invisible blocks in front
of some doors and texturing was quite nice in my opinion but
there often were some misplaced ones to find. The
exploration of the quite nicely designed island in the
second level was maybe the best part of this game but the
third level was again very, very pedestrian with mainly
finding four or five codecards by running and crawling
through some passages and shooting some enemies. I found one
secret in each level and finished the level in around 45
minutes." - manarch2 (22-Jan-2012) |
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"The number of recent releases seems to have fallen off, so I'm going back to play some of the older levels. Maybe the sophistication of what we're seeing these days has spoiled me, but I felt that the first two levels of Caribbean Disaster had a decidedly amateurish look. Still, the gameplay was engaging without being difficult (in fact, it was downright easy in many spots), and I'm happy to report that the lighting is just fine throughout. The third segment in the submarine was particularly easy on the eyes and showed how the builder had improved along the way. Still, I hesitate to call this a multi-level release, as the total playing time for the first three installments was only a little more than 50 minutes, about the same time it takes to play a typical stand-alone level. Since I've already made this investment in time and effort, I plan to play the rest of the series next, but it's not something you'd want to put at the top of your "must play" list." - Phil (24-Sep-2007) |
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"Divided in 3 smaller parts this level brings Lara to the VCI buildings in seach of too many cards and facing the same enemies over and over again.The flaw of this level is repetition.The objects and textures are cool. The only interesting puzzle was creating a chemical reaction by combining nitrogen and oxygen." - dya1403 (22-Jan-2007) |
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"I sat and watched the title flyby. A very long one, that shows the building we are about to explore, and shows Lara rummaging in a cabinet. I didn't get to visit a lot of the rooms in the flyby, or deal with those lazy guards, asleep at their post. Perhaps that happens later on in the series.
Part 1: We've seen this type of environment before. A VCI building with brown walls, offices, plants, very shiny floors, large windows that look out on a city at nighttime. Lara is in her TRC black catsuit with binocular spectacles, but for some reason light doesn't shine on her, even in the brightest rooms or when lighting a flare. This really bugged me throughout the entire series because, to me, it was very noticeable. I like the dangerous looking (but harmless) electrical textures floating in certain areas of this building.
There are a lot of guards here to deal with. I felt sorry for the injured guards slumped on the floors. Lots of cabinets, shelves, crates, those doors with wheels on them, and offices to rummage in for weapons, ammo, and other
essential items. There is some excitement in the form of hidden guns that pop down from the ceiling, and one good jump across an abyss, but other than that it's finding keys, cards, and the VCI key. At the end we find a couple of jets. Running towards them has Lara involved in a peculiar flyby. In a way it's kind of appropriate, as we find out that the plane Lara escape on crashes in the ocean . . .
Part 2: This odd flyby situation continues as Lara swims towards the beach of a Caribbean Island. This place is protected by soliders, some in look-out towers. In my game I just had to run around avoiding the gunfire of the guy in
the tower. He shot the other guard for me. So it would be a better plan to just run from the beach straight into the jungle compound and leave them to it. This is more of a storage/warehouse jungle base with lookout towers. Good
fun sneaking past groups of soldiers standing around talking to one another. Lara is looking for numerous coloured cards, to get into, and try to escape in the base's submarine. I must mention the great music throughout the levels.
Part 3: Inside the submarine, Lara is again looking for coloured cards, dealing with sailors - this time she has no option but to shoot them. This part, for me, was more appealing, as we are now in an environment very much like the original submarine level, where we open doors by turning wheels, pass electrical wires, moving crates, a diningroom and kitchen, missile storage, and a very convincing periscope room. Lara eventually finds two cannisters to place and get this baby moving.
