Uploaded March 2015 | Updated September 2026, 1 week ago
Welcome to this fabulous Let's Play from myself and my friends!
We've decided to blast through some classic Tomb Raider action and exploration. Lovely.
In Part 1 we blast off and finish the Great Wall level, whilst providing some EXCITING commentary !@$%
Tomb Raider II is an action-adventure video game in the Tomb Raider series and is the sequel to the 1996 video game Tomb Raider. Developed by Core Design and published by Eidos Interactive, the game was originally released for Microsoft Windows and PlayStation in 1997 and Mac OS in 1998.
The game sold over 8 million copies worldwide as of 2003, making it one of the best-selling games released up to that point.
The gameplay of Tomb Raider II builds upon the basic set up of the original game. For a detailed discussion of its features, see the gameplay section of Tomb Raider. Innovations in Tomb Raider II include, new weapons, extra moves, a small set of vehicles, larger levels, many more enemies, mostly human enemies and dynamic lighting (in the original gun fire did not briefly light up the immediate area and flares did not exist). As well as these new features, the player may now save wherever and whenever they choose, save for a few special locations, as opposed to its predecessor's crystal saving feature.
In terms of movement, Lara can now climb ladders and perform a mid-air roll used to land in the opposite direction of which the player was facing. The range of weapons has been expanded to include a harpoon gun (though more correctly termed a speargun), a grenade launcher, an M16 rifle, which requires Lara to assume an aiming stance to fire, and automatic pistols, which replace the magnums from Tomb Raider. The item inventory now includes pyrotechnic flares, which are used to light up dark corners and take advantage of the improved lighting system implemented by the developers. The two vehicles in the game are a motorboat (in Venice) and a Snowmobile (in Tibet). Both are used to travel long distances across the map and can speed up on ramps or run over enemies.
The object of the game remains unchanged from the previous game: each level must be finished by solving various puzzles, collecting key items, and performing difficult jumps. However, this time there is an emphasis on gun fights and the killing of human opponents as well. Secrets no longer immediately reward the player with weapons or medipacks. Instead, each secret is marked by a coloured dragon ornament: silver (or stone), jade, and gold, according to the difficulty of their location. Only when Lara collects the last of all three dragons in a level will she receive a bonus, which usually consists of medipacks and ammunition, and infrequently a new weapon.
Tomb Raider II also offered the player an expanded version of "Croft Manor", Lara's mansion. Designed as a gameplay tutorial, players can wander through the massive building, most notably her personal gymnasium with a variety of platforms, objects, and traps set up for Lara to maneuver through. This let players acclimate themselves to the game's controls and Lara's large arsenal of moves at their own pace in a relaxed, controlled environment. As a bit of comic relief, Lara's old butler slowly follows Lara around the house, with the sound of rattling tea cups on his tray accompanying him (and by proxy, the player) along the way. If Lara bumps him, he grunts or groans and will even occasionally break wind. Versions of Lara's mansion would return in Tomb Raider III and then later in Tomb Raider: Legend.
Walkthrough / Playthrough / FAQ / Commentary / Johnny Natrium
Welcome to this fabulous Let's Play from myself and my friends!
We've decided to blast through some classic Tomb Raider action and exploration. Lovely.
In Part 1 we blast off and finish the Great Wall level, whilst providing some EXCITING commentary !@$%
Tomb Raider II is an action-adventure video game in the Tomb Raider series and is the sequel to the 1996 video game Tomb Raider. Developed by Core Design and published by Eidos Interactive, the game was originally released for Microsoft Windows and PlayStation in 1997 and Mac OS in 1998.
The game sold over 8 million copies worldwide as of 2003, making it one of the best-selling games released up to that point.
The gameplay of Tomb Raider II builds upon the basic set up of the original game. For a detailed discussion of its features, see the gameplay section of Tomb Raider. Innovations in Tomb Raider II include, new weapons, extra moves, a small set of vehicles, larger levels, many more enemies, mostly human enemies and dynamic lighting (in the original gun fire did not briefly light up the immediate area and flares did not exist). As well as these new features, the player may now save wherever and whenever they choose, save for a few special locations, as opposed to its predecessor's crystal saving feature.
