AOD It was not Eidos


For one Eidos doesnt control the whole game. Core design had a bigger word shall we say in things.
Read this article if you would like. For people who think it was Eidos Fualt i dont see anything in this Article about Eidos Creating are Crafting anything. You mostly hear Core.

(Core Design) boss Adrian Heath-Smith has sensationally revealed details on the future direction of British aristocrat Lara Croft and the Tomb Raider series: "The story in The Angel of Darkness has been really important for us, it's been argued that there's maybe too much story in this game. The reason is that we decided we'd do more than one game from the get go, rather then one new game and then go 'guess what guys, you've got to do another one'."

The bigger picture - "We thought we would try to knit the story together, as the other way has always been a nightmare. From the start we assumed we were doing more than one new game, so we went away and wrote the story. The source of the inspiration has been over all a theme that we wanted to run across the three games. It's just explained, almost scratched upon the surface of the first one, the second is based much more around the big thing and the third is the natural ending of it, how Lara resolves it, how she fits into it. The overall theme is the Nephilim, said to be the descendants of angels and mortals. They're mentioned in the Enochian Gospels. This was the original big theme we came up with, as it had a lot of potential and sure inspired the terrific new characters you meet in The Angel of Darkness. We looked at things like X-Files and we thought that was a great example. Because there's the big 'Are there or aren't there?' story line and each episode stands alone but they tell you a little more about the bigger story."

The Nephilim - "The overall goal for us was let's use the Nephilim theme and run it across all three games. For us it was great because the second game is going to be a belter, it's very Tomb Raider. It's set in the Nephilim realm under Turkey, Cappadocia. It's all temples and tombs and lost cities, which is all very Tomb Raider-esque; full of fantasy grounded in reality. There are no aliens with big tentacle arms but it has some strange looking humans. In The Angel of Darkness we had to introduce the Nephilim and put Lara into a situation that was different to what we've done in the past. She's always been squeaky clean, she's gone and found artefacts and gone out and saved the world. We couldn't change Lara's character, absolutely not. We couldn't turn her into a mass murderer. We couldn't have her going around slaying small children. The end of the Last Revelation was the last game for us. Lara was missing. That was a clean start, something really important."

Continuity - "There's a whole time period between the temple collapsing and the beginning of this game that isn't covered in The Angel of Darkness but may be in the second. We call the period internally 'Lara of Arabia.' We have the whole time period mapped out, what actually happened to her, where she's been. There's also another time period of when she came back to London. She had a near death experience when she survived the temple. Causing her to hang up her guns. We seriously looked at making her an alcoholic, having Croft Manor burnt down. We wanted her life in a mess and she returns facing one catastrophe after another, she comes back and Croft Manor is burning to the floor. Then she hits the bottle, of course. Lots of things to change the situation, to really get her down. But we thought that was a little bit extreme. We also had reservations about what the movie people were doing, in so far as we burn Croft Manor down it would stick out a bit and make it difficult for them. That's as much as we've ever tied-in to the movies."

Wanted: Lara Croft - "So the idea we came up with was let's get her accused of murder in Paris. Everything that has worked for her in the past because she's famous and well known, all these doors have been open for her. Suddenly they're all shut, because everybody does know her and everyone is trying to catch her. Lara comes in and has this argument with Von Croy, at the end of the day she's got blood on her hands, she jumps out of the window and the game starts."

Following Tuesdays return to Derbyshire-based studios' (Core Design) to meet and greet new PR Manager Gary Reading and to snatch a sneak-preview of this years most anticipated video-game, tombraiderchronicles.com can exclusively reveal further details from Tomb Raider Next Generation - specifically the dramatic increase in detail from past to present Lara Croft models ahead of the official unveiling by Core Design on March 20.

The new Lara Croft model is a marvel of modern-day technology, an adhesive marriage of mesh, bone and cloth lacquered with high resolution detail and illustration. Lara Croft's face has undergone extensive digital surgery - re-modeled sporting the proportional crisp characteristics of an attractive young brunette.

Lara Croft's standing pose now boasts a realistically-teasing, hip-swaying draw while the mechanics of her upper skeleton gently inflate with each intake of breath.

The model we saw had Lara dressed in a ragged demin jacket and long blue-jeans and her movements bore the fluid resemblance and organic feel of a character whose former 500 polygon skeleton has been replaced with an additional 5,000 shiny new polygons, each dripping with realism. The attention to detail was superb with a maze of crease and shadow-lines spawning across her attire.

Lara Croft's supporting cast is enormous, and although we're not allowed to reveal too much until the official March release, we witnessed the same attention to detail in the supporting characters as found in Lara Croft herself.

(Core Design) has stripped the characters down to the wire-frame, rebuilding the basic mesh and mechanical architectures and in turn rendering a more organic and fluidic movement and feel. This coupled with detailed illustration and the terrain-based power of Sony's PS2 effectively adds a new dimension of realism to the game.

Pinned to the wall of Next Gen Mission Control were various sketches and concept illustrations of characters yet to be confirmed. Many bore the marked resemblance of scientific gene exploration gone drastically wrong. Core Design will also be implementing ground-breaking lip-synchronization technologies which realistically tailors dialog with mouth movement for FMV segments and in-game scenes.

