Tomb Raider: The Angel of Darkness - Development

Development

The Angel of Darkness started development 3 years prior to its release. Core Design separated into two teams, both working on this game and Tomb Raider: Chronicles, simultaneously. However, after the completion of Tomb Raider: Chronicles, lead programmer Richard Morton scrapped the entire project of The Angel of Darkness. Morton explained "The PS2 hardware was still proving tricky to optimise and get the best results out of it. We were designing and building levels and characters without any real restriction on polygon budgets or memory limits". He continued, saying "We weren’t able to fully control the game as a team and there were far too many chiefs". Among the goals of the team 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 wished to compete with some of the newer action-adventure games, which were providing heavy competition; but their ideas were too large for the size of their team and the time they had.

The Angel of Darkness was unveiled for the first time in March 2002. The game had a dark, edgier approach to it and developers implemented innovative features into the game. Core spent two years trying to reshape the franchise as well as writing a back story, which was separated into four chapters. A release date was announced for November 2002, but the game got delayed into spring 2003. Eidos believed The Angel of Darkness would benefit from additional marketing support from the long-anticipated movie sequel, The Cradle of Life. Core encountered numerous setbacks, so the game was delayed yet again. The game was released in the summer of 2003, so that it was set to coincide with the release of the second Tomb Raider film. Jonell Elliott returned as the voice of Lara Croft. This would be the last time she provided the voice, with Keeley Hawes taking over for Tomb Raider: Legend.

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