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Tomb Raider: The Angel of Darkness

 
Games: Lara Croft: Tomb Raider -- The Angel of Darkness

Game Description

Tomb Raider: The Angel of Darkness has been billed as the first true renovation of the best-selling series since the ground-breaking 1996 original. This edition is built on a completely new engine, which pumps out "next-generation" graphics and allows many new animations and interactions. Lara herself enjoys the engine upgrade as well, as she's now rendered with ten times the number of polygons as in earlier Tomb Raider games.

The role-playing aspects of this adventure are slightly more central to play than in earlier games. Lara must enter a dark, supernatural world where nothing is certain. She must interact with other characters, and complex situations call for her to make ethical decisions where there is no clear-cut "good" or "evil" choice. Lara also develops throughout the game, as her abilities improve and adapt to the way she's played. A new system is designed to offer smoother control of Lara's many moves, which include new stealth attacks and hand-to-hand combat.

Five forgotten works of art, the 14th century Obscura Paintings, will unlock devastating powers if they fall into the hands of a mysterious alchemist who leads a secret alliance of powerful people. Stopping the villain would be difficult enough, even for the resourceful Ms. Croft, but our heroine's quest is complicated as she is framed for the murder of her former mentor, Von Croy. Now, on the run from the authorities, Lara must avoid being captured as she strives to keep the alchemist and his alliance from unleashing their evil on the world.
~ T.J. Deci, All Game Guide

Review: Overall

One of the great mysteries of the industry is not the subject of Lara Croft's latest archaeological pursuit, but how Eidos Interactive let its most marketable character fall into such a state of despair. Nothing was more indicative of the problems the company had when, after the release of the first movie starring Angelina Jolie, it had nothing to show for the public. So a hit movie based on a video game property had no cross-promotional video game tie-in. The Angel of Darkness was supposed to be released years earlier, but after being mired in delays and trapped in development limbo, it soon became one of the biggest question marks in Eidos Interactive's lineup. Now that it is finally playable, which is actually a debatable point, it's easy to imagine why there were so many delays and conflicts. The trials and tribulations of Lara Croft are on the verge of becoming a textbook example of how to kill off a lucrative franchise.

The secret to Tomb Raider: The Angel of Darkness' problem is simple: control. Lara Croft's intricate movements have always been a pain in the derriere, but she will drive players to the point of madness in this game. It's a shame, too, since the storyline is actually interesting, finding the intrepid explorer not on an archeological dig but rather on the run from a crime she didn't commit. The game opens on the dark, rainy streets of Paris as Lara must quickly find her escape from the French police and find out who is responsible for the death of one of her clients. The visuals are polished, with crisp textures, excellent lighting and weather effects, and environments dripping with atmosphere. The orchestral soundtrack is nothing short of fantastic, heightening the mood when needed and fading in the background at other points. Yet none of it matters once players start putting Ms. Croft in action.

Movement with the analog stick is cumbersome, and that's being generous. Lara Croft is as unresponsive as a car trapped in mud. The act of pushing forward causes Lara to slowly turn -- as if to second-guess the decision -- before initiating a run that feels like she's wearing concrete boots. Pressing a button to open a simple door has Lara slowly sidestepping to the left or right to get into position and then turning the door's knob. By far the most irritating aspect is trying to jump across the many platforms in the game, a trademark Tomb Raider feature, which is made exceedingly difficult by unresponsive button presses (will she jump or will she plummet to her death? -- film at 11) and awkward camera angles that don't always let you see what you need to see. If she does manage to take flight, players have to remember to press the X button to grab onto a ledge, as making this an automatic task would have apparently been too kind.

Tomb Raider is an exasperating game because of this wretched control, and players will soon begin to yell uncomely words at Ms. Croft for failing to do what should come naturally for such an agile heroine. The situations often force her to move quickly, whether it's shimmying across ledges or wires or running up and down stairs while deadly gas starts infiltrating a room, and the controls do everything in their power to prevent you from performing the most basic actions. One scene involves pulling a crate (yes, object-pulling is a requisite in Tomb Raider) near a suspended ledge so she can use the crate as a platform to leap to safety. This simple sequence could take minutes when it should take seconds.

