Tomb Raider: The Angel of Darkness

Last updated

Tomb Raider: The Angel of Darkness
Tomb Raider - The Angel of Darkness.png
Developer(s) Core Design
Beenox (Mac) [1]
Publisher(s) Eidos Interactive
Producer(s) Andrew Watt [2]
Designer(s) Richard Morton [2]
Programmer(s) Richard Flower
Artist(s) Andrea Gordella [2]
Writer(s) Murti Schofield [3]
Composer(s) Peter Connelly
Martin Iveson
Series Tomb Raider
Platform(s) Microsoft Windows, PlayStation 2, Mac OS X
ReleasePlayStation 2
  • NA: 20 June 2003
  • EU: 30 June 2003
Microsoft Windows
  • WW: 30 June 2003
OS X
  • NA: 18 December 2003 [4]
Genre(s) Action-adventure, stealth
Mode(s) Single-player

Tomb Raider: The Angel of Darkness is an action-adventure game, the sixth instalment in the Tomb Raider series, acting as a direct sequel to Tomb Raider Chronicles and The Last Revelation . It was developed by Core Design and published by Eidos Interactive. The game was released in 2003 for Microsoft Windows, PlayStation 2 and Mac OS X 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 herself of being the suspect of her former mentor Werner Von Croy's murder while investigating the activities of a black magic cult.

Contents

The game's development began three years before release. The intention was to create a different game from previous entries in the franchise, one that could compete better with newer action games and fully exploit the potential of the sixth generation of gaming platforms. It was also planned to be the first in a new trilogy of Tomb Raider games released for the new generation. However, development was fraught with difficulties, which lead to the game being delayed twice and numerous planned sections of the game were scaled back in order to meet deadlines.

Despite selling 2.5 million copies worldwide, Tomb Raider: The Angel of Darkness received highly negative reviews from critics for its poor controls, camera and numerous technical issues. In the aftermath of the game's release, the planned trilogy of games was scrapped, and development of the franchise was transferred to Crystal Dynamics for the next entry in the series, Tomb Raider: Legend (2006).

Gameplay

Tomb Raider: The Angel of Darkness, like previous Tomb Raider games, is a third-person action-adventure puzzle game. Players control the main series protagonist Lara Croft through the majority of the game. The majority of Lara's basic moves are carried over from the previous instalment, such as walking, jumping, climbing, swimming, crawling, swinging on ropes and standard gunplay. [5] Her new moves include a small hop, army-crawling, hand-to-hand combat and a "super-jump" that can be performed while running. Lara can also sneak up on enemies and perform stealth attacks, flatten herself against walls and peer around corners. [5] [6] [7] Lara's ability to sprint, present in the three previous entries in the series, is only available when the player opens a cabinet containing gas masks in the 'Galleries Under Siege' level. [8] Her weapons arsenal is also modified from previous games, featuring new weapons such as a K2 Impactor stun gun and upgraded versions of weapons like the shotgun. [9]

Unlike previous games in the series, Lara has a stamina meter which depletes while she is performing bouts of climbing: if the bar empties before reaching her destination, she falls. The rate at which the meter decrease slows if the player performs special actions that increase Lara's strength. These actions are also necessary to progress in many of the levels. The game incorporates elements similar to a role-playing game, whereby Lara can talk with various NPCs encountered throughout the environments and choose what kinds of answers to give: early in the game, these answers will directly affect her progress through the story. [7] The game also features a second playable character, Kurtis Trent. [6] Initially appearing to be an antagonist, he becomes controllable by the player late in the game. He features mainly identical moves to Lara, and his sections of the game are more based around combat. [7]

Plot

Angel of Darkness follows on from events in Tomb Raider: The Last Revelation and Tomb Raider Chronicles , where Lara Croft was presumed dead. An unspecified time later, Lara arrives in Paris at the request of her former mentor, Werner Von Croy, who was tasked by a man named Eckhardt to find a set of artefacts known as the Obscura Paintings. The city, and Von Croy, are gripped with fear over a serial killer the press have dubbed the "Monstrum". During an argument between Lara and Von Croy, an unknown force attacks them, and Lara is knocked unconscious. She wakes to find Von Croy dead and her memories of the attack blurred. Suspected of his murder, Lara goes on the run. After retrieving Von Croy's journal from a colleague named Margot Carvier, she learns that Von Croy discovered the location of the fourth Obscura Painting beneath the Louvre; during her time in Paris getting help from local businessman and mob boss Louis Bouchard, Lara is stalked by Kurtis Trent, the last survivor of a society called the Lux Veritatis who are sworn to fight against Eckhardt's plans.

