Ok, well you can see from the score that I was displeased with
Tomb Raider: The Angel of Darkness, so let's get started. The storyline is a good one and it starts with Lara going to visit Werner Von Croy in Paris. Remember him? He left her for dead in Egypt, so this is not a social call. Actually, Lara comes at Von Croy's insistence. He has something important to tell her, but before he gets the chance, bullets whiz through the window and Von Croy goes down. Lara has a bit of a blackout and when she comes to, she finds Von Croy dead. Did she do it? Even she is not certain, but all of the Parisian police force is out looking for her, so she has to hit the road.
And thus, the game begins. The first level basically gives you the run-down on Lara's moves. The way she controls is very different from previous iterations, but more on that later. She can still jump, shimmy, hang, dive, roll, push and pull objects and all that stuff, but a few new things have been added.
First off, Lara can now 'level up' her attributes. You might be running about the game and find a box you need to push out of the way. She'll say 'I'm don't think I'm strong enough to move that' or something similar. So then she goes about her business and comes to a door on a cabinet. You press the action button and she forces it open and says 'I feel stronger'. So now, she has 'leveled up' and she can now go move the box. Ok, this is just lame. Super lame. I can see where they were going, attempting to integrate some RPG elements into the story, but instead, it just ends up being silly.
Then there is the newly added grab bar so that Lara's time hanging from something is limited by this. While you might think this would be a cool addition, it isn't, mainly because of the wonky control of the game, which I'll fully address in Game Mechanics. When you grab onto a vine or a pipe and have to shimmy across, you are given a certain length of time. Sometimes, no matter how hard you try or scream at Lara to move, she just hangs there. Not moving an inch. This is terribly frustrating and I can see no rhyme or reason for it. The game just has very non-responsive control at times. What times? Try every time you need her to run. The idea is for the analog stick to be truly analog. A gentle press to walk and a firm push in the right direction to run. But when you attempt to get Lara to run, she takes several seconds to go from walk to run, and even then, she merely saunters. Oftentimes, this is too late and whatever you needed to run from has already injured you. This is a very bad thing. Sure, later on down the line, Lara gets one of her lower body attributes and is then able to sprint, but what is this? In previous Tomb Raider games, Lara could sprint without a magical upgrade. Boo, hiss.
In Tomb Raider: The Angel of Darkness, the developers tried a little something new. There is another playable character named Kurtis. Now, Kurtis doesn't have attribute upgrades, mind you, but maybe this is a good thing. He comes on the scene at certain times, so he is not selectable from the start.
Ok, let's talk about Stealth mode. In this mode, Lara is able to execute the move you always wanted her to be able to execute in previous games - the stealthy kill. She can go into Stealth mode, sneak up behind an enemy and crack their neck under your command - at least that's how it is supposed to be. What actually happens is this - you might see a guard or someone that you want to stealth kill so as not to attract attention. You'll walk up behind him, however if he is also walking, you have to chase him until he stops. He doesn't seem to notice that you bump into him if he stops unexpectedly. Did I mention that you look like an ape when you are in Stealth mode? Arms curved out to the sides - I actually laughed at her the first time I saw it. Embarrassing. Anyway, so he finally stops and you hit the action button, waiting for that impressive kill. She might respond. She might not. He might start walking away again. Who knows? It's bad, bad, bad.
Another problem I had with the game was storyline progression, or should I say incongruous storyline progression. Say you decide to do certain mini missions in the game in a different order than the game would have you do them. That is fine, no real problem in storyline progression, however if you decide to visit a location and speak to an NPC, Lara will ask dumb questions about events that have already happened. Why couldn't someone have programmed a flag in so this wouldn't happen? It was just really disappointing.
Speaking of NPC's, you can choose different things to say to them when you encounter them and this will affect how they react to you. For instance, early on in the game, you go to the apartment of Madame Carvier, a friend of Werner's. If you are rude to her, she will not give you Werner's notebook, which he left in her possession so she could give it to you. The notebook is valuable because it contains Werner's notes on the situation he called Lara to help with in the first place, along with updates as you accomplish tasks. If you play nice, you get the notebook. In the end, she still calls the cops on you and you have a few minutes to escape, but if she doesn't give you the notebook, you can just steal it from her apartment. Same ending, just a different way to go about getting there. At least you aren't permanently penalized for saying something stupid.