This is because players may know what to do in a given situation, but the execution is a crapshoot. Players have to walk up to an object, wait for an icon to appear to indicate Lara can interact with it, press a button allowing her to grab it, and then push or pull on the analog stick to move it into position. Trouble is, players will instinctively push up against the crate waiting for the silly icon, then when it does appear, the character will push instead of pull. And it certainly doesn't help matters when speed is a necessity. Then players must wait until the animation stops, try pulling it once again, and then say a prayer that Lara decides to climb the crate when pushing the stick into it and not simply stand there like a wax museum model. Then there's the actual jump after finally climbing the crate, but by that point players may have had an aneurysm.

It is an absolute shame that the controls are such a beast, because there are many interesting elements in the game. Players can actually influence how characters react to Lara, and performing certain actions over and over can help increase Lara's attributes (though these are often scripted in certain locations). The locales are varied, there are enormous bosses to fight, and players will even get a chance to control an Indiana Jones-like character during certain sequences. Those determined to see this game to the end will need to take advantage of the save feature, which may be the title's saving grace from the constant frustration. Tomb Raider: The Angel of Darkness could have been one of Lara Croft's greatest adventures since the original Tomb Raider. Yet the development team at Core Design has either lost touch with how games are supposed to control or no longer cares. Whatever the reason, players with weak hearts and weaker patience should steer far clear of this title, which may have buried the once-promising franchise like a relic from a forgotten era.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

Sometimes players are watching Lara more than controlling her, with painfully slow animations and delays between button presses. Enemies are almost absent for the first third of the game, and those that are present aren't the brightest crayons in the box.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

The environments look nice, with detailed lighting effects and smooth character models, though the camera is awkward and there are some visual glitches, such as Lara disappearing when positioned close to walls. Some slowdown is also evident. Some of the subtitles have spelling mistakes.
~ Scott Alan Marriott, All Game Guide

Review: Sound

The soundtrack is by far the best feature of the game, with above average voice acting and a wonderful orchestral score that adds a much needed dose of excitement.
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

While players can save their game at any time, it's doubtful that they will revisit completed stages because of the unresponsive controls.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

The black-and-white manual explains the basic controls but little else.
~ Scott Alan Marriott, All Game Guide

Production Credits

Company 1: Eidos Interactive U.K.; Lead Programmer: Richard Flower; Lead Animator: Mark Donald; Lead Game Designer: Richard Morton; Lead Artist: Andrea Cordella; Systems Programmer: Chris Coupe, Neil Topham; Animation System: Richard Flower; Background System: Alex Davis; A.I.: Stephane Denis; Player Control System: Phil Callaghan; Physics System: Ray Tran; FX Programmer: Dan Scott; Camera Systems Programmer: Mac Avory, James Graves, Stuart Yarham; Level Scripting: Paul Field; PC Programmer: Duncan Hopkins; Animator: Phil Chapman, Matt Furniss, Graham Gallagher, Paschal McGuire, Jerr O'Carroll; Artist: Matt Charlesworth, Fergus Duggan, Wayne Elliott, Simeon Furniss, Andy Gibson, Herod Gilani, Damon Godley, James Kenny, Jamie Morton, Jerry Oldreive, Darren Price, David Reading, Ady Smith, Gary Tonge; Music Composer: Martin Iveson, Peter Connelly; Orchestrator: Peter Wraight; Music Performed By: The London Symphony Orchestra; Conductor: David Snell; Music Recorded At: Abbey Road Studios; Engineer: Peter Cobbin; Sound Effects: Martin Iveson; Cutscene & FMV Audio: Peter Connelly; Audio Systems Programming: Nigel James Brown; Concepts & Lead Writer: Murti Schofield; Concepts: Mark Donald, James Kenny, Richard Morton; Storyboard: Graham Gallagher; Manual Text: Andrew Thompson; Manual Design: Andrew Cockell, Amanda Holmes; Voiceovers and Casting: Phil Morris, Allinthegame Ltd.; Voice of Lara Croft: Jonell Elliott; Voice of Kurtis Trent: Eric Loren; Voice of Eckhardt: Joss Ackland; FMV and Cut Scene Visuals: Attitude Studios; FMV Director: Antione Charreyron; FMV Producer: Anne-Christine Gasc; Additional FMV: Axis Animations; QA: David Ward, Stuart Abrahart, Richard Apperley, Hayos Fatunmbi, Lance Moreland, James Shipley, Jayne Whitfield, Oliver Clarke-Smith, Steve Wakeman; Producer: Andrew Watt; Executive Producer: Jeremy Heath-Smith, Adrian Smith; Company 2: Eidos Interactive U.S.; Producer: Mike Schmitt; QA Manager: Mike Kelly; Assistant QA Manager: Colby McCracken; Product Test Coordinator: Colby McCracken; Assistant Product Test Coordinator: Brian Falls; QA: Nicole Ferrara, Galen Laws, Jordan Romaidis; Production Operations Manager: Brian King; VP Marketing: Paul Baldwin; Director of Marketing: Chip Blundell; Product Manager: Matt Gorman; PR Manager: Michelle Seebach; PR Specialist: Kjell Vistad; Channel Marketing Manager: Kim Pendleton; Web Support: Yasuto Suga, Robert Fitzpatrick; Operations: Michael Minson, Greg Wu
~ Keith Adams, All Game Guide
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Wikipedia: Tomb Raider: The Angel of Darkness
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Lara Croft Tomb Raider:
The Angel of Darkness
TombRaiderTheAngelOfDarkness.jpg
Developer(s) Core Design
Publisher(s) Eidos Interactive
Designer(s) Richard Flower (lead programmer)
Writer(s) Murti Schofield
Composer(s) Peter Connelly
Martin Iveson
Platform(s) PlayStation 2, Windows, Mac
Release date(s) EU June 20, 2003
NA August 1, 2003
Genre(s) Action-adventure, Third-person shooter
Mode(s) Single-player
Rating(s) ESRB: T
OFLC: M
PEGI: 12+
USK: 12+
Media CD, DVD
Input methods Keyboard and mouse, Gamepad