After infiltrating the Louvre, she learns that the paintings hide pieces of the Sanglyph, an alchemical artefact created by Eckhardt hundreds of years before. The paintings were seized and hidden by the Lux Veritatis centuries before. After retrieving the Painting from its hiding place, Lara is ambushed by Kurtis and robbed of the painting. The two escape the Louvre as it is assaulted by mercenaries, with Kurtis using a magical disc to keep both Lara and the mercenaries at bay. The two are both knocked out by a shape-shifting stranger who steals the Painting. Lara is rescued by Bouchard, who takes her to Von Croy's apartment to find further clues. However, Bouchard sends an assassin to kill Lara; she is able to eliminate the hitman and heads for Prague, where a new Monstrum killing has taken place. Arriving in Prague, she finds the location of the final Painting and re-encounters a captive Bouchard. He reveals that Eckhardt is planning to use the Sanglyph to awaken the Cubiculum Nephili, the last surviving member of the hostile Nephilim race, and breed them back into existence. Bouchard is later murdered by Eckhardt, who is revealed to have been killing and extracting samples for his experiments under the guise of the Monstrum. Lara infiltrates Eckhardt's fortress, the Strahov Sanitarium, and encounters members of the Cabal, a secret society that shares Eckhardt's ambitions. While going through the complex, she switches off the power, releasing a rabid creature called the Proto-Nephilim. Later on, Lara is locked in a containment area by Kurtis so he can turn the power back on without interference.

Kurtis succeeds, finding his way through the Sanatorium and killing the Proto-Nephilim. Forming an alliance, Lara retrieves the final Painting, while Kurtis goes to retrieve a Periapt Shard, one of three magical daggers which can kill Eckhardt. After retrieving the Painting, Lara is forced by Eckhardt to hand over the Painting to save Kurtis's life. After Eckhardt releases one of the Cabal's monsters on them, Kurtis helps Lara escape—giving her the two Periapt Shards in his possession—before killing the monster, being seriously wounded in the process. Lara recovers the final Shard and reaches Eckhardt, who reforms the Sanglyph and begins reviving the Cubiculum Nephili. Lara succeeds in wounding him, but is stopped by Karel, Eckhardt's right-hand man. Karel proceeds to kill Eckhardt, revealing himself to be a Nephilim who has been secretly aiding Lara using his influence in the Cabal and shape shifting abilities. He offers Lara the chance to join him, but Lara refuses after remembering that it was Karel who murdered Von Croy in Eckhardt's form. Lara uses the Sanglyph to destroy the Cubiculum Nephili, causing an explosion that kills Karel. On her way out, she finds Kurtis's weapon and it leads her towards the monster's chamber. Smiling, Lara walks through the door into shadows, ending the game.

Development

Promotional screenshot for The Angel of Darkness. The game was created to fully use the PS2's power and incorporate stealth mechanics similar to those of the Metal Gear series. Tomb Raider AoD screenshot.jpg
Promotional screenshot for The Angel of Darkness. The game was created to fully use the PS2's power and incorporate stealth mechanics similar to those of the Metal Gear series.

The Angel of Darkness started development three years prior to its release [12] under the working title Tomb Raider next generation. [13] As part of the preparation for the game, the company conducted market research, and decided to create a new setting and story for the main character. [14] One of the main drives behind the game was fully using the new platform's potential and reinventing the character of Lara Croft, including rebuilding her character model and allowing her to perform melee combat. [11] [15] It was the first game in the series to be made for the PlayStation 2 platform: the previous entry Tomb Raider Chronicles had pushed the PlayStation to its technical limits, contributing to lower review scores and sales than previous titles in the series. [16] Core Design separated into two teams, with a new team working on Angel of Darkness and series regulars on Tomb Raider: Chronicles. By this stage none of the creators of the original Tomb Raider were working on the titles except programmer Gavin Rummery who had moved into a management role. [10] After the completion of Tomb Raider: Chronicles, designer Richard Morton came over and found that the new team had gone off the rails, scrapping the entire project once already and completing only the game's basic story. [10] There was also a general lack of leadership, causing the entire development system to be fragmented. [17] The developers later admitted to being overambitious. [18] Some of them also commented that none of the Core team were prepared for the added complexity of developing for the advanced PlayStation 2. [19]