The traditional open/shut motion of in-game dialogue will be made redundant in favor of advanced speech to mouth synchronization (lip-synch) so effective the company speculates players will be able to follow a conversation by deciphering the movement of a characters lips as he/she speaks.

(Core Design) will officially unveil Tomb Raider Next Generation - including the games heavily guarded title - on March 20 at a secret location in London, arming their press release with a media onslaught including FMV movies, screen shots and high resolution concept art.


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People say it was Eidos' fault because they forced a release before the game was ready.

Core had 3 years to finish the game, but due to a huge expansion to their small team, building a new engine and working for a new console - they were disorganised. Given more time they would've finished it, Eidos forced a release of the unfinished game and everyone knows the result.

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Yea there's a whole new section on the first level that you can hack into on the PC I think. And you were supposed to be able to have a training thing to use Kurtis' powers and his Chirugai Blade. That would have been awsome.

Praise to my Father
Blessed by the Water
Black Night, Dark Sky
The Devils Cry

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You can unlock it in the PS2 version as well using the jump to any level cheats. If you jump to the first level and play it all of the way through and start walking down the ladder it doesn't end the level. There is a whole entire part of the level that was never finished that you can explore. It's not done yet and if you aren't careful and are seen by any human enemies it's game over. Unfortunately this is where you learn to crawl and do a few other things you need to know to beat the game and as far as I remember these controls weren't in the manual either. This game is just so sloppy it drives me crazy to play. It's the only game I haven't played more than once.

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It doesn't really matter now because Eidos has given them the boot and Core Design is now gone. Good riddance, I say.

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[deleted]

Yes, good riddance to the very creators of this legendary game and welcome to the people that created Gex: Deep Undercover Gecko. Legend was okay, but way too short and easy. Core made six straight tomb games in a row, Crystal came in and made two, including a remake of Core's beloved and classic original.

"I am the ultimate badass, you do not wanna *beep* wit' me!" Hudson in Aliens.

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Yes, good riddance to the very creators of this legendary game and welcome to the people that created Gex: Deep Undercover Gecko.


Any of the Legacy Of Kains are better than Tomb Raider from the third game on. And the original creator of Lara is working with Crystal Dynamics.

Legend was okay, but way too short and easy. Core made six straight tomb games in a row, Crystal came in and made two, including a remake of Core's beloved and classic original.


Core made three good games, a couple semi-decent ones, and then the worst game since ET. To hell with them. If they couldn't get their crap together after three years, then they shouldn't have planned something so ambitious. Money doesn't grow on trees.

Emmy Rossum: Enraging fatties since 2004.

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the E.T games what left of them are buried out in the dessert

DarkAlessa now the end of day and Iam the Reaper:silent hill

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Precisely where the remaining AOD discs need to be dropped.

Emmy Rossum: Enraging fatties since 2004.

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I just wish they didn't screw up the controls in Tomb raider 6

DarkAlessa now the end of day and Iam the Reaper:silent hill

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Or turned it into a lame RPG.

Emmy Rossum: Enraging fatties since 2004.

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Yeah but look at Underworld, that game was really awkward to play, AoD had changed controls for whatever reason but that game simply wasn't finished yet. Underworld WAS finished and look how bad it was, it had no excuse, play TR: Underworld on the PS2 and see what I mean. It felt really rushed and the graphics look off compared to Legend & Anniversary. And from what I've heard from the Tomb Raider reboot, that one was even worse. At least, Core put A LOT of effort into making the games harder. TR1, TR2, TR3 & Last Revelation were really hard and had some great puzzles as well. Chronicles was like filler until AoD came out but it still had some difficult puzzles.

Angel of Darkness was said to have many levels where you're in a tomb and the sequel to AoD would have even more hard puzzles that we've come to expect from the Tomb Raider games but Eidos canned it. I wondered how Core's TR: Anniversary would've been, shame we'll never know.

"I am the ultimate badass, you do not wanna `*beep*` wit me!"- Hudson in Aliens.

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I know its a every tomb raider fan dream wish they would remake tomb raider angel of darkness for ps4


D.H.F.F
Now is the end of days and I am the Reaper:Silent hill

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I really dont care who made it, But AoD was the worst Tomb Raider ever...thank God now the developers are pretending it never happened.

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Angel of Darkness is the Alien 3 of the Tomb Raider franchise. Eidos/Fox forced Core Design/David Fincher to release the game/movie unfinished and when some didn't like it or found it too confusing, they blamed Core/Fincher. I think it's a shame. In Crystal's Tomb Raider games, there are no blood, Lara talks very different. Look at how she talks in Legend and compare it to the old games. I can understand if some didn't like how hard the puzzles were but the puzzles in Legend were almost insultingly easy. Underworld was just a mess. I played it on the PS2 and it was just awful. Just a real disappointment, especially after seeing the graphics for Legend & Anniversary. My major gripe with Crystal's Tomb Raider games are they concentrate more on the graphics than the game. AOD had a great story and great characters, the controls were messed up but Eidos rushed them. AOD was supposed to be a trilogy and instead of a sequel, you're left with more questions than answers. *sighs*

"I am the ultimate badass, you do not wanna `*beep*` wit' me!" Hudson in Aliens.

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