All these levels are fairly easy and straight forward to play, with just a little patience to find crates and boxes to shoot, switches on walls, movable blocks, and keeping an eye on the floor near where you've killed enemies. Not so experienced players will find their way through this easily enough. There are, however, some serious design problems, and places that the player can get stuck forever, so saving a lot is recommended. On now to level 4..." - CC (30-Aug-2005) |
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"Mainly a shooter adventure, a genre I confess I'm not very fond of. While funny and creative in level 1, it becomes a bit repetitive in level 2 and even more in Level 3 where the gameplay consists essentially in finding key-cards, shooting foes, finding other key-cards and shooting even more foes while trying to stay alive. You have the very strong feeling the author has just run out of ideas at some point. There are also some bugs here and there, such as inexistant windows that can get you stuck for good or looping fly-bys, one of which "blinding" you in the very middle of a gunfight. This said, it's very short for a three levels game, so you don't really have the time to get bored and the settings is overall well done. So you might as well give it a try if you have one hour to spare." - Sutekh (21-Mar-2005) |
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"A three part level where the first part will have you crashing to your desktop every time Lara dies. Rather simple set of levels where you are on the hunt for various pass cards and some are dropped by your adversaries in the most inopportune places. Firstly a VCI style level then onto a beach and tropical environs for level 2 and lastly into the submarine for the final phase. Nothing too difficult or exceptional here. In fact it becomes somewhat tedious at times but still worth a look." - Torry (22-Jan-2003) |
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"What do you get in this set of three levels? Well pretty much the same gameplay action and storyline in each one the only difference being the locations. The first is set in a VCI building the second in a base on an island in the Caribbean and the last in a submarine. Though this is really only a card finding shoot 'em up I still found them very enjoyable if for nothing more than the places that you get to play in but a little more diversity would have been happily welcomed. Playing at around 20 minutes each with one secret found in every level this is one for the base lovers out there." - Sash (19-Jan-2003) |
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"I could almost describe this level as a disaster but that may be a little too hard. There are a lot of mistakes here for example going straight through a door being able to get into an area you weren't supposed to (and it was easy!) illegal slopes flybys going on and on and on the guards can walk through boxes but Lara can't so when a guard got shot while in a box I couldn't do the necessary pickup. The gameplay is very linear and consist mainly of key-card pickups and guard shooting. Luckily Michael has done a translation of the German read-me so that you can understand why Lara suddenly is in the water by a Caribbean island. However the surroundings look good and there is some cool music added." - G.Croft (14-Jan-2003) |
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"This is essentially just poor Lara against a horde of bad guys and she must find lots of key cards and some levers to - what? Has she taken over the submarine? Has she sunk it and made her escape via scuba gear? But the fact remains it's still a very nicely designed shoot-em-up with some better than average music cuts. Very linear I was rarely stuck and only needed a little help towards the end of part 3. Not much in the way of gameplay and zip zero zilch on the puzzles but still worth a look." - Momster (11-Jan-2003) |
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"Divided in three short parts it has some elements from TRC but apart from that not many exciting things. Lara in her cut suit is being attacked by guards dogs and condors and has to find cards a disk and coloured card keys in the last level. Going through some kind of island you see trees a beach and a nice horizon. The main thing is to find the items necessary to proceed that might hide inside blocks the crowbar is given for that behind moving blocks or dropped by guards so keep your eyes open. The guns are all retextured and I was almost out of medipacks near the end many were given but they were no longer needed that much fortunately never out of ammo. A nice adventure that from its gameplay could be described more as a 'shoot-em-up'. A little more than an hour's fun." - Kristina (10-Jan-2003) |
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"Not sure why Caribbean Disaster as the readme was in German but I do wonder if Lara went there to save herself because she left it without reward apart from the endless armory. It starts off in a Base which I firstly would say was dominated by Brotherhood Of Nod (the red scorpion) however in the end of the level you see a Global Defense Initiative (the golden eagle) sign on the floor so not sure how come two factions come together in one single base. The second level is really in Carib I suppose by the beach setting. With all those great objects and nice textures the level could have become a great one but no it was nothing out of the ordinary. You see a submarine and you can even jump over that fence however you'll be stuck. Yes - the next part is inside the submarine. Quite the same here looking for colored cards to open doors and eventually pick up the canisters to shuttle a little compartment of the sub away to safety - like in Chronicles' level. These were three fun levels nevertheless and a quite enjoyable experience for shoot 'em up level-fans! (PS.: NOD and GDI are from Command & Conquer)." - Treeble (06-Jan-2003) |
