Tomb Raider: Angel of Darkness Review
Adventurous return or the final insult?
Version tested: PlayStation 2
It's been delayed three times, slapped with a succession of unusually critical previews, and subsequently praised by less than convincing reviews. You could say it's been a rocky road in the build up to the release of the latest Lara Croft adventure.
Even the Official PlayStation 2 Magazine only gave it 8, and struggled through a long list of flaws before having to painfully justify its score, and as we scribe, the first 'proper' reviews have started to filter through and it seems that years of hype and promises have come to nothing.
"We don't care if it's finished, just get it out the bloody door before the City lynches us!"

And to add insult to injury, the Yanks got it before us, as under pressure Eidos scrambled frantically to get the game shipped in time for its third quarter. Bizarrely, the City wasn't even told that the game had slipped again, and even the normally in-the-loop retail community hadn't got the faintest clue as to when the game was going to be shipped. "Definitely before the 30th", an Eidos spokesman assured us, although that looks increasingly unlikely. What an almighty cock up.
As much as we try to remain impartial to the weight of outside opinion, we must admit we were more than a little nervous as we finally took possession of Tomb Raider 6. But at the same time, having thoroughly enjoyed the majority of the series we couldn't quite believe that over three years of development would result in failure. We had faith, even if the ropey demos at E3 and last year's PlayStation Experience suggested we should prepare for the worst. Surely the naysayers were just the unbelievers that didn't have the patience in the first place?
This was supposed to be the reinvention of the series; where gamers got to see a 'darker' side of Lara, "a new harder edge that has arisen from her inner demons". This was Core's big chance to give the previous annual cash cow series a break and return with fresh ideas, some groundbreaking technology and renewed vigour to revitalise arguably the most important British gaming franchise ever.
The bitch is back

The storyline and scripting is certainly a cut above most gaming fodder, and an area Core has paid an enormous amount of attention to. The game kicks off in Paris with Lara in conversation with her old mentor Werner Von Croy, who has been asked by a 'sinister' client Eckhardt to help him track down an old 14th Century painting. Having suffered a past betrayal Lara is understandably a little pissed off, and soon an argument ensues which coincides with the brutal shooting of Von Croy.
Framed for his murder, the game follows Lara's desperate escape from the law, and her subsequent pursuit of the shady Eckhardt character and his plot to awaken the long dead Nephilim race. It probably sounds like typical gaming fodder, but the scenes are lavish, interesting and don't outstay their welcome, unlike many action adventures with illusions of cinematic grandeur. During the Paris levels, AOD even reminded us of Revolution's much cherished Broken Sword, which can't be a bad thing.
As good as the plot undoubtedly is, the voice actors do their bit to undermine its effectiveness. Although Lara's part is played admirably, the bit part players with their dreadful cod-French accents are laughable in the extreme. Surely Core's budget could've stretched to employing some decent voice actors after all these years. Apparently not. Vice City vs. Angel Of Darkness: compare and contrast the voices. The music, however, is excellently atmospheric throughout, and easily the best yet in the series. Hats off to the audio guys for bothering with surround sound too.
Much the same

Unlike the other games in the series, Angel Of Darkness does at least try and introduce the controls to the player. The first few sections amount to nothing more than a training session, but for many this lead-you-by-the-hand approach will come as a welcome introduction. For anyone even vaguely familiar with previous Tomb Raiders, the controls feel much the same, albeit with a few context sensitive tweaks in the name of making the game more accessible. Apparently the controls were a massive bone of contention internally, and have been the chief cause of the delay - we were hoping this was for good reason.
The main change is the addition of a fairly unnecessary stealth manoeuvre, which puts Lara in a semi-crouch pose, allowing her to sidle up against walls Solid Snake-style and peek around corners, as well as perform a deadly neck breaker attack behind unwary enemy. The usual array of moves remain, including running/sideways/backward jumps, grab, run, walk, push, pull and crawl, while the auto-targeting attack makes shooting relatively easy.