In terms of movement, Lara can now climb ladders and perform a mid-air roll used to land in the opposite direction of which the player was facing. The range of weapons has been expanded to include a harpoon gun (though more correctly termed a speargun), a grenade launcher, an M16 rifle, which requires Lara to assume an aiming stance to fire, and automatic pistols, which replace the magnums from Tomb Raider. The item inventory now includes pyrotechnic flares, which are used to light up dark corners and take advantage of the improved lighting system implemented by the developers. The two vehicles in the game are a motorboat (in Venice) and a Snowmobile (in Tibet). Both are used to travel long distances across the map and can speed up on ramps or run over enemies.
The object of the game remains unchanged from the previous game: each level must be finished by solving various puzzles, collecting key items, and performing difficult jumps. However, this time there is an emphasis on gun fights and the killing of human opponents as well. Secrets no longer immediately reward the player with weapons or medipacks. Instead, each secret is marked by a coloured dragon ornament: silver (or stone), jade, and gold, according to the difficulty of their location. Only when Lara collects the last of all three dragons in a level will she receive a bonus, which usually consists of medipacks and ammunition, and infrequently a new weapon.
Tomb Raider II also offered the player an expanded version of "Croft Manor", Lara's mansion. Designed as a gameplay tutorial, players can wander through the massive building, most notably her personal gymnasium with a variety of platforms, objects, and traps set up for Lara to maneuver through. This let players acclimate themselves to the game's controls and Lara's large arsenal of moves at their own pace in a relaxed, controlled environment. As a bit of comic relief, Lara's old butler slowly follows Lara around the house, with the sound of rattling tea cups on his tray accompanying him (and by proxy, the player) along the way. If Lara bumps him, he grunts or groans and will even occasionally break wind. Versions of Lara's mansion would return in Tomb Raider III and then later in Tomb Raider: Legend.
Walkthrough / Playthrough / FAQ / Commentary / Johnny Natrium

![Streaming nonsense and then Thief Gold [@20min] Mission 4: Assassins
I did actually forget to balance the game sound properly so the game sounds rather quiet. Its not too bad but next time Ill defo have it clearer Streaming nonsense and then Thief Gold [@20min] Mission 4: Assassins](https://i.ytimg.com/vi/ngtE61ezyGs/mqdefault.jpg)
![Co-op Dead Island | PART 18 - Brunos Tool
Welcome to our co-op playthrough of the classic Dead Island game (GOTY edition)! We made sure to grab the best version of this game for some morbid comedic adventuring as a sadistic black couple.
In Part 18 we conclude the hydrant conspiracy and reunite the hydrant folk. We are sent to find Bruno some toys and get taken on a walk by Joseph, who is mental and has a Velcro sheath for his pipe. We also do a lot of other cool sh!t but I cant be arsed to write it all down.
Dead Island is a 2011 open world survival horror action role-playing video game developed by Polish developer Techland and published by German studio Deep Silver[4] for Microsoft Windows, Linux, OS X, PlayStation 3, and Xbox 360. Centered on the challenge of surviving a zombie-infested open world with a major emphasis on melee combat and crafting, the plot focuses on four playable survivors trying to survive and escaping off the fictional island of Banoi.
Dead Island features an apparent open world roaming, divided by relatively large areas, and played from a first-person perspective. Most of the gameplay is built around combat (mainly melee weapons) and completing quests. Dead Island is an action role-playing game and uses experience-based gameplay. The player earns XP by completing tasks and killing enemies. Upon leveling up, the player gains health and stamina, and can invest one skill point into a skill tree and level up one of their skills.
Combat is carried out through either physical attacks or through the use of melee weapons and firearms. Melee weapons are emphasized[6] to the point that firearms are not available for the first quarter of the game, and consist of blunt and bladed weapons. Melee weapons can also be thrown at targets at any point in the game. Weapons are randomly generated and positioned in predetermined locations as well as found on some enemies; they have unique stats which are generally based on the players current level. Each weapon can be upgraded three times to increase its stats, and most weapons can be modded - customized based on a blueprint to add special features, such as nails or electrified blades, and poison.[6] These weapons will wear out from constant usage and require repairs and careful use.
There is also a stamina bar, meaning that after a set amount of physical action, such as running, jumping, or swinging a weapon, the character needs to stop to regain his or her stamina. Fighting with a high level zombie will result in the player often running out of stamina and potentially being killed. The game features special class zombies, which are more powerful than the standard zombie.[7] Players need to use flashlights in dark areas and during night-time sections, adding suspense.[8]
Zombies in the game have different abilities, such as the Walkers being Romero style zombies and the Infected being 28 Days Later style running zombies. There are also other special zombies in the style of Left 4 Dead.