Among the goals of the team for Angel of Darkness were to create more complicated puzzles and make the character of Lara Croft, together with the tone of the game, darker and more hard-edged. They also wished to compete with some of the newer action-adventure games on the market, which were providing heavy competition, [18] and include gameplay ideas from Shenmue and the Metal Gear series. [10] Many character movements were drawn from and based directly on movements made by real people, similar to later motion capture techniques, and the world design drew from various artists and elements of films from the likes of Luc Besson and David Fincher. [20] Murti Schofield, who had previously worked with Core Design, was brought in to write the story and script. As part of writing the background for the organisations involved in the story, he researched historical secret societies and artefacts, and accurate translations of Latin text incorporated into the game. Schofield created the character Kurtis Trent upon a request for someone who could become the focus of a spin-off franchise. [3] Core spent two years trying to reshape the franchise as well as writing a back story in the form of a book separated into multiple chapters, with Angel of Darkness being the first of those chapters. [20] [21] Jonell Elliott returned as the voice of Lara Croft. This would be the last time she provided the voice, with Keeley Hawes taking over in future titles. [22]

In order to meet the deadline, areas of the game containing key narrative elements had to be cut; one of the losses was the explanation of how the character survived the events of The Last Revelation. [23] [24] Among other concepts that needed to be cut were two further locations, character animations, sound bites, and unique gameplay elements involving Kurtis. [10] [25] Some completed environmental assets also ended up being cut by mistake. [25] Some of those elements were also deliberately left out by the team, who wished to bring them into planned sequels. [20] Paris was intended to be a "freeform" with exploration and dialogue elements, but much of the planned content was removed, resulting in some surviving elements sounding and appearing bare or unfinished in the released product. [17] The game was reportedly submitted eight times to Sony before its release. [10] The PS2 version was the focus of development, with the PC port being an afterthought. The PC control scheme was created in a week just a month before the scheduled release. Staff later agreed that the game needed a further six to eight weeks to be finished, but the rush to publish the game denied them that time. [17]

Music

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)
Released2002 (DVD format)
  • NA: 1 August 2003
  • EU: 20 June 2003
(CD format)
Genre Video game soundtrack, Orchestral
Length18:48 (min:sec)

The music for Tomb Raider: Angel of Darkness was composed by Peter Connelly and Martin Iveson. The soundtrack, compared to earlier entries in the franchise, was far more orchestral. It was also one of the few areas of the game's development that did not suffer setbacks or similar problems. [10] [26] It was known from the start that the score would be performed by the London Symphony Orchestra so it was written with that in mind. [27] The music was recorded in a very short time, meaning the team did not get many retake opportunities. Connelly later referred to the game's main theme as his masterpiece. The track "Dance of the Lux Veritatis" was left out of the game due to both quality concerns and having no scenes to match it. [28] The score was recorded live by the London Symphony Orchestra at Abbey Road Studios, London, in 2002. It was orchestrated by Peter Wraight and conducted by David Snell. [20] [12] [26] The orchestra had no time for rehearsals, performing them for the first time when they were being recorded. Angel of Darkness was described by Connelly as his "the most exciting project to work on" due to working with the London Symphony Orchestra. [28] The Europe-exclusive 'Collector's Edition' of the game included eight tracks from the game's soundtrack on the bonus documentary DVD. These tracks were later release as a stand-alone Audio CD. [29]

Tomb Raider: The Angel of Darkness [Collector's Edition] Soundtrack track-listing:
No.TitleLength
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

Release

The Angel of Darkness was unveiled under its official name in March 2002, with a fuller demonstration appearing at E3 that year. [21] [30] Problems with the game were sensed at an early stage, as Heath-Smith forgot himself and began swearing at the game while trying to demonstrate the opening level at a buyer's conference. [10] A release date was announced for November 2002, but the game got delayed into spring 2003. [21] [31] Eidos believed The Angel of Darkness would benefit from additional marketing support from Lara Croft, Tomb Raider: The Cradle of Life , the sequel to the original 2001 film. Despite the delays, the company pushed Core Design to release the game in time for the marketing support. [31] [32] The team at Core Design later said that they felt Eidos forced them to get the game out before it was ready. [18] [33] The game went gold on 18 June 2003, two days before its original release date, although there was some confusion as the game had reportedly gone gold on 2 June. [34] The game was finally released in the summer of 2003, alongside The Cradle of Life. [35]

Reception

Tomb Raider: The Angel of Darkness received strong initial sales, mostly driven by an aggressive advertising campaign. [18] The game reached 6th place in the UK Top 20 sales charts, but dropped to 13th by the following week. [44] The game's PlayStation 2 version received a "Platinum" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA), [45] indicating sales of at least 300,000 copies in the United Kingdom. [46] It eventually went on to sell 2.5 million copies. [47] According to Metacritic, which calculated an average score of 52 and 49 for the PlayStation 2 and Windows version respectively, the game received "mixed or average reviews" and "generally unfavorable reviews". [37] [36] Reviewers praised the game's storyline, graphics, sound, and environments, while they criticised its large number of bugs and system requirements and its poor controls, combat system, and camera movement. Gaming magazine Game Informer gave it 5.5/10, [39] while PlayStation Official Magazine rated it 8/10. [38]

