FORMAT PS2 / RELEASED 2003 / PUB EIDOS INTERACTIVE DEV CORE DESIGN / GET IT NOW EBAY, FROM £2.99
This year marks the 20th anniversary of Lara Croft’s grittiest adventure to date: Tomb Raider: The Angel Of Darkness. Wrongly accused of her mentor’s brutal murder in Paris, the sixth series entry sees Lara set out to clear her name and continue Von Croy’s work, retrieving the five Obscura paintings.
Each painting hides a piece of the Sanglyph, an artefact that holds the power to revive the last remaining Cubiculum Nephili, known as ‘The Sleeper.’ For alchemist Pieter van Eckhardt and the Cabal, rebreeding the entire race remains the goal. But before Lara could stop yet another evil mastermind, her journey from developer’s page to console was every bit as demanding.
“We’d built quite a large chunk of the environments and characters with far too much detail for what the final hardware could handle.”
OUT OF THE TOMBS
Crofty’s apparent death at the end of the fourth game couldn’t silence the constant demand for more, and Core was pushed for ways to revive her – fifth game Tomb Raider Chronicles was built around tales being told of Lara’s exploits at her memorial service. Writer Murti Schofield was recruited to help begin a new era: “There were some excellent storytellers on staff, but everybody was exhausted. I was asked to come up with a game concept and story that could span across three games