Lara Croft Tomb Raider: The Angel of Darkness is the sixth game in the Tomb Raider series, and is the sequel to Tomb Raider Chronicles and The Last Revelation. It was developed by Core Design and published by Eidos Interactive. The game was originally released in 2003 for PlayStation 2 and PC, and was the first Tomb Raider title to be released for the PlayStation 2 console. The storyline follows Lara Croft as she attempts to clear her name while she is hunted across Europe, accused of murdering her former mentor Werner Von Croy.

Contents

Story

Accused of the murder of her one-time mentor, Werner Von Croy, Lara is forced into hiding. Following notes written in a journal by Von Croy, Lara races to recover five hidden paintings before a secret organization whose ultimate goal is world domination and immortality with the assistance of an ancient biblical race known as the Nephilim.

Pieter Van Eckhardt is the main villain of Tomb Raider: Angel of Darkness. A normal 15th century alchemist, he was contacted later in his mortal life by the Nephilim and entered a blood pact with them in exchange for immortality, and was tasked with the creation of a powerful weapon known as the Sanglyph (literally 'blood-stone'). To keep the Sanglyph safe, Eckhardt split it into five pieces and hid each piece behind five paintings he created depicting evil imagery.

As time went on, Eckhardt grew ever more evil and powerful, and eventually form a group known as the Cabal, four individuals who all shared the same desire for immortality. To attain this immortality, the Cabal prepared to resurrect an extinct race known as the Nephilim (the product of relationships held between fallen angels and humans). Eckhardt believed that by using the Nephilim he would attain immortality and, in the end, dominate over all. However, an order that splintered off of the Knights Templar in the 15th century called the Lux Veritatis (Latin for 'Light of Truth') were able to put a halt on Eckhardt's plans. The Lux Veritatis acquired three ancient weapons of light called the Periapt Shards and, led by Brother Obscura, used them to seal Eckhardt in a deep pit. The seal on Eckhardt would only last if the three Periapt shards were combined. Brother Obscura then confiscated the five paintings that contained the pieces of the Sanglyph, and painted over the previous images of evil with new religious images. These were hidden throughout Europe in locations known only to the Lux Veritatis, and were christened the Obscura Paintings. A copy was made of each, referred to as the Obscura Engravings, with each engraving containing an encoded map to the location of the original painting.

