Tomb Raider: The Angel of Darkness

Share on Facebook Share on Twitter Email
AMG AllGame Guide:

Lara Croft: Tomb Raider -- The Angel of Darkness

Top

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
Wikipedia on Answers.com:

Tomb Raider: The Angel of Darkness

Top
Tomb Raider: The Angel of Darkness
TombRaiderTheAngelOfDarkness.jpg
Developer(s) Core Design
Publisher(s) Eidos Interactive
Programmer(s) Richard Flower
Writer(s) Murti Schofield
Composer(s) Peter Connelly
Martin Iveson
Engine In-house engine
Platform(s) Microsoft Windows, PlayStation 2, Macintosh
Release date(s)
  • EU 20 June 2003
  • NA 1 August 2003
Genre(s) Action-adventure
Mode(s) Single-player
Rating(s)
Media/distribution Optical disc
System requirements
Windows:
  • Windows 98
  • 500 MHz CPU
  • 128 MB of RAM
  • 16MB Graphics card 100% TnL capable and DX9 compatible
  • 200 MB hard drive space

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 Windows, 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. The game received mixed results, with below average critical success, but initial sales were strong due to an aggressive advertising campaign, thus selling 2.5 million copies.[1]

Contents

Plot

The story begins in Paris where a serial killer the press have named "The Monstrum" has been terrorizing the city, killing over seventeen seemingly unconnected individuals in a brutal, ritualistic fashion. 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 organisation called the Cabal, whose ultimate goal is world domination and immortality with the assistance of an ancient biblical race known as the Nephilim. Through her adventures, Lara is first hindered then helped by Kurtis Trent, the last surviving member of an order that splintered off of the Knights Templar in the 15th century called the Lux Veritatis (Latin for 'Light of Truth'). Near the end of the game, Kurtis is seriously wounded by the mutant creation of a Cabal scientist, but there are indications that he did not actually die.

Pieter Van Eckhardt is the main antagonist. A normal 15th century alchemist, he was contacted by an extinct race known as the Nephilim (the product of relationships held between fallen angels and humans) 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-sign'), able to utilise human blood and body parts to resurrect the Nephilim if it would ever become necessary. 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 formed 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 the Nephilim. Eckhardt believed that by using the Nephilim he would attain immortality and dominate over all. However, a group of Christian monks known as the Lux Veritatis was formed and were able to stop Eckhardt's plans. The Lux Veritatis acquired three ancient weapons of light called the Periapt Shards, led by Brother Obscura, they used them to seal Eckhardt in a deep containment pit near their headquarters, Castle Kreigler located near a palace in Germany. The seal on Eckhardt would only last if the three Periapt shards were combined. Brother Obscura took 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. He secretly made copies of each, referred to as the Obscura Engravings, with each engraving containing an encoded map to the location of the original painting.

Before the main game story starts, before the end of the second World War in 1945, Castle Kreigler was bombed, causing one of the shards to separate from the other two. Eckhardt escaped the pit and vowed revenge against the Lux Veritatis, he 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 third Periapt Shard 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, 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 never informed Eckhardt because he learned of Eckhardt's evil plans to use the paintings. Von Croy then asked for Lara Croft to assist in finding the paintings, shortly before he was murdered.

The Sanglyph, whose five pieces are hidden behind the Obscura paintings in various guarded temples, are infused with dark Alchemical powers and give the bearer immense powers in the realm of Black Magic. Lara finds the two remaining paintings in Paris and Prague, though Eckhardt takes them from her before retreating to his old laboratory, where he starts reviving the Nephilim race. The Cabal had retrieved the last Nephilim specimen from Turkey: a Nephili body which had been named "the Sleeper" (it is also called the Cubiciulum Nephili by the Cabal).

During the final confrontation with Lara, Eckhardt starts the process of reviving the Sleeper, using the blood of the Monstrum victims. He battles Lara using the Sanglyph, but he is eventually killed by Karel, his right-hand man, who stabs him with the third Periapt Shard. Karel reveals himself to be the last surviving Nephili and that all the people who have helped Lara died at his hands to avoid the destruction of the Sleeper. He also unwittingly reveals that it was he that murdered Von Croy in the shape of Eckhardt (thus revealing that the Nephilim are shape-shifters) and spared Lara because Von Croy said she would be of great assistance in obtaining the paintings. He then offers Lara a chance to join him in his resurrection. Lara, disgusted with his callous attitude to human life and Von Croy's murder, refuses, and decides to put an end to it by using the Sanglyph on the Sleeper thus overloading it with the new blood the Sanglyph has collected, destroying both 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

The foundations of the Louvre Palace

Lara meets with Werner in his Parisian apartment before he is murdered in front of her. Now a prime suspect, Lara lies low in the back alleys, but is forced to also visit a nightclub called Le Serpent Rouge, and the famous Musée du Louvre. Parts of the Louvre are faithfully recreated in the game, most notably the ancient foundations of the medieval Palais du Louvre, which form part of Lara's entrance into the museum.

Prague, Czech Republic

The Strahov Monastery in Prague

Lara hunts for clues in the apartment of an affluent art dealer, known as Mathias Vasiley, who was recently murdered by The Monstrum. The main location in Prague, the Strahov, is the stronghold of the organization behind The Monstrum killings, the Cabal. The Strahov Fortress is made up of different areas, including a bio-research facility, an underwater research facility, and a mental institution. The real Strahov is a baroque monastery which gives its name to the Strahov distinct of Prague. This monastery bears little resemblance to the game's Strahov visualisation.