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"Each part doesn't deserve a separate review so I'll review them as one adventure. The first level is a plain old VCI type level with not much gameplay just a lot of baddies to shoot. The ending with the planes and the helipad was interesting and I liked how you could see the 2 guards talking to each other in the building nearby but nothing else remarkable here. The second level is yet another shooter but this time in a more tropical environment even if you see hangars and bunkers all around. Nothing overly interesting here just collect a bunch of cards and for your own interest near the end you can climb atop one of the rusty boxes and jump over the fence to adore the submarine and the end of the world. The third level takes place inside the submarine but is as boring as the other 2. A bit like the original submarine levels am just wondering why did Lara have to escape this time cause besides the few enemies there was no real danger in here. The wires were a bit annoying to get past but the only challenge in the level without counting the 'stay-alive-till-the-end-of-the-level!' one. A comparatively big download for a non-eventful adventure but you can download it if you want to." - eTux (06-Jan-2003) |
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"By and large I'm not a big fan of Christian's style of level building and this one here didn't click with me neither. I guess I just played too many VCI lab adventures and as this hasn't anything new to offer it left me somewhat bored. There is more tedious shelf searching while half of the cupboards don't work animation wise; on one hand this is a an advantage cause you can move on and do more exciting things on the other hand Lara feels a bit foolish rushing to the cupboard then carefully stepping back only to discover that the damned thing is locked. But I liked the bit where you had to shoot the fire extinguisher in order to deactivate the sentry gun. It's a fairly linear run through a lab in part one a Caribbean outpost in part two and then a bit of to- and froing in the submarine for the final chapter. You don't do much more than collect access cards and kill the assorted baddies. The vulture is great though. However what clinched it for me was that gameplaywise part three is more or less a copy of part two (which wasn't that exiting to begin with) where you have to pick up the same set of access cards again and then use them at nearby slots. This makes me wonder why the author bothered to build a third part when he obviously ran out of ideas in part two. Ok the submarine is a new element but we could have done with a few new tasks as well. Final note: I couldn't help but chuckle when I imagined the cook lunging for the jump switch every time he wants to turn off the plates. Or was that just the main fuse?" - Dimpfelmoser (30-Dec-2002) |
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"Part 1: A VCI type level with Lara in a black shiny catsuit (not too sure about the pants though). I was quite impressed with the custom objects from TR5 like the searchable shelves and cupboards that you can open (though I didn't know about the latter until a tip from Michael told me I had to stand a foot back to trigger the opening sequence! Thanks Mike!..... I had to restart the level because of this small detail). Enemies were a variety of security guards and army men. The fighter planes were excellent. Not much gameplay in this level. I considered this more of a shoot'em up level rather than using the grey matter though I'm not sure which style I prefer. Quite linear the code key cards were an easy find as were the secrets and I do wish this level wasn't so short! Part 2: A departure from the VCI type level Lara enters the level on the beach in what I take is the Caribbean the flyby kept repeating itself until I managed to get Lara safely on shore only to be ambushed by a soldier in a wooden 'turret'. The textures and design are really good in these levels and yet again the objects are really well done. Lara progresses throughout this level by finding several code key cards and basically fighting her way out of sticky situations...I did get a tad bit fed up with being shot in the backside every five minutes but a shoot'em up does have it's charm. Part 3: Set in a submarine we have the excellent objects again not so many enemies this time the game play seemed a bit more involved yet I really do wish these set of levels had gone on for a lot longer. As well as the usual key cards to find like the submarine level in Chronicles you need to find the yellow and green canisters to end the level. By the way the music score was really good throughout I must mention that. Though I certainly think these are a nice set of levels to play and Silent Viper certainly has a way with design I wished the levels had gone on longer and gone on in more depth with a more challenging gameplay." - Litepulsar (27-Dec-2002) |
