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TOMB RAIDER: ANGEL OF DARKNESS (PS2)
Lara Croft returns - but do we care?
By MARTIN KINGSLEY
Maybe
it's time Core moved on, eh? Admittedly, their main cash cow --I mean
marketable heroine-- has made them rich. Very rich
Very very rich
OK,
OK, exorbitantly, decadently, utterly rich.
There, happy now?
Good.
But, while Hollywood
says differently, you cannot stay alive by simply relying on the same
formula time after time after time, making occasional cosmetic tweaks
for the sake of it.
The whole Lara Croft thing
is starting to get a bit tired, honestly, and even the most brain-dead
of fanboys will eventually have to come to the realisation that there
is actually a physical limit to how big those boobies can get before they
actually attain their own place in the credits and need separate agents
to negotiate screen appearances.
Tomb Raider: Angel of Darkness
(AoD for short) is not a bad game, as such, but then again, it's definitely
not the revolution we were supposed to be getting and, judging from the
masses of bugs I'm seeing even now, methinks that somewhere along the
line the boys in the boardroom started exerting pressure on the programming
team to compile the code and get ready to release before Christmas.
A second possibility, remote
though it maybe, is that Core Design have gotten tired of producing Lara
Croft games just as I have gotten tired of playing them, and just assembled
a few new textures and animations and then got the work-experience kid
to cobble together a few lines of code whilst drinking massive amounts
of coffee in a half-hearted attempt to justify their also-massive production
budget.
Either way, AoD does not really
live up to the hype that has surrounded it all through the development
cycle, and instead offers us more of an evolution than a revolution.
The story line starts up some
time after The Last Revelation, with Lara once again out and about. During
a heated argument with her mentor, Werner Von Croy, in Von Croy's Parisian
apartment, someone or something knocks her out and then, in rather grisly
fashion, does away with Lara's aged guru, leaving her to take the rap
for it when Paris' finest conveniently show up at the door as she awakens,
covered in the old man's blood.
From there, things
move quickly from simply clearing the Tomb Raider's name to obtaining
the five Obscura paintings, rumoured to have mysterious powers, and once
again saving the world as we know it.
Ah... The great themes never
change, do they?
So, you're not going to get
much out of the story, let's put it that way, eh? That leaves the gameplay
to entertain, yes? Speaking in the broadest terms possible, the gameplay
is good.
It's just that every other
element connected with the game seems to want to conspire against it in
a concerted effort to ruin the experience for the player.
Take, for instance, the control
scheme, or lack thereof. I have never, in my short existence on this earth,
seen a game that takes so long to respond or handles so inadequately,
except for maybe "Plumbers Don't Wear Ties", a game that had
so much failing to go for it that you could only score it using a negative
rating system.
You can attempt to turn forty
degrees and end up spinning a full hundred and eighty, or vice versa,
and you will be utterly AMAZED at how long it takes this girl to get into
first gear when you try to move forward. It's slower than trying to get
a car moving by hitting the rear-bumper with a sledgehammer.
You can spend nigh on a minute
trying to get into position just to climb through a bloody window, and
don't even get me started on jumping, an activity that nearly resulted
in my throwing the PS2 through the floor-to-ceiling windows of my fifteenth
story apartment, where it would have flown down into the night before
inevitably striking the sidewalk at an appreciable fraction of light speed
in a shower of sparks and black plastic.
Camera angles don't help at
all and, thanks to the game's predisposition to putting the camera in
some really weird places and also thanks to the fact that AoD uses directional
movement (the various directions of Up, Down etc are related to which
way the camera is facing at the time). It's worse than Resident Evil,
I tell you!
Thankfully, Lara has auto-aim.
This is something of a consolation.
Oh, and now she can
beat the living crap out of various enemies should a gun not happen to
be handy, although there are only a few moves to be performed in a close-combat
sense and they aren't exactly all that original, so this quickly becomes
nothing more than a novelty in an industry where novelty is not enough
to assure you a place on the podium.
Oh, and there's a stealth mode,
where our Lady-of-Bountiful-and-Really-Bouncy-Assets gets to creep around
like Solid Snake or, at least, Solid Snake in tight-ass jeans.