The game's story received positive reviews. IGN's Douglas C. Perry praised its "compelling storyline" and "set of intriguing bit characters", [43] while GameSpot's Greg Kasavin praised the story as "interesting", expressing surprise that it did not earn a higher ESRB rating. [7] Eurogamer's Kristan Reed called it "a cut above most gaming fodder, and an area Core has paid an enormous amount of attention to." [38] Game Revolution's A. A. White was less positive, stating that while the game's darker story was an improvement compared to its predecessors, it never "[managed] to build to a captivating crescendo", [40] while the reviewer for GamesRadar called it "bountiful but confusing and ultimately of GCSE-standard creative writing." [8] The music and sound were also highly praised. Perry called it "beautifully scored game, plush with dramatic mood and feeling", with minimal sound effects adding "a sense of variety and even peculiarity", [43] Reed called it "excellently atmospheric throughout, and easily the best yet in the series." [38] while Kavasin praised the game for "excellent ambient effects, a perfectly suited musical score, and first-rate voice acting." [7]

The reaction to the graphics were mixed. Perry cited multiple examples of good level design, smooth character models, surface textures and lightning, while feeling more mixed about Lara's unrealistic figure and hardened appearance. [43] White cited the graphics as an improvement, but was unimpressed by Lara's character model and noted multiple frame-rate dips that seemed "almost like playing the game in slow motion." [40] The GamesRadar review called the graphics "a measured improvement on [Tomb Raider: Chronicles], but not a clean break from the [previous] Croft titles." [8] Karavin called the detailing in textures and models "impressive", but cited several points where the game suffered from severe framerate dips. [7] Reed praised the game's graphical polish, with "almost every multi-tiered location crammed with detail and careful incidentals", but critiqued the frequent loading screens and stylised or low detail for environments and characters. [38]

The gameplay was heavily criticised. Perry said that those aspects of the game "pale in comparison to 90% of the PlayStation 2's adventure or action-adventure games, and they actually hurt the rest of the game's best qualities", but that the new moves worked smoothly apart from the stealth actions. [43] White criticised the new layout's negative effect on gameplay and the poor enemy AI, [40] and Kasavin called the experience "frustrating, difficult, and tedious", though stating that such moments stood out because many areas of the game were "thrilling". [7] Reed found the controls dated and the stealth mechanics and strength upgrade system unnecessary, [38] while the GamesRadar reviewer cited both the gameplay and control layout as dated, citing the difficulty of effectively controlling Lara at multiple points in the game because of these issues. [8] The camera was also criticised, with White, Perry, Reed, Kasavin and the GamesRadar reviewer all citing it as awkward to control and sometimes wayward or confusing during its scripted movements. [7] [8] [38] [40] [43]

Legacy

In 2010, GameTrailers placed the game 5th in their "Top 10 Worst Sequels" list. [48] The Angel of Darkness caused multiple problems for the Tomb Raider franchise. Paramount Pictures faulted The Cradle of Life's lacklustre box office performance on the poor critical reception the video game received from reviewers and fans. [49] [50] Shortly after the game's release, Jeremy Heath-Smith, managing director at Core Design and development director at Eidos Interactive, would leave both companies with immediate effect, [51] and plans for a sequel called The Lost Dominion, [10] part of a proposed trilogy created using the game's engine, were scrapped. [24] [52]

Following the poor performance of both the game and the second movie, Eidos transferred the production of the next Tomb Raider game from Core Design to another Eidos subsidiary, Crystal Dynamics, noted as the developers of the Legacy of Kain series. [50] [53] [54] Core Design would never release another Tomb Raider title. The studio remained attached to the franchise until 2006, when a remake of the original game for the PSP entitled 10th Anniversary was cancelled, and Core Design sold to Rebellion Developments and renamed to Rebellion Derby. The studio was ultimately shut down in 2010. [55] [56]

In later years, Angel of Darkness has become noted for using or experimenting with multiple gameplay features that later became commonplace, such as the RPG elements, stamina meter and mixing atmospheric features from different video game genres. [25]

Related Research Articles

Tomb Raider, also known as Lara Croft: Tomb Raider between 2001 and 2008, is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design. Formerly owned by Eidos Interactive, then by Square Enix Europe after Square Enix's acquisition of Eidos in 2009, the franchise focuses on fictional British archaeologist Lara Croft, who travels around the world searching for lost artefacts and infiltrating dangerous tombs and ruins. Gameplay generally focuses on exploration of environments, solving puzzles, navigating hostile environments filled with traps, and fighting enemies. Additional media has been developed for the franchise in the form of film adaptations, comics and novels.