Exclusive Collector's Edition Soundtrack

Tomb Raider: The Angel Of Darkness included an 8-track promotional soundtrack in the 'Collector's Edition' of the game, exclusive to European sales. If pre-ordered in late 2002, consumers received a companion documentary DVD 6 months before the release of The Angel Of Darkness that included the soundtrack in DVD format. However, the same material was later reciprocated on Audio CD with the game's release in 2003.[2]

Tomb Raider: The Angel Of Darkness [Collector's Edition] Soundtrack
Soundtrack album by Peter Connelly (composer)
Martin Iveson (composer)
Peter Wraight (orchestrator)
David Snell (conductor)
Released 2002 (DVD Format)
  • NA August 1, 2003
  • EU June 20, 2003
(CD Format)
Genre Video Game Soundtrack, Orchestral
Length 18:48 (min:sec)
Label N/A

All material is composed by Peter Connelly, with additional contributions by Martin Iveson. The score was recorded live by the London Symphony Orchestra at Abbey Road Studios, London, in 2002 (orchestrated by Peter Wraight and conducted by David Snell).

Tomb Raider: The Angel Of Darkness [Collector's Edition] Soundtrack Track-listing:
No. Title Length
1. "Paris 1 - The Accused"   2:51
2. "Prague - The Unseen Attacks"   2:26
3. "Tomb Raider: The Angel Of Darkness" (Main Theme) 3:08
4. "Paris 2 - Shadow Of The Monstrum"   1:34
5. "By Moonlight"   3:00
6. "Dance Of The Lux Veratatis"   1:37
7. "Paris 3 - The Duel"   1:48
8. "Boaz - Cabal Attack"   2:21

Reception

 Reception
Aggregate scores
Aggregator Score
GameRankings (PS2) 56.40%[3]
(PC) 55.91%[4]
Metacritic (PS2) 52/100[5]
(PC) 49/100[6]
Review scores
Publication Score
GameSpot (PS2) 6.5/10[7]
(PC) 6.1/10[8]
IGN 5.3/10[9][10]

Reviewers praised the storyline, improved graphics, sound and the environments, while they criticized large amount of bugs, control system, combat system, camera, steep system requirements etc.

As most critics ranged from negative to mediocre receptions, other media received the game more positively, the PlayStation Official Magazine gave the game an 8 out of 10 stating "Although some issues with the controls and some bugs, the game is faithful to the series and delivers a true Tomb Raider experience."[11]

References

  1. ^ "Lara Croft Tomb Raider: The Angel of Darkness". GiantBomb. http://www.giantbomb.com/lara-croft-tomb-raider-the-angel-of-darkness/61-6742/. Retrieved 2010-12-13. 
  2. ^ "Tomb Raider: The Angel of Darkness - The Official Soundtrack". Game-OST. http://www.game-ost.com/albums/1243/tomb_raider_the_angel_of_darkness_-_the_official_soundtrack/. Retrieved 2010-12-13. 
  3. ^ "Tomb Raider: The Angel of Darkness for PlayStation 2". GameRankings. http://www.gamerankings.com/ps2/468726-lara-croft-tomb-raider-the-angel-of-darkness/index.html. Retrieved 2011-08-01. 
  4. ^ "Tomb Raider: The Angel of Darkness for PC". GameRankings. http://www.gamerankings.com/pc/559388-lara-croft-tomb-raider-the-angel-of-darkness/index.html. Retrieved 2011-08-01. 
  5. ^ "Tomb Raider: The Angel of Darkness for PlayStation 2 Reviews, Ratings, Credits, and More at Metacritic". Metacritic.com. http://www.metacritic.com/game/playstation-2/lara-croft-tomb-raider-the-angel-of-darkness. Retrieved 2011-08-01. 
  6. ^ "Tomb Raider: The Angel of Darkness for PC Reviews, Ratings, Credits, and More at Metacritic". Metacritic.com. http://www.metacritic.com/game/pc/lara-croft-tomb-raider-the-angel-of-darkness. Retrieved 2011-08-01. 
  7. ^ "Tomb Raider: The Angel of Darkness PS2 Review". GameSpot UK. http://uk.gamespot.com/ps2/adventure/tombraidertheangelod/review.html?tag=quicklinks%3Breviews. 
  8. ^ "Tomb Raider: The Angel of Darkness PC Review". GameSpot UK. http://uk.gamespot.com/pc/adventure/tombraidertheangelod/review.html?tag=quicklinks%3Breviews. 
  9. ^ "Tomb Raider: The Angel of Darkness PS2 Review". IGN. http://uk.ps2.ign.com/articles/425/425632p1.html. 
  10. ^ "Tomb Raider: The Angel of Darkness PC Review". IGN. http://uk.pc.ign.com/articles/428/428210p1.html. 
  11. ^ "Official Playstation 2 Magazine Score for AOD". Eurogamer. http://www.eurogamer.net/articles/r_tombraideraod_ps2. Retrieved 2010-12-13. 

External links


Post a question - any question - to the WikiAnswers community:

Copyrights:

Mentioned in

TR6