Unfortunately any vague notions of having fun with this long-awaited title quickly disappear once you realise how truly heinous the control system really is. Part of the blame has to be squared firmly at the hopeless camera system, which is continually fighting against you like an overzealous mother yanking her sprightly young toddler back into line.
Core knows best

Although you're allowed a degree of 'free' movement with the right analogue stick, for the most part Core's cameraman thinks it knows best and continually tries to show off with 'dynamic' cuts to dramatic angles, which has the effect of confusing the hell out of you as you'll probably now be holding the opposite direction that you were when you started.
This, in itself, wouldn't be an issue if you could actually position Lara with any accuracy. Rather than do the decent thing and attempt to match the fluidity and precision of, say, Splinter Cell, Core has made Lara even more infuriatingly tricky to position than ever, and you'll be constantly attempting to make minor adjustments, only to overshoot thanks to the alarmingly unresponsive controls. You are given the safety net of the walk mode, which stops our heroine from falling to her doom, but accidentally push up against a low railing and she'll happily hop over it to her death no matter what the obvious consequences are.
In some areas this context sensitive guesswork is quite useful, and enables you to perform certain mundane tasks like mounting and dismounting ladders and drainpipes with ease. But given that you still have to perform actions on a multitude of other objects, would it have really been a great hardship for the player to decide when to carry out the move? In doing so, you're constantly snagged into performing actions that you don't want to, and it quickly becomes extremely irritating, and even many hours into the game you'll still be tipped up by it.
I'm too weak to go on reviewing
Even the puzzle system remains largely unchanged. It's still a case of endless trial and error, object collection, switch pulling, box pushing and jump after jump after jump. But one minor addition that will have you laughing out loud in exasperation is the "I'm not strong enough" complaint that Lara will utter, seemingly whenever you want to make real progress. In what has to be the most hopelessly contrived game mechanic of all time, you have to wander around looking for some random object to interact with, at which point Lara will utter "I feel stronger now", allowing you to trawl back to whatever obstacle Core has thrown up for you. As you go through, Lara will eventually be able to jump further, climb for longer and run faster; we were just wishing she'd gone on a training course beforehand. We resented being her virtual fitness instructor.
I feel stronger now

Despite suddenly becoming a couch potato, Lara's lithe yet voluptuous looks remain firmly intact. As you'd expect, the extra 4,500 polygons have been put to predictable use, with her still pert breasts now fully animated to a worryingly precise extent. You might think we're sad for even noticing this, but Core clearly wants its audience of drooling cock-choking males to know about it. Mammary mania aside, the 128-bit Tomb Raider has certainly benefited from Core's artistic flair, with almost every multi-tiered location crammed with detail and careful incidentals. Check out the fish tank or the stupendously impressive disco lights in the Louvre night club and you'll know what we mean. In other areas, however, the texturing is poor and lacks detail, shadows are cast into thin air, characters clip into the scenery, while the stylised character models look strangely at odds with their surroundings, Lara or her playable sidekick Kurt aside.
Such detail-packed environments come at a price, however, and Core's inelegant system of constantly reloading small chunks suggests the Derby-based team has had a far harder job adapting to the PS2's limitations than DMA or Naughty Dog, despite being one of the very first developers in the world to receive PS2 dev kits. It's disappointing to note that AOD bears the hallmark of 32-bit design and technology in nearly every respect, bar some occasionally outstanding visual prowess, and it's a great shame that Core has failed to keep pace with those it was once years ahead of. With the news that two more Tomb Raider titles are to emerge with this same engine, we can only dread to think just how dated Tomb Raider 8 will look next to all those Source-based games.
While we're on the subject of ageing tech, it's worth noting that the abandonment of checkpoints for a save anywhere system introduces a new world of pain - the lengthy saving and reloading of your progress. And worse still, the game doesn't even have the courtesy to offer an auto save once you've completed a level, meaning the inevitable swift death on the commencement of a new level will all-too-often result in you having to reload from the middle of the last one. No, we couldn't believe it either, and the repeated frustration of this happening turned us into saving maniacs.