Co-op Dead Island | PART 17 - The Hydrant Conspiracy
Walkthrough Gameplay Guide 100% easter egg comparison ultra graphics FAQ Co-op Dead Island | PART 18 - Brunos Tool](https://i.ytimg.com/vi/p3ZaBVoJ19Q/mqdefault.jpg)
![Magnetic: Cage Closed | PART 2 [ Lets Play / Walkthrough ]
HIYA BUDDIES; Youre watching the amazing Johnny Natrium Lets Play of Magnetic: Cage Closed. Youd better fkn enjoy it.
In part 2 I endure more sexual harassment from my surveyor, who then gets replaced by a psychopath with a speech impediment. What hijinks.
Next part coming up!
Magnetic: Cage Closed is a first person puzzle game where the player manipulates magnetic forces to accomplish their goals. The mechanics are focused around a single tool: The Magnet Gun which allows you to create electromagnetic fields with either positive or negative charges.
You are a prisoner trapped in a strange facility, filled with deadly traps and whispered secrets. At first the facility and its inhabitants all seem like a mystery to you, but soon you begin to understand: Your only chance to survive is to master the Magnet Gun and stay out of harms way. If you make yourself useful they will let you live a little longer, and sooner or later you will get your chance. As the Warden keeps on telling you: “There is always a way out…”
Unique Tool - The magnet gun is a unique tool that can transform the environment, launch you through the air or assist with complicated box puzzles
Diversity - The challenges in Magnetic come in many forms, and blend logical puzzles with skill based movement in a unique combination
No playthrough is the same - Each choice has an impact on what comes next. New secrets and paths are just waiting for players to find them
Magnetic: Cage Closed Collectors Edition
The Magnetic: Cage Closed Collectors Edition comes with a comprehensive Digital Artbook, Full Digital Soundtrack, and Two New Devious Challenge Maps.
Playthrough / Walkthrough / FAQ / 100% /Gameplay Magnetic: Cage Closed | PART 2 [ Lets Play / Walkthrough ]](https://i.ytimg.com/vi/p4awIsvlmZk/mqdefault.jpg)


![Psychonauts | PART 1 - Squirrial Killer [ Lets Play / Walkthrough]
Welcome to our amazing Lets Play of Psychonauts! Angus and I are blazing through this genius masterpiece and enjoying it, whilst providing some trademark witty commentary. Psychonauts | PART 1 - Squirrial Killer [ Lets Play / Walkthrough]](https://i.ytimg.com/vi/p_wqOGr-IQo/mqdefault.jpg)
![Lets Play Prince of Persia 3D [English] | PART 4 - Cistern
Welcome (back) to my Lets Play of Prince of Persia 3D! I spontaneously decided to explore this oldschool, obscure gem again, and record it whilst giving my thoughts and input on things (although this will probably turn into semi-relevant rants and ramblings), especially since theres no English-spoken LP of this on YouTube yet. I may actually switch to the DreamCast version of this game, which Ive heard has most of the games control issues and bugs fixed.
In Part 4, I complete the Cistern level.
Prince of Persia 3D, developed by Red Orb Entertainment and published by The Learning Company for Microsoft Windows, is the third and last game in the original Prince of Persia series. The game debuted in 1999, 10 years after the original, and incorporated 3D graphics in its gameplay.
In 2000, a Dreamcast version under the name Prince of Persia: Arabian Nights was developed by Avalanche Software and published by Mattel Interactive, which had previously purchased both Red Orb Entertainment and The Learning Company. Many of the control flaws from the original PC version were corrected and other notable bugs were fixed, improving the gameplay of this port, although it still suffers the same camera problems. This version was only released in North America.
Walkthrough / Playthrough / FAQ / Commentary / Johnny Natrium Lets Play Prince of Persia 3D [English] | PART 4 - Cistern](https://i.ytimg.com/vi/poC1BDMMoUo/mqdefault.jpg)
![Co-op Dead Island | PART 9 - Urban Pirates Booty
Welcome to our co-op playthrough of the classic Dead Island game (GOTY edition)! We made sure to grab the best version of this game (The definitive edition is a botched remaster) for some morbid adventuring as a sadistic black couple.