Lara Croft Fictional protagonist of Tomb Raider

Lara Croft is a fictional character and the main protagonist of the video game franchise Tomb Raider. She is presented as a highly intelligent and athletic English archaeologist who ventures into ancient tombs and hazardous ruins around the world. Created by a team at British developer Core Design that included Toby Gard, the character first appeared in the video game Tomb Raider in 1996.

<i>Lara Croft: Tomb Raider – The Cradle of Life</i> 2003 action-adventure film by Jan de Bont

Lara Croft: Tomb Raider – The Cradle of Life is a 2003 action adventure film directed by Jan de Bont and based on the Tomb Raider video game series. Angelina Jolie stars as the titular character Lara Croft with supporting performances from Gerard Butler, Ciarán Hinds, Chris Barrie, Noah Taylor, Til Schweiger, Djimon Hounsou and Simon Yam. An international co-production between the United States, the United Kingdom, Germany and Japan, the film is a sequel to the 2001 film Lara Croft: Tomb Raider.

Core Design

Core Design Limited was a British video game developer based in Derby. Founded in May 1988 by former Gremlin Graphics employees, it originally bore the name Megabrite until rebranding as Core Design in October the same year. The company was acquired by umbrella company CentreGold in December 1994, which in turn was acquired by Eidos Interactive in April 1996. In May 2006, the Core Design personnel and assets were acquired by Rebellion Developments, and the company became Rebellion Derby, which was then shut down in March 2010.

<i>Tomb Raider Chronicles</i>

Tomb Raider Chronicles is an action-adventure platform video game developed by Core Design and published in 2000 by Eidos Interactive for PlayStation, Microsoft Windows and Dreamcast. Following Tomb Raider: The Last Revelation, series protagonist Lara Croft is presumed dead, and a group of friends attend a memorial service at her home to recount tales of her earlier exploits. Gameplay follows Lara through linear levels, solving puzzles and fighting enemies. Some levels incorporate additional gameplay elements such as stealth.

<i>Tomb Raider: The Last Revelation</i>

Tomb Raider: The Last Revelation is an action-adventure video game developed by Core Design and published by Eidos Interactive. It first released for PlayStation and Microsoft Windows in 1999, then on Dreamcast and Mac OS the following year. It is the fourth instalment in the Tomb Raider series. The narrative follows archaeologist-adventurer Lara Croft as she races to imprison the Egyptian god Set after she accidentally sets him free. Gameplay features Lara navigating levels split into multiple areas and room complexes, fighting enemies and solving puzzles to progress.

<i>Tomb Raider III</i> 1998 video game

Tomb Raider III: Adventures of Lara Croft is an action-adventure video game developed by Core Design and published by Eidos Interactive. It was released for the PlayStation and Microsoft Windows platforms in 1998. Tomb Raider III is the third title in the Tomb Raider series and a sequel to Tomb Raider II. The story of the game follows archaeologist-adventurer Lara Croft as she embarks upon a quest to recover four pieces of a meteorite that are scattered across the world. To progress through the game, the player must complete a series of levels that involve solving puzzles, traversing dangerous locations, and defeating enemies.

<i>Tomb Raider: Legend</i>

Tomb Raider: Legend is an action-adventure video game developed by Crystal Dynamics and published by Eidos Interactive. It is the seventh main entry in the Tomb Raider series and the first in a franchise reboot that reimagined the origins and character of series protagonist Lara Croft. The game released in 2006 for Microsoft Windows, PlayStation 2, Xbox, Xbox 360, PlayStation Portable, GameCube, Game Boy Advance, Nintendo DS, and mobile phones. A PlayStation 3 port was released in 2011 as part of The Tomb Raider Trilogy.

<i>Tomb Raider</i> (1996 video game)

Tomb Raider is a 1996 action-adventure video game developed by Core Design and published by Eidos Interactive. It was first released on the Sega Saturn, followed shortly by versions for MS-DOS and the PlayStation. Later releases came for Mac OS (1999), Pocket PC (2002), N-Gage (2003), iOS (2013) and Android (2015). It is the debut entry in the Tomb Raider media franchise. The game follows archaeologist-adventurer Lara Croft, who is hired by businesswoman Jacqueline Natla to find an artefact called the Scion of Atlantis. Gameplay features Lara navigating levels split into multiple areas and room complexes while fighting enemies and solving puzzles to progress.

<i>Tomb Raider: Anniversary</i> Action-adventure video game co-developed by Crystal Dynamics and Buzz Monkey Software

Tomb Raider: Anniversary is an action-adventure video game co-developed by Crystal Dynamics and Buzz Monkey Software. It was published by Eidos Interactive in 2007 for Microsoft Windows, PlayStation 2, Xbox 360, PlayStation Portable, Wii and mobile phones. It was later ported to OS X in 2008 and PlayStation 3 in 2011. The second instalment in Legend Trilogy, Anniversary is a remake of the first Tomb Raider game released in 1996.