Patient fools

As with all the best Tomb Raider games, the experience hangs entirely on the quality of the level design. And to say that we were more frustrated with some of the old school stylings in Angel Of Darkness than with any previous Lara adventure spells out the depth of the flaws inherent in this game. Don't for one second presume we're running out of patience in our old age. No sir. We, in fact, spent about five hours on one level, desperately attempting not to be beaten by it, only to discover that Lara has magic insect Velcro hands that can apparently stick to certain predetermined ceilings that she can monkey swing across. And don't get us started on the Louvre Galleries debacle. While the game is only too happy to offer tips on the very first level, there are some mind bogglingly obscure or pedantic sections that could benefit from clearer signposting, (or some play testing, dare we suggest). We realise that frustrating trial and error has always been a key component in Tomb Raider games, but it seems even more pronounced in AOD, and are certainly more of an irritation as a result.
The real crowning glory of Core's mess up is the truly ridiculous AI. To say that it's virtually non existent is perhaps the understatement of the century. It makes other often criticised games, such as Metal Gear Solid, Halo, Splinter Cell and more recently, Brute Force seem like works of godlike genius by comparison. Enemies in AOD shamble around like blind Alzheimer sufferers, often failing to notice you when you've followed them around a room twice waving in their faces and farting profusely. But even if they do happen to spot you, the auto-targeting makes it so easy to cap them it removes any sense of challenge anyway. To compound the comedy, downed enemies flash and disappear, retro-style.
The unholy alliance
Anyone intending to buy AOD should go into it with their eyes wide open. You're going to get stuck, regularly, without remorse. And the main reason you'll get stuck is the terribly unresponsive controls' unholy alliance with the drunken camera that render the proliferation of tediously precise jump puzzles much more of a challenge than they should be. Core claims there's 50 hours of gameplay in AOD, and it's probably right - it takes five times as long to get anything done.
As a died in the wool Lara fan, it pains me to see the painful decline of a once great franchise. It would be perhaps harsh to dismiss AOD as a disaster, because real patience and persistence will reap a degree of rewards and satisfaction. The sad fact is, though, those who care passionately about the brand will be gutted that Core has failed to progress one of the most exciting and compelling 32-bit franchises. The real tragedy is that in gameplay terms it's a marked backward step for Tomb Raider and the damage this half baked, unfinished travesty of a game will do to the brand equity is incalculable. Sad to say it, AOD is indeed DOA for anyone but the most devoted Laraphile.
4 / 10
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Comments (79) Latest comment 9 years ago
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Yes please !
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Disappointing that this game hasn't turned out well after all this time.
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BTW is it not 'Dyed in the wool'? Not too sure myself.
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The Spanish OPS2M gave it a 9 point something out of ten... i dont think they're a very reliable source now....
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..but not very surprising unfortunately.
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Can anyone say "Maniac Mansion"?
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I would have bought it if it had been only slightly above average. Just to add it to my collection of Tomb Raider (which I all like more or less). I guess I'll still buy it when the price goes down.
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Nope. I think we all saw this coming since E3, if not before. But the sad thing is I'd wager this'll still do fairly decent levels of business based on the franchise history alone (Enter the Matrix-style), despite being rubbish and getting a critical panning from most quarters. The public are just far too gullible not to fall for the inevitable hype. It'll be number 1 on the WHSmith "chart" come release week, I've no doubt.
*Sigh*
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/refuses to give up hope in the face of overwhelming evidence...
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Those are the sort of worries I like...!
Peej
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had a quick go on it (thank you EMAP) - erm.. its ok, if you liked the last ones you can't really complain about it too much, i guess the problem is the standard of platformers now is far greater then when the original came out, i mean, it was the first 3D adventure game on the PC at the time i think (excluding modded quake engine stuff),
not a scratch on Jak and Daxter.