In Part 9 we do more sh!t that I swear is ultra cool but which I cant be arsed to type out.
Dead Island is a 2011 open world survival horror action role-playing video game developed by Polish developer Techland and published by German studio Deep Silver[4] for Microsoft Windows, Linux, OS X, PlayStation 3, and Xbox 360. Centered on the challenge of surviving a zombie-infested open world with a major emphasis on melee combat and crafting, the plot focuses on four playable survivors trying to survive and escaping off the fictional island of Banoi.
Dead Island features an apparent open world roaming, divided by relatively large areas, and played from a first-person perspective. Most of the gameplay is built around combat (mainly melee weapons) and completing quests. Dead Island is an action role-playing game and uses experience-based gameplay. The player earns XP by completing tasks and killing enemies. Upon leveling up, the player gains health and stamina, and can invest one skill point into a skill tree and level up one of their skills.
Combat is carried out through either physical attacks or through the use of melee weapons and firearms. Melee weapons are emphasized[6] to the point that firearms are not available for the first quarter of the game, and consist of blunt and bladed weapons. Melee weapons can also be thrown at targets at any point in the game. Weapons are randomly generated and positioned in predetermined locations as well as found on some enemies; they have unique stats which are generally based on the players current level. Each weapon can be upgraded three times to increase its stats, and most weapons can be modded - customized based on a blueprint to add special features, such as nails or electrified blades, and poison.[6] These weapons will wear out from constant usage and require repairs and careful use.
There is also a stamina bar, meaning that after a set amount of physical action, such as running, jumping, or swinging a weapon, the character needs to stop to regain his or her stamina. Fighting with a high level zombie will result in the player often running out of stamina and potentially being killed. The game features special class zombies, which are more powerful than the standard zombie.[7] Players need to use flashlights in dark areas and during night-time sections, adding suspense.[8]
Zombies in the game have different abilities, such as the Walkers being Romero style zombies and the Infected being 28 Days Later style running zombies. There are also other special zombies in the style of Left 4 Dead.
Co-op Dead Island | PART 9 - Urban Pirates Booty
Walkthrough Gameplay Guide 100% easter egg comparison ultra graphics FAQ Co-op Dead Island | PART 9 - Urban Pirates Booty](https://i.ytimg.com/vi/qZfVZPi8jwg/mqdefault.jpg)

![Vampire: Bloodlines | PART 2 [Intensive LP / Unofficial Patch]
Welcome to our intensive Lets Play/Walkthrough of Vampire: The Masquerade - Bloodlines!
This Lets Play will have a trademark comedic flair to it (except this is still the training part where its more serious and focused on explaining mechanics etc.), and its very suitable to both newcomers and experts - for both comfortable and funny entertainment, as well as engaging and serious
analysis. This part is still the training section so the focus is more on explanation of game mechanics, but from the next part onward its more entertaining, free and immersive. Enjoy the ride and share your thoughts in the comments!
In part 2 we finish off the bonus training level [+XP and lore] and end up in our home-base for the beginning of the main game, which will be very exciting.
For our tutorial / discussion on the character creation and the story introduction, check out my special video: https://youtu.be/KfGr0b-5SRY
♥ Subscribe: https://goo.gl/BC6DTY ♥
Vampire: The Masquerade – Bloodlines is a 2004 action role-playing video game developed by Troika Games and released by Activision for Microsoft Windows. Set in White Wolf Publishings World of Darkness, the game is based on White Wolfs role-playing game Vampire: The Masquerade and follows either a male or female character who is killed and subsequently revived as a fledgling vampire. The game depicts the fledglings journey through 21st-century Los Angeles to uncover the truth behind a recently discovered relic that heralds the end of all vampires.
Bloodlines is presented from first- and third-person perspectives. The player assigns their character to one of several vampire clans—each with unique powers, customize their combat and dialog abilities and progress through Bloodlines with violent and nonviolent methods. The selection of clan affects how the player is perceived in the game world, and which powers and abilities they possess; this opens up different avenues of exploration and methods of interacting with or manipulating other characters. The player is able to complete side missions away from the primary storyline by moving freely between the available hubs: Santa Monica, Hollywood, downtown Los Angeles, and Chinatown. Vampire: Bloodlines | PART 2 [Intensive LP / Unofficial Patch]](https://i.ytimg.com/vi/s2Be1oq6oTU/mqdefault.jpg)