<i>Tomb Raider: The Prophecy</i>

Tomb Raider: The Prophecy is an action-adventure video game released in November 2002 for the Game Boy Advance, part of the Tomb Raider franchise. It was developed by Ubi Soft Milan, and published by Ubi Soft under license from Eidos Interactive.

<i>Tomb Raider: Curse of the Sword</i> 2001 video game

Tomb Raider: Curse of the Sword is an action-adventure video game, part of the Tomb Raider series, developed by Core Design and published by Activision under license from Eidos Interactive. It was released for the Game Boy Color in 2001, and it is a sequel to the first Tomb Raider for the same system. The next Tomb Raider game for a handheld system was Tomb Raider: The Prophecy for the Game Boy Advance.

<i>Tomb Raider: Underworld</i> An action-adventure video game, the eighth instalment of the Tomb Raider series, and third in Legend Trilogy, following character Lara Croft

Tomb Raider: Underworld is an action-adventure video game, the ninth instalment of the Tomb Raider series, and third in Legend Trilogy, following character Lara Croft. The story continues from the events in Tomb Raider: Legend as a direct sequel, but also addresses unexplained plot elements by association with Tomb Raider: Anniversary. Underworld was released by Eidos Interactive for the PlayStation 3, Xbox 360, Wii, Nintendo DS and Microsoft Windows, in North America on 18 November 2008, Europe on 21 November 2008 and Australia on 5 December 2008. A PlayStation 2 port was released in Europe on 23 January 2009, with a US release on 3 March of that year. On 14 June 2012, Underworld was released on the Mac OS X by Feral Interactive. It is the third game in the series to be developed by Crystal Dynamics and is also the first Tomb Raider game to be released on the PlayStation 3, and the last Tomb Raider game to be released on the PlayStation 2. It is also the final Tomb Raider game to be released by Eidos Interactive; the rest of the series would be published by Square Enix after it acquired Eidos in late 2009. Developers implemented new features into the gameplay, such as the dual-target feature and an upgraded inventory system, using an Active Sonar map and a multi-purpose grappling hook. The game also features a hint system and a new melee combat system where Lara has the ability to battle her opponents using kicks and grapple pulls. Downloadable content was also released for the Xbox 360, where the player takes control of Lara and her doppelgänger in two new chapters.

<i>Lara Croft and the Guardian of Light</i>

Lara Croft and the Guardian of Light is an action-adventure game developed by Crystal Dynamics and published by Square Enix's European subsidiary for Microsoft Windows, PlayStation 3, Xbox 360, Android and iOS. It is part of the Tomb Raider series, but unlike previous games, the game does not carry the Tomb Raider brand and has a heavy emphasis on cooperative gameplay. In multiplayer, players take the role as either Lara Croft or a 2,000-year-old Mayan warrior named Totec. They must work together in order to stop the evil spirit Xolotl and retrieve the Mirror of Smoke. A single-player campaign mode is available that does not include the non-playable character AI following or helping Lara.

<i>Tomb Raider</i> (2013 video game) 2013 action-adventure video game

Tomb Raider is a 2013 action-adventure video game developed by Crystal Dynamics and published by Square Enix's European subsidiary. It is the tenth title in the Tomb Raider franchise, and operates as a reboot that reconstructs the origins of Lara Croft. Tomb Raider was first released on 5 March 2013 for Microsoft Windows, PlayStation 3 and Xbox 360, and later on 23 January 2014 for OS X, on 27 April 2016 for Linux, on 7 March 2017 for Shield TV, and on 19 November 2019 on Stadia.

<i>Tomb Raider II</i>

Tomb Raider II is an action-adventure platform game developed by Core Design and published by Eidos Interactive. It was released in 1997 for Microsoft Windows and PlayStation as part of the Tomb Raider series and the sequel to the 1996 video game Tomb Raider. It was ported to Mac OS in 1998 and an expansion pack, Tomb Raider II: Golden Mask, was released by Eidos for PC in 1999. The expansion pack includes four bonus levels.

<i>Lara Croft and the Temple of Osiris</i>

Lara Croft and the Temple of Osiris is an action-adventure game developed by Crystal Dynamics and published by Square Enix's European subsidiary for Windows, PlayStation 4, Xbox One and Stadia. It is the sequel to the 2010 video game Lara Croft and the Guardian of Light, and the second installment in Lara Croft spin-off series of the Tomb Raider franchise. The video game was announced at E3 2014 on 9 June. This game marks the last time British actress Keeley Hawes provides the voice for Lara Croft.