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The retail debacle is so stupid and a serious mess up by eidos. First its out on the 20th, then on the 16th eidos say its not but it will be before the end of june. Now GAME think it might be the 4th of July but stress that Eidos have not confirmed that date. What is the actual problem, have on of their cd pressing factories fallen down?
Did anyone see the GamCentral quotes from Core? A version from memory "Yes there are bugs, and your probably see loads of weird things but you should be happy that we got rid of the bugs that crashed the game dead."
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Said interview.
/fume
Edit: happy now eh, well?
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Sad tosser. Hope it sells 2 copies (one to him and one to his mum)
Peej
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*shrugs*
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That is an *unbelievable* interview. Every other question I kept thinking "What the...?" The answer about the bugs, and the camera being completely confusing (so why do it!?), and TR being the only franchise to re-write the engine (er...Zelda, Final Fantasy, Unreal 2, Elder Scrolls...). Jeremy Heath-Smith comes across as a complete prat.
So didja used to work at Core? Got any dirt?
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Oh, and Halo's AI 'oft-criticised'? 'Oft-praised' shurely?
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Constant 60 fps? Then how come nearly every review I've seen so far mentions that the game frequently struggles to hit 30? And "50 hours of gameplay" - wtf? Most hardcore players don't even play the Final Fantasy games for that long....
Astonishing.
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http://www.pczone.co.uk/news/news_story.php?id=92863
INTERVIEW: "LARA'S MY LIFE"
Core Design co-founder Jeremy Heath-Smith speaks exclusively to us... in an attempt to save his arse from the spikes!
Shut up m8... to late.. you are full of shit!
Father of Lara Croft?....well if you are the father of this latest release... m8 ...you should stop making any more babies!!! The world could do without any more Retarded Children!
After killing Lara with this latest release he should resign first... and then go to Portugal...
Thank you for ruining Lara for all of us game players.
Oh.. and did I say that interview is full of shit?
Bah
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This does not supprize me one bit, Bored of the series anyway.
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"Anybody whose job it is to review games, if they give it less than 8/10 I'd think: why? That's really unfair. If they gave it 10/10, I'd say good for them, I think it's worth a ten"
and here is what he ment to say..
"anybody whos job it is to review games, if they gave it less than an 8/10 we'd hold back the jak and daxter exclusive and tell PR to ignore the f**kers - think its worth a 10" *slips £50 in your pocket*
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As for dirt...well, that would be telling ;o)
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Eurogamer - popping the white heads on the sweaty face of gaming.
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Funny. In the 20 or so years that I read game reviews , krudster is definitely among the top three when it comes to the quality of reviews, and this one is no exception. I bought a few games based solely on his reviews, and not once was I disappointed. So why are his reviews good? Because you know exactly where the problems of a game are located, and even if he doesn't like it you'll know if you'll like it anyhow or vice versa, or if you will agree with him.
I am not trying to kiss up to kristan here, but it had to be said.
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a) er...I'm a tart.
b) Krudster says the story's good, and story tends to be my first priority in a game.
c) Hopefully, issues like the slowdown, controls and occasional graphical dodginess should be better on the PC.
d) A certain amount of 'more of the same' doesn't bother me too much, since I liked most of the previous TR games.
A good review informs. This one informed me.
It's also warned me to lower my expectations, which may save me some heartache.
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> to have their efforts undermined due to marketing pressures,
Me first sympathies lie with them, too, but then I think about how long they've had to work on this game, and get all confused. It's bad that Eidos rushed it out before it was done, but how many slips had they put up with? I honestly don't know who to be annoyed at.
> although I do think that the sideswipes at MGS and Halo's AI was a bit
> cheap.
Oh yes, I forgot about that in my previous praise.
/Slaps krudsters wrists
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I've actually given up worrying too much about the AI in games - either the game is fun or it isn't, and I'm not too bothered these days whether or not the behaviour of the enemies is believable. If the immersion's shattered for some reason, it's usually down to something more fundamental than whether some guy has noticed that his best mate standing next to him has had his brains splattered over the wall.
