Tomb Raider: The Angel of Darkness
Eidos Interactive
Genre:
Action/Adventure
Players:
1
Type/#:
DVD
/
1
Overall Rating
46
%
Graphics and Sound
First off, let me start this by saying that I am a long term, hardcore fan
of the Tomb Raider series. I've stuck with this series through thick
and thin, and found good things to say about each sequel because I truly had
good things to say about them. I found fun in the games, despite their
shortcomings. I wish that I could say the same for Tomb Raider: The Angel
of Darkness, I really do. But it is simply not the case.
The entire game has been given a facelift, no complete overhaul actually,
since it is making its first appearance on the PS2 game console. Now, while
this does mean that the graphics are much prettier and far more detailed,
this becomes a huge problem during gameplay. Why? Well, the engine doesn't
seem to be able to handle the particle effects in the game. On the one hand,
you enter a room and see lovely plumes of steam or drops of rain, but then
Lara starts running in slow-mo because the game hangs up. It literally looks
like she is in bullet time and it is painfully irritating. Personally, I
would have preferred the grainy graphics of the PSX to this. Seriously.
Another downfall is the fact that the game is incredibly dark in some areas.
I had to adjust the brightness on my television and max it out to be able to
see, especially in the dismal industrial area that starts off the game.
Although the levels are very attractively rendered, it is a continuous
irritation that there are load times each and every time you enter a new
area. No, I am not talking about a new 'area', but if you walk from one
street to another in the Parisian Ghetto, load time. Ugh.
Now for the good stuff. Yes, the game's graphics are lovely. The cut scenes
are well done and the voiceovers are excellent. Background music is fabulous
as always and it was quite a ways into the game before I heard that familiar
Tomb Raider theme song remixed into something new and fresh. Of
special note is the groovy techno mix you'll encounter in Le Serpent Rouge,
however when I grew tired of the tune and went to turn it off via the switch
I turned it on with, it only started over from the beginning of the tune.
Ugh. Despite this, Angel of Darkness earns high points in the sound
department.
Gameplay
Ok, well you can see from the score that I was displeased with Tomb Raider: The Angel of Darkness, so
let's get started. The storyline is a good one and it starts with Lara going
to visit Werner Von Croy in Paris. Remember him? He left her for dead in
Egypt, so this is not a social call. Actually, Lara comes at Von Croy's
insistence. He has something important to tell her, but before he gets the
chance, bullets whiz through the window and Von Croy goes down. Lara has a
bit of a blackout and when she comes to, she finds Von Croy dead. Did she do
it? Even she is not certain, but all of the Parisian police force is out
looking for her, so she has to hit the road.
And thus, the game begins. The first level basically gives you the run-down
on Lara's moves. The way she controls is very different from previous
iterations, but more on that later. She can still jump, shimmy, hang, dive,
roll, push and pull objects and all that stuff, but a few new things have
been added.
First off, Lara can now 'level up' her attributes. You might be running
about the game and find a box you need to push out of the way. She'll say
'I'm don't think I'm strong enough to move that' or something similar. So
then she goes about her business and comes to a door on a cabinet. You press
the action button and she forces it open and says 'I feel stronger'. So now,
she has 'leveled up' and she can now go move the box. Ok, this is just lame.
Super lame. I can see where they were going, attempting to integrate some
RPG elements into the story, but instead, it just ends up being silly.
Then there is the newly added grab bar so that Lara's time hanging from
something is limited by this. While you might think this would be a cool
addition, it isn't, mainly because of the wonky control of the game, which
I'll fully address in Game Mechanics. When you grab onto a vine or a pipe
and have to shimmy across, you are given a certain length of time.
Sometimes, no matter how hard you try or scream at Lara to move, she just
hangs there. Not moving an inch. This is terribly frustrating and I can see
no rhyme or reason for it. The game just has very non-responsive control at
times. What times? Try every time you need her to run. The idea is for the
analog stick to be truly analog. A gentle press to walk and a firm push in
the right direction to run. But when you attempt to get Lara to run, she
takes several seconds to go from walk to run, and even then, she merely
saunters. Oftentimes, this is too late and whatever you needed to run from
has already injured you. This is a very bad thing. Sure, later on down the
line, Lara gets one of her lower body attributes and is then able to sprint,
but what is this? In previous Tomb Raider games, Lara could sprint
without a magical upgrade. Boo, hiss.
In Tomb Raider: The Angel of Darkness, the developers tried a little
something new. There is another playable character named Kurtis. Now, Kurtis
doesn't have attribute upgrades, mind you, but maybe this is a good thing.
He comes on the scene at certain times, so he is not selectable from the
start.