<i>Shadow of the Tomb Raider</i> action-adventure video game released in 2018

Shadow of the Tomb Raider is a 2018 action-adventure video game developed by Eidos-Montréal and published by Square Enix's European subsidiary. It continues the narrative from the 2015 game Rise of the Tomb Raider and is the twelfth mainline entry in the Tomb Raider series. The game was originally released worldwide for Microsoft Windows, PlayStation 4 and Xbox One. Versions for macOS and Linux, and Stadia, were released in November 2019. After release, the game was expanded upon with downloadable content in both a season pass and as standalone releases.

References

  1. Cohen, Peter (18 December 2003). "Aspyr releases new Tomb Raider game". Macworld . Retrieved 18 December 2003.
  2. 1 2 3 Core Design (20 June 2003). Tomb Raider: The Angel of Darkness (PlayStation 2, Microsoft Windows). Eidos Interactive. Scene: Credits.
  3. 1 2 "My contribution to Tomb Raider VI – Angel of Darkness as Lead writer". Murti Schofield. Archived from the original on 4 January 2012. Retrieved 12 March 2014.
  4. "Aspyr releases The Angel of Darkness". Aspyr Media. 18 December 2003. Retrieved 5 December 2012.
  5. 1 2 Radclyff, Doug (14 July 2003). "Tomb Raider: Angel of Darkness Walkthrough". GameSpot . Retrieved 2 February 2014.
  6. 1 2 Perry, Douglas C. (14 January 2003). "Tomb Raider: Hands-on". IGN . Retrieved 31 January 2014.
  7. 1 2 3 4 5 6 7 8 9 Kasavin, Greg (20 June 2003). "Tomb Raider: The Angel of Darkness PS2 Review". GameSpot.com. Retrieved 6 July 2012.
  8. 1 2 3 4 5 6 "GamesRadar - Tomb Raider: Angel of Darkness review". GamesRadar. 23 October 2003. Archived from the original on 23 October 2003. Retrieved 6 July 2012.
  9. Perry, Douglas C. (3 June 2003). "Lara's New Arsenal". IGN . Retrieved 31 January 2014.
  10. 1 2 3 4 5 6 7 8 9 Edge Staff (17 January 2011). "Making Of: Tomb Raider: The Angel Of Darkness". Edge Online. Archived from the original on 31 May 2013. Retrieved 16 December 2013.
  11. 1 2 Staff (September 2004). "7 Years of PSM". PlayStation Magazine . US Imagine Publishing (88): 37–38.
  12. 1 2 Hermida, Alfred (4 July 2003). "No salvation for Angel of Darkness". BBC News. Retrieved 6 July 2012.
  13. IGN Staff (16 February 2001). "Tomb Raider Next Generation". IGN . Retrieved 26 June 2013.
  14. Jones, Karen (December 2002). "Spin: Where's Lara". Official U.S. PlayStation Magazine . Ziff Davis (63): 65.
  15. Staff (February 2003). "Tomber Raider: Out of the Darkness". PlayStation Magazine . US Imagine Publishing (68): 41–46.
  16. Will Payne (director), Will Payne & Mike Benson (writers). "Buried Alive". Ten Years of Tomb Raider: A GameTap Retrospective. Episode 3. GameTap TV.
  17. 1 2 3 Yin-Poole, Wesley (27 October 2016). "20 years on, the Tomb Raider story told by the people who were there". Eurogamer . Archived from the original on 27 October 2016. Retrieved 11 March 2018.
  18. 1 2 3 4 Will Payne (director), Will Payne & Mike Benson (writers). "Reanimation". Ten Years of Tomb Raider: A GameTap Retrospective. Episode 4. GameTap TV.
  19. Thorpe, Nick; Jones, Darran (December 2016). "20 Years of an Icon: Tomb Raider". Retro Gamer . No. 163. Future Publishing. pp. 16–29.
  20. 1 2 3 4 "The Making Of Tomb Raider: Angel of Darkness (2003)". Internet Archive. 15 January 2003. Retrieved 13 March 2014.
  21. 1 2 3 Perry, Douglas C. (20 March 2002). "Eidos Unveils Tomb Raider: The Angel of Darkness". IGN . Retrieved 6 July 2012.
  22. "Keeley Hawes New Voice Of Lara Croft". Tomb Raider Chronicles. 21 February 2006. Retrieved 6 July 2012.
  23. "Tomb Raider Retrospective: Part Two". GameTrailers. 23 February 2013. Retrieved 16 December 2013.
  24. 1 2 Staff (June 2005). "Hype - Tomb Raider: Legend". Official U.S. PlayStation Magazine . Ziff Davis (93): 54–55.