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"First off I would like to thank Gerty for the vital hint on how to open a cupboard door! To think that such a lack of knowledge almost defeated me from completing these fairly straightforward levels. Well this is a huge step up for Silent Viper I must say. A TRC-type mini-game consisting of 3 reasonably short levels in varied environments (Office building Carribean Island Submarine) with fairly straightforward 'search and activate' gameplay. It's all very nicely put together with good texturing interesting music and well-crafted locations. Some of the flybys could do with a little polishing and I inadvertently ended up in an illegal area after performing a jump toward a large Sub but it's a good little adventure all the same. Go easy on the medi-packs as there aren't that many around; and be prepared for the rather unsatisfying ending after Lara places two german-titled objects in their various receptacles." - Orbit Dream (22-Dec-2002) |
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"Wearing a sexy black catsuit Lara starts this three level series in a VCI style building with her first task getting by some soldiers and a machine gun that comes out of the ceiling. After getting past them there's a room filled with cabinets to search for lots of weapons and ammo and then she's on her way to find the number of cards and disks needed to open all the doors in the three levels. It seemed like the majority of gameplay consisted of finding these cards but it was still a lot of fun because the environment was so great. There's a huge submarine and some stealth fighters to look at a variety of soldiers and a few dogs to evade new objects to use at the end a wonderful outdoor area to explore that seems to be set on a Caribbean island and I don't remember seeing the door from Chronicles before (the one with the door handle that Lara has to turn). Because everything was so neat to look at I was disappointed after a little over an hour when I placed the last two objects and the levels were over. Don't forget to look for the secret card near the beginning that will allow you access to a huge stash of pickups at the end of level one." - RaiderGirl (19-Dec-2002) |
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"Part 1 is set in a VCI building and getting cards a yellow fuse and disks. Lara has to search some cabinets and the animation is wrong at least it was in my game. The enemies are soldiers but they’re ever so politely waiting (most of them anyway) till Lara started shooting. Part 2: Lara is dropped in the sea (?) and she gets shot at whilst the fly by is still going on. Lots of soldiers to shoot and getting coloured cards is your goal here. I jumped in my chair seeing the first vulture as I did hear it but couldn't trace it until it was on top of Lara. Got major stuck in a box and also in an illegal slope underwater. Even didn't know what to do at a certain point but didn't use my eyes. Part 3: Getting again coloured cards and later the 'Sauerstoff' (oxygen) and 'Stickstoff' (nitrogen) bottles so you can leave the sub. You need the crowbar. Very fast paced levels and very straight forwards. 05-11-2002" - Gerty (05-Dec-2002) |
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"This level has a good graphic. The details are very exact. The atmosphere is nice the good music plays to the adventure. This level is only partly a Caribbean level. It is a VCI-level and submarine-level. But the puzzles are not hard. They are very easy. You find a card use it and the door behind or in front of you is open. The enemies are only guards and soldiers. Too many. And I found only some ammunition. The health-packs are very rare. In the last level I found more. But the level is fine to play. I need 1:35 hours to finish it." - Andi Croft (01-Dec-2002) |
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"Part 1 (5/5/7/8 25 min. 1 secret): Lara in her TR5 catsuit (with blue pants?) starts out in a classic VCI style building and along her journey has many guards to kill and the occasional automatic gun in the ceiling to avoid. Gameplay is quite linear and you find a yellow fuse a disc a VCI Key and an ID Card usually rather close to the point where you use it. I also came across a secret which I think is required as you use the card you get there in Part 2. Some impressive light effects a few diagonal walls and the stealth fighters at the end are the highlights. On the downside there are two invisible door blocks you can drop out of the office window and are stuck there and the final flyby is looping as the one shot option was not set. Part 2 (5/7/7/7 25 min.): Scenery changed completely as the stealth fighter dropped you in the Caribbean. Nice horizon cool guard towers and cool guards (about 15 of them to kill here plus some vultures and dogs). Again progression is smooth and linear the architecture a little boxy and the trees a little simplistic as you search for a red a blue a green and a yellow key card. The submarine looks great behind the fence but again you can get stuck when you jump over the fence so avoid that. Part 3 (6/6/8/8 20 min.): Looks like you made it into that submarine now and you explore a storage area the rocket room the dining area for yet another complete set of key cards. A few guards and a dog get in the way and you need to find the 'Sauerstoff' (oxygen) and 'Stickstoff' (nitrogen) bottles to complete the level. All in all fast paced not too tricky entertainment in quite a decent variety of settings. Worth a look." - Michael (26-Nov-2002) |
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