In 1945, something happened and one of the shards became separated from the other two. Eckhardt escaped the pit and vowed revenge against the Lux Veritatis, then revived the Cabal basing it out of Prague. The new Cabal became devoted to hunting down any members of the Lux Veritatis. Eckhardt also managed to obtain the Periapt from the Lux Veritatis. He hid these shards in his old laboratory, deep underground beneath the Strahov, the headquarters of the Cabal. Eckhardt and the Cabal set out to reclaim the five Obscura paintings, in order to acquire the Sanglyph. By the time Lara became involved in the plot, the Cabal had already attained three of the five paintings. Eckhardt then hired Werner Von Croy to find the last two; Von Croy did learn of the location of the fourth painting beneath the Louvre from the Obscura engravings, but he never informed Eckhardt. Von Croy then asked for Lara Croft to assist in finding the paintings, shortly before his murder.

The Sanglyph

Lara found the two remaining paintings in Paris and Prague, the later with the help of a man named Kurtis Trent, who has ties to the Lux Veritatis. However, Eckhardt reclaimed the paintings from her before retreating to his old laboratory, where he started reviving the Nephilim race. The Cabal had retrieved the last Nephilim specimen from Turkey: a Nephilim body which had been named "the Sleeper". During the final confrontation with Lara, Eckhardt starts the process of reviving the Sleeper. He battles Lara using the Sanglyph, but he is eventually killed by Karel, his right-hand man, who stabs Eckhardt with the third Periapt Shard. Karel revealed himself to be the last surviving/living Nephilim and that all the people who have helped Lara died at his hands to avoid the destruction of the Sleeper. He then offers Lara a chance to join him in his resurrection. Lara refuses, and decides to put an end to it by using the Sanglyph on the Sleeper--thus destroying it and Karel.

Gameplay

Much like the Tomb Raider games before it, The Angel of Darkness is a 3rd-person action-adventure-puzzle game that stars Lara Croft. The player controls Lara as she explores thirty-one levels, manoeuvring carefully across traps and solving puzzles to progress. Lara's new moves include a back-flip, a small hop, stealth, army-crawling, rolling out of the crouch position, hand-to-hand combat and the "super-jump" that can be performed whilst sprinting. Unlike other Tomb Raider games, it is sometimes necessary for Lara to acquire a strength upgrade to manage to clear certain jumps. An RPG element was added to the series, with the player choosing what Lara says in conversation, such as polite questions, bribery, or threats. Although this does not affect the main storyline, it does alter the route taken to ultimately reach Lara's goal. For example, she enters the club 'Le Serpent Rouge' differently depending who she talks to, and may be shot by Bouchard by saying the wrong thing. This, however, is mostly the case only at the start of the game (Parisian ghetto); after that, choosing what you say only affects the replies you get when entered in dialogue with another character.

Angel of Darkness is also the first game in the series to feature an additional playable character besides Lara Croft (later DLC for Tomb Raider: Underworld would feature another). Kurtis Trent initially appears to be an antagonist to Lara, but the player assumes control of him late in the game, shortly before he and Lara form an alliance against Eckhardt.

Characters

Locations

Paris, France

Lara meets with Werner in his Parisian apartment before he is murdered in front of her. Now a prime suspect, Lara lays low in the back alleys, finding adventure in the most unlikely places: a nightclub called Le Serpent Rouge, the Louvre Stormdrains and the famous Louvre Galleries.

Prague, Czech Republic

Lara hunts for clues in the apartment of an affluent art dealer, known as Mathias Vasiley, who was recently murdered by The Monstrum. The Strahov is the stronghold of the evil organization behind The Monstrum killings, also located in Prague. Lara gains access through a blundering journalist, desperate to expose the organization. The Strahov Fortress is made up of different areas, including a bio-research facility, an underwater research facility, a mental institution (the only areas to be played from another character's perspective) and a secret tomb called The Vault of Trophies. Physically it is a large industrial complex and appears to be fronted by some kind of transport operation.

Reception

The game received mediocre reception from critics, receiving a 5.3/10 from IGN and a 6.5 from GameSpot, with an overall GameRankings score of 56% for the PS2 version. The Metacritic review site stated that PS2 version of Tomb Raider: The Angel of Darkness has met with "mixed or average reviews",[1] while the PC version received "generally negative reviews".[2]. Reviewers praised the improved graphics, sound and the environments, while they criticized large amount of bugs, control system, combat system, camera, steep system requirements etc.

References

External links


 
 

 

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