Steven Huckle - stop teasing us with these tidbits! It's worse than no gossip at all
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I'd wish all developers woud agree to not develop new graphics engines for 2 years, but concentrate on the AI development. And that's coming from me, a self-proclaimed visual-delights-prostitute.
Yay! Highest content to editing ratio today!
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Quite. I know there are situations where a publisher rushes a game out when it isn't finished but they have had years to get this one right. And haven't.
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No, we are just getting older.
And as for the kids of today ... sheesh
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/Gets popcorn.
/Passes some to Blerk.
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/all bets on hold
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/ Takes out pompoms
Give me an 'S', give me a 'T'...
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I've been shit at all my jobs and I've never been bitter.
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Core have always been dire...I remember when the first Tomb Raider arrived on the scene, and people thought that Core must've found the source for it on a CD left on a train or something. No one could believe that they'd managed to produce a decent game. Course, Toby Gard's buggered off elsewhere now so they're just milking the Lara cash cow until her pendulant udders are well and truly empty...
Peej
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But I've got all this popcorn!
You can't back down now, man, they...er...they said stuff about your mom! Yeah!
> Perhaps the 'lovely chaps' from Core would like to spill the beans on
> their evil masters and what went wrong with the latest Tomb Raider?
> And the last four.
Actually, TR4 was fantastic.
Ahem.
/coat
Keep the popcorn.
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*cough* Rick Dangerous *cough*
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Personal insults work so well dont they
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Any truth to this, bitter and not so bitter Core peeps?
(If this was true, then why did you let slip the marvellous opportunity to include some tribute to our man Rick?)
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Anyway, should I go down and hunt Jeremy Smith, then? Portugal's not that big.
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I think it's a shame that this game seems to be so crap; it would have been nice to see Tomb Raider go in a different direction and succeed. Also, there isn't really any other strong, female lead characters in video games, so from that point of view it was probably important that this game was a success.
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"The delayed release of the latest Tomb Raider computer game featuring cyber-babe Lara Croft has forced publisher Eidos to cut its annual pre-tax profit forecast.
Shares in the company slipped 8% despite Eidos saying the delay is not expected to impact the overall estimated sales for the title."
"Eidos said in March it was keen to ensure the game was of sufficient quality to meet expectations"
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Er, was it "Massive Melons" this month sir, or Readers Wives Gold again, I forget...
Peej
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/puts head in oven.
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The irony is that it has been dead quality-wise for months now, ever since Vice City was released. And it'll stay like this until the next GTA is released. People walking through buildings and the door of my car was never so much fun.
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p.s I do normaly think the reviews on this site are fair but I can't help fealing that the review of this game was of an NSTC virsion? and therefor it is misleading to Pal users!
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If anything, this review is probably one of the most honest I've seen. I've not played the game, but knowing how much K loved the series I know it has to be bad to get this kind of review.
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Hated the second game though, and never bothered from then on.
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George, you're right, it must have been bad for me to give this such a bad review. It'll be talked about for years and held up as an example to developers of what *not* to do!
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I have to say, I'm not a TR fan, but this was OK. Still too much reliance on the old pit routine (i.e. fall down pit, die, load, fall down pit again, rinse, repeat until you make the jump or go insane) but Kurtis' style of play was so much better. THAT is the kind of play they want to focus on, despite being only a short stint I think Kurtis' small section made up for the rest of the game.
Controls were OK. Sound was OK. In all, this game was OK. I'm not a TR convert, but it IS better than the last four games. (2, 3, TLR, Chronicles). Mind you, that wasn't much of a target to begin with, was it? Sheesh... maybe it's time we got back to doing some actual raiding of tombs. I am missing that, oddly enough...
It won't convert the cynics. But it's not a total failure, just another so-typical Tomb Raider. It just happens to be remotely playable this time around.
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..mmm.. you should improve your english though...
peace
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