![]() ![]() Unlike the side-scrolling Curse of the Sword for Game Boy Color, Prophecy opted for a 3D-ish compromise by showing the action from an overhead, isometric viewpoint. ![]() While portable Tomb Raider games would soon be able to go full 3D like their TV- and PC monitor-based counterparts with the advent of Sony's PlayStation Portable, 2002 was still Game Boy Advance territory- and so Tomb Raider on-the-go had to be in two dimensions. Released the year before Angel of Darkness- during what remains the franchise's lowest point- Prophecy is an overall underwhelming game redeemed slightly by its hardware. But the worst offender was just an overall lack of polish, full of glitches and bugs common among games that are released before they are ready- and you couldn't patch console games in 2003 like you can now, so a buggy game stayed a buggy forever.Īngel of Darkness was such a failure that Core Design was taken off the franchise permanently, and the series was given a three year break to lick its wounds. ![]() Play control still felt stuck in the previous generation as compared to newer, better games like Prince of Persia: Sands of Time- especially evident in the dreadful stealth sections. The result was a disaster on almost all fronts, with only the story getting any real acclaim. Unfortunately, publisher Eidos wasn't willing to let a calendar year come and go without a Tomb Raider release, and rushed the team to get Angel of Darkness finished by Christmas 2003. Much of the problem was that the team had