This website uses cookies to improve your experience. We'll assume you're ok with this, but you can opt-out if you wish.Accept
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.
The sixth Tomb Raider game
is easily one of the most long-awaited games in some years. The original
on the PS2 was such a fresh diversion from the norm that I completed it
fully on both the PC and PSX, marvelling at the fluidity of Lara Croft's
movements (her running around, that is, climbing up onto platforms and
performing backflips or forward-rolls that turn you around 180o so
she can drop off a platform, catch it with her hands and swing forwards to a
lower level. Sounds complex but I managed it once on a level). Sequel after
sequel followed but after
Tomb Raider II
nothing else managed to capture the originality or excitement of the first one.
A new approach was required.
The basic premise behind Tomb Raider: Angel of Darkness is that Lara's
accused of the murder of her mentor, Werner Von Croy, and is now on the run.
Along the way you'll also be able to play as new boy Kurtis Trent, you can talk
to other characters which will affect your path throughout the game, a strong
narrative with spectacular graphical effects (yes, but all games promise this),
massively improved enemy A.I. and a brand new control system which allegedly
makes things more "intuitive". Are they sure?
Sure the game looks very good on a fast PC and sounds okay, but it plays like
an absolute dog.
The first thing I realised was that the gameplay is nowhere near as fluid or
intuitive as any previous outing. It feels like I've lost control of Lara.
For example, try to run then turn. Whereas in the previous games you could
manage this with ease and head fast into a turn, here it's simply not possible.
Lara wants to stop dead before turning. This is just bloody annoying. In fact,
even "infuriating" isn't the word and if you're not throwing abuse at the screen
within 20 minutes then you must be a masochist.
The standard Lara Croft game engine has gone and the constant camera changes
make it seem like later Resident Evil outings, such as the Dreamcast's
Resident Evil Code: Veronica.
What's painfully obvious is that Lara is too big for the screen - not in terms
of breast size, so no need for "f'nar, f'nar" jokes, but it gives the impression
of a kids' educational game where large sprites are placed on view to distract
you from the lack of content. You need Lara to be smaller so as to get a better
feeling of the surrounding environment.
Other things to complain about? When you first play the game Lara continuously
gives you how-to instructions which soon becomes tedious. Lara please do shut
up! For seasoned gameplayers this gets in the way and I couldn't find a way
to turn it off.
When Lara picks up items off the floor the sound stutters; When you climb
ledges and shimmy across you can't hang on forever - there's now a timer
counting down; If I step off a platform with an attempt to catch it, she'll
miss it and fall to her death; Massively-improved enemy A.I.? No more so than
in any other recent stalker or first-person-shooter.
The developers have spent too much time trying to make it look
flashy without paying any attention to the gameplay and making pointless
additions like a "stealth" mode - a nod to the Metal Gear Solid series
- and is something which the walk mode could've been used for, surely?
Tomb Raider: Angel of Darkness joins and increasing number of
high-profile disappointments for 2003, including
The Hulk
and
Enter The Matrix.
GRAPHICS SOUND EFFECTS AND MUSIC PLAYABILITY ENJOYMENT
This website uses cookies to improve your experience. We'll assume you're ok with this, but you can opt-out if you wish.Accept
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.