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Game Info
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| Platform(s) |
| Playstation 2 |
| Publisher |
| Eidos Interactive |
| Developer |
| Core Design Ltd. |
| Genre |
| Action/Adventure |
| Official
Website |
| ESRB
Rating |
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| Violence, Blood |
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Grade
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| The Good
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Play as Lara and newcomer Kurtis
New gameplay elements are a nice change
Levels look great
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| The Bad
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Blocky character models
Lots of loading
Slowdown
Serious control and camera issues
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At the start of Angel of Darkness, our heroine finds
herself blamed for the murder of an old colleague in which
she was actually at the scene of the crime but cannot recall
what occurred. From that point, she must flee from the authorities
through the streets of Paris, all the while attempting to
discover what is going on. Also, she discovers a serial killer
seems to be shadowing her, making life all the more interesting
for her. With the introduction of a new playable character
in Kurtis Trent, the story for the new game is at least a
far cry better than the original games.
If you've played any of the original games, the base gameplay
and Lara's moves should be immediately accessible. She has
the ability to jump, crouch/crawl, duck and roll along with
climbing ladders, pushing/pulling blocks and shimmying along
edges for limited periods of time. Also, with a click of the
R1 button, Lara can pull her equipped weapon, which can be
fired with the X button as it auto-aims to the nearest threat.
You'll find that most areas require you to climb or jump around
as part of a larger environmental puzzle just to move onto
the next location or complete your objective. From time to
time, you'll stop into a nearby room, be it through a window
or door you'll unlock or just shove open, to open a cabinet
or drawer or just pick up some ammo and health items along
the way.
There are a few new aspects built into the game to make it
feel less like a complete copy of the older games. First and
foremost is Lara's need to improve physical stats to make
certain jumps, improve her grip gauge (for shimmying) or her
strength to improve being able to push and pull blocks. While
this concept is initially interesting, it quickly becomes
apparent that it nothing more than just cleverly disguising
another "find a switch" puzzle. In most areas when
Lara tells you she isn't strong enough, just look around for
something to push, grab and shimmy along and things will be
all right.
On top of this, Lara is given the ability to walk around
stealthily, and use moves reminiscent of the Metal Gear
Solid series. Unfortunately, the moves are really only
for show as your enemies are never smart or dangerous enough
to require a stealthy approach. Also available are certain
areas where Lara can walk around, talking to NPCs and locating
items/performing tasks, not unlike Shenmue
2, if only in a more scaled back way as to push the game
along. There does seem to be an obvious influence from the
Shenmue series as you can pick up money and pawn off
found items for cash. You can even use the money to buy information
or even make a wager. During these more open-ended portions,
you can carry on conversations with NPCs and even find clues
on how to progress further, often by getting a requested item
from one location or another.
In the few scenarios where you play as Kurtis, you'll find
the game controls and plays much like with Lara, except that
the action is more action/survival horror influenced. Since
Kurtis doesn't have the "stat-building" aspect that Lara does,
you'll find his scenarios as more of a stripped-down diversion
from the main game than anything else.
Graphically, it has to be said that Core has tried to build
this new game from the ground up, and for the most part, it
looks like it. Locations are sizable and usually show off
a nice bit of detail. There are some wonderfully realized
lighting and particle effects used at times that really help
to flesh out the locations. Lots of little elements to each
location do wonders in drawing you into the world of the game.
It's too bad that the character models still look like upgraded
Playstation models. Yes, they have better detail, but they're
still blocky and are animated only decently. Lara herself
is animated like a stiff puppet and only rarely does she seem
to move with any grace. And when someone dies, they crumple
to the ground like a marionette. In the end, the character
models can be ignored in light of the depth of the locations
that you have to visit.
I would have to say that the audio portion of the game is
one of its stronger points. The voice acting is pretty good,
even if a little dry at times, but considering the stronger
focus on story and interaction with NPCs, it helps a good
bit. The sound effects and ambient chatter from enemies really
help set a tone for each of the stages. The musical score
is dramatic and effective in carrying the darker theme of
the story well. If you have a good audio setup, you should
enjoy the new Tomb Raider from this aspect.
While most of the game has been a mixture of good and bad,
it has to be said that there are just some things that drag
the whole experience down. First and foremost is what has
to be some exceptionally bad controls. Not that the scheme
is bad but that the controls just seem to lag terribly. Imagine
trying to make a tough jump, only to have Lara fall to her
death because she didn't jump when you hit the button. Try
to hit the R2 to "look around" only to wait a few seconds
for it to register at all. Throw in the fact that she barely
walks up to a decent jog and that the effect of the changing
camera angles can make controlling her a chore. Just getting
her to line up for a jump or to a ladder can be painfully
frustrating. Tack on a camera scheme that can't decide whether
it wants to follow Lara or stick with static angles, and when
it does follow Lara it's often slow to change and redirection.
Add on lengthy load times when you enter a new area, or die
(and you will die often until you get adjusted to the control
scheme), and the whole game may not be worth the time to weather
it out. Oh, and did I mention the massive amounts of slowdown
that randomly occurs for no reason at all?
In the end, they should have just called this game Tomb
Raider: The 1001 Deaths of Lara Croft. If it were not
for the ability to save anywhere, this game would be overly
frustrating. As it is, with the flaws that the game exhibits
and the relatively unfinished feel that the gameplay has,
I can only suggest this title to hardcore fans of the series.
It's unfortunate that Core seems to have taken a step back
in so many aspects when the game begs to be a serious step
forward. Here's hoping for a more polished sequel.
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- Vane
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