  25. 1 2 3 Moss, Richard (12 October 2014). "The fans who would fix Tomb Raider's most broken adventure". Eurogamer . Retrieved 13 October 2014.
  26. 1 2 "Tomb Raider: The Angel of Darkness PC Manual" (PDF). Steam. 2003. Archived (PDF) from the original on 28 November 2015. Retrieved 28 November 2015.
  27. https://www.the-arcade.ie/2016/09/interview-peter-connelly-composer/
  28. 1 2 "An Interview With Peter Connelly". Planet Lara. 2007. Archived from the original on 10 July 2007. Retrieved 1 August 2018.
  29. "Tomb Raider: The Angel of Darkness - The Official Soundtrack". Game-OST. Retrieved 13 December 2010.
  30. Perry, Douglas C. (12 June 2002). "The Tomb Raider Interview". IGN . Retrieved 6 July 2012.
  31. 1 2 "Eidos Sales Up, Tomb Raider Delayed". IGN . 21 January 2003. Retrieved 6 July 2012.
  32. Sulic, Ivan (2 May 2003). "Angel of Darkness Delayed". IGN . Retrieved 6 July 2012.
  33. Wainwright, Lauren (4 November 2011). "The Redemption of Lara Croft (page 2)". IGN . Retrieved 26 June 2013.
  34. IGNPS2 (18 June 2003). "Lara Goes Gold, Again". IGN . Retrieved 26 June 2013.
  35. "Lara Croft delay hits Eidos". BBC News. 27 June 2003. Retrieved 9 July 2012.
  36. 1 2 "Tomb Raider: The Angel of Darkness for PC Reviews, Ratings, Credits, and More at Metacritic". Metacritic.com. Retrieved 1 August 2011.
  37. 1 2 "Tomb Raider: The Angel of Darkness for PlayStation 2 Reviews, Ratings, Credits, and More at Metacritic". Metacritic.com. Retrieved 1 August 2011.
  38. 1 2 3 4 5 6 7 Reed, Kristan (25 June 2003). "Tomb Raider: Angel of Darkness Review • Reviews • PlayStation 2 •". Eurogamer.net. Retrieved 6 July 2012.
  39. 1 2 "Tomb Raider: The Angel of Darkness". Game Informer (124): 90. August 2003.
  40. 1 2 3 4 5 White, A. A. (1 July 2003). "Tomb Raider: Angel of Darkness Review". Game Revolution . Retrieved 1 February 2014.
  41. "Tomb Raider: The Angel of Darkness PC Review". GameSpot . 1 July 2003. Retrieved 6 July 2012.
  42. Perry, Douglas C. (10 June 2003). "Tomb Raider: Angel of Darkness Review - PC Review at IGN". IGN . Retrieved 6 July 2012.
  43. 1 2 3 4 5 6 Perry, Douglas C. (24 June 2003). "Tomb Raider: The Angel of Darkness - PlayStation 2 Review at IGN". IGN . Retrieved 6 July 2012.
  44. "Official UK game sales chart". GameSpot . 11 September 2003. Retrieved 19 December 2013.
  45. "ELSPA Sales Awards: Platinum". Entertainment and Leisure Software Publishers Association . Archived from the original on 15 May 2009.
  46. Caoili, Eric (26 November 2008). "ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK". Gamasutra . Archived from the original on 18 September 2017.
  47. "Corporate Strategy Meeting" (PDF). Square Enix. 22 April 2009. p. 15. Retrieved 3 July 2012.
  48. "Top 10 Worst Sequels". GameTrailers. 13 December 2010. Retrieved 4 November 2015.
  49. Susman, Gary (29 July 2003). "Blame Game". EW.com. Retrieved 6 July 2012.
  50. 1 2 Marshall, Rick (9 March 2013). "History of Tomb Raider: Blowing the dust off 17 years of Lara Croft". Digital Trends . Retrieved 11 November 2013.
  51. Fox, Fennec (15 July 2003). "Tomb Raider Co-Creator Steps Down". GamePro.com. Archived from the original on 23 January 2008. Retrieved 1 July 2009.
  52. The Complete Official Guide to Tomb Raider Legend. Piggyback Interactive. 1 May 2006. p. 179. ISBN   1-903511-81-X.
  53. "Lara leaves UK". BBC News. 31 July 2003. Retrieved 6 January 2013.
  54. Staff (November 2003). "The Next Tomb Raider". PlayStation Magazine . US Imagine Publishing (77): 57–60.
  55. https://www.theverge.com/2021/1/7/22219080/tom-raider-10th-anniversary-remake-lost-playable-internet-archive
  56. https://www.gamesindustry.biz/articles/rebellion-confirms-derby-closure-cuts-at-oxford-studio