Ok, let's talk about Stealth mode. In this mode, Lara is able to execute the
move you always wanted her to be able to execute in previous games - the
stealthy kill. She can go into Stealth mode, sneak up behind an enemy and
crack their neck under your command - at least that's how it is supposed to
be. What actually happens is this - you might see a guard or someone that
you want to stealth kill so as not to attract attention. You'll walk up
behind him, however if he is also walking, you have to chase him until he
stops. He doesn't seem to notice that you bump into him if he stops
unexpectedly. Did I mention that you look like an ape when you are in
Stealth mode? Arms curved out to the sides - I actually laughed at her the
first time I saw it. Embarrassing. Anyway, so he finally stops and you hit
the action button, waiting for that impressive kill. She might respond. She
might not. He might start walking away again. Who knows? It's bad, bad,
bad.
Another problem I had with the game was storyline progression, or should I
say incongruous storyline progression. Say you decide to do certain mini
missions in the game in a different order than the game would have you do
them. That is fine, no real problem in storyline progression, however if you
decide to visit a location and speak to an NPC, Lara will ask dumb questions
about events that have already happened. Why couldn't someone have
programmed a flag in so this wouldn't happen? It was just really
disappointing.
Speaking of NPC's, you can choose different things to say to them when you
encounter them and this will affect how they react to you. For instance,
early on in the game, you go to the apartment of Madame Carvier, a friend of
Werner's. If you are rude to her, she will not give you Werner's notebook,
which he left in her possession so she could give it to you. The notebook is
valuable because it contains Werner's notes on the situation he called Lara
to help with in the first place, along with updates as you accomplish tasks.
If you play nice, you get the notebook. In the end, she still calls the cops
on you and you have a few minutes to escape, but if she doesn't give you the
notebook, you can just steal it from her apartment. Same ending, just a
different way to go about getting there. At least you aren't permanently
penalized for saying something stupid.
Difficulty Level
This game is impossibly hard. Why? Because of the control. It is difficult
to line her up for jumps, it is damn near impossible to make the girl run
away from impending danger or even death and half the time, you aren't sure
what your next step should be. The main reason this game is difficult is
because of its poor control issues. Sure, there are some antsy puzzles here
and there, but mainly, it all falls back on poor control stepping in your
way each time.
Game Mechanics
Hmm, where do I start? I previously mentioned the issue of Lara's inability
to run when need be. This only comes into play at certain times, but it is
frustrating nonetheless. The camera was a real bane at certain times,
refusing to look where I needed it to. There were times when the game goes
into what I can only assume was meant to be 'platformer mode' and the camera
locks. You no longer have control of your camera and can only look where the
game wants you to. Unfortunately, this often happens at times where you have
to make a jump to a lower level. Now, I am guessing that what you see is
what you need to see to make the jump. That was probably the initial idea
for this, however some times that isn't the case and it causes you to jump
to the wrong place. It's extremely frustrating.
A new feature that has been added is the appearance of a hand icon whenever
you encounter something you can interact with. This might be a cabinet you
can open or a pickup on the ground. In some of the really dark areas, this
comes in handy.
Now for the glitch festival. For starters, I mentioned that I tried to turn
off the techno song at Le Serpent Rouge, well what I didn't mention was that
the first time I tried this, certain objects in the game turned momentarily
lime green and the screen faded to an oatmeal color. The music was still
going and I could still play the game, although I couldn't see anything.
What is up with that? There was the time I jumped out onto a platform and
landed just fine, then of her own volition, mind you, Lara begins grabbing
at the air, and actually pulls herself up onto some other imaginary platform
in mid air. Then she fell and died. And I was happy, because she had made me
angry. Then, as she hit the ground, she emitted a short scream. Then after a
second or two of being lifeless and crumpled on the ground, a long,
blood-curdling scream came from the now dead Lara. Oh boy. Then there was
the time she shimmied down a pipe and climbed onto a ledge. So far, so good.
But then, she begins to levitate up the side of the building, of her own
volition once again. I watched in shock and disgust only to see her feet
disappear at the top of the screen. The camera locked into first person view
and I tried to look around and couldn't. Nice, huh? Oh, and for fun, try and
make the camera come close to her head so you can see only her eyeballs and
teeth. Skeleton Lara. Freaky! I am scarred for life.
On the upside, you have the ability to save anywhere you want. This is good
because you need to creep and save with a game like this. On the downside,
this is another indication of cheapness. If the game wasn't sure a pain to
play, you wouldn't need to creep and save. Also, the load times are
incredibly slooooow and happen often, as mentioned above. Bummer.
In conclusion (yes, finally), Lara doesn't control the same way as she did
in earlier games, and I won't complain about change. However, if you are
going to revamp an engine (or start from scratch), when you release it, make
it right. I would have preferred that this game not see the light of day for
another year or two if it would have meant that Angel of Darkness
would have been worth playing. As it is, it isn't. Even for a hardcore fan
like myself, I am hard pressed to even recommend this game to a collector.
Wait for the bargain bin. It won't be long.
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