Over 20 years on, Tomb Raider: The Angel of Darkness devs talk Lara Croft's PS2 debut: "The pressure was on to create something new and visionary"

Last year marked 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.

Out of the tombs

(Image credit: Eidos Interactive)

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 […] The pressure was on to create something new and visionary, with the addition of a spin-off character.”

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