*becomes fixated on television* Mmm
Jeans
*drool*
Unfortunately, the stealth mode is probably the most pointless addition
to AoD yet, in that you can usually just run past rooms of patrolling
guards without triggering an alarm, and also in that there are certain
places that will cause an alert regardless of whether you had stealth
activated or not. Sometimes, I really hate scripting...
While we're on the subject
of scripting, it would be wise for me to mention the various bugs that
afflict this latest fruit of the Tomb Raider franchise, most importantly
its tendency to freeze at random junctures, and the screwball way AoD
deals with enemy corpses, although I suspect that's more of an 'unannounced
feature' than a bug.
Anyway, out of all the console
games I've ever put through the big black box, the total times all those
games together have frozen up on me I could count on the fingers of one
seriously mutilated hand.
Angel of Darkness iced over
no less than four times in the time I spent with it. Jeepers creepers.
Now, if I remember correctly, the reason most people buy consoles in the
first place is so that they DON'T have to deal with frozen games. How
deliciously ironic.
On the dead body front, corpses
have a propensity for disappearing even as you look at them. Oh, and they
have badly applied rag-dolling, bouncing around like contorted mannequins
before flickering into oblivion.
It is almost immediately
obvious that the Core team have been experimenting with some really good
acid.
On a slightly less hallucinatory
note, we have, for the first time in the history of the Tomb Raider series,
a secondary character to play. He's a burly bloke going by the name of
Curtis Trent, and he's got the use of a few interesting abilities, but
nothing spectacular.
Actually, the most interesting
thing about him, to my mind, is the oh-so-heavily-modified pistol he's
always lugging around; it looks less like a handgun and more like some
kind of miniature weapons platform.
Methinks he is seriously overcompensating
for something so clearly Freudian that its not even funny. OK, maybe it
is just a little bit funny.
Hee hee!
Getting back to the subject
at hand
AoD is a pretty game. Not retina-bursting by any turn of
the imagination, but pretty nonetheless.
Some definite polygonal renovation
has gone on with Ms. Croft, cosmetically speaking, and it shows, really
it does. Some of the environments are also very pretty and animation is
definitely on the up-and-up, thank you very much, although you'll spend
so much time grappling with the controller that you may very well miss
a lot of the graphical improvements the first time around.
Finally, a lot has been made
of the new character improvement element of Angel of Darkness. Sorry to
disappoint all those D&D nerds out there whose idea of heaven involves
a statistics table on one side of the screen and a to-scale model of Lara
on the other, but it is just not going to happen.
See, the way the whole thing
has been implemented leaves a lot to be desired, really. The way it works
could be described as the following: You find certain sections in the
level that generally require either particular items or particular physical
skills to pass.
The first level is a perfect
example, in that you have a locked closet, a crowbar and a narrow area
of ledge. You can't open the locked closet without the crowbar, and you
can't cross the ledge unless you have a better strength rating.
So, you take the crowbar
and force open the closet, netting yourself a gun in the process. This
exertion causes Lara to become stronger, which in turn allows you to then
shimmy across the ledge with your newfound strength. And so forth.
Plenty of these situations
crop up during the time you'll spend with Lara's latest outing, and, while
a few of them can be genuinely interesting, most tend to err on the side
of tedium.
On the "closing comments
and looking for something to say" side of things, AoD comes with
a trailer for the upcoming Tomb Raider 2 flick (the Cradle of Life
no
comment) and a "Making Of" section which covers various bits
and pieces of AoD.
Despite all that I've said
here, Tomb Raider: Angel of Darkness is not a bad game. It's just not
very good. It's mediocre, and, when you consider how long it's been in
development, that's just not good enough.
Mediocrity is not what we desire
from the gaming industry, mediocrity is not what causes inspiration, nor
is mediocrity a cause for celebration. I'm not asking for the latest,
greatest, most utterly ground breaking game ever to hit the shelves, guaranteed
to educate and enlighten.
I'm just asking for someone
to care about what it is their putting out for us to play. Is that too
much to ask?
ORIGINALITY 65%
SOUND/GRAPHICS 80%
PLAYABILITY 65%
ENJOYMENT 65%
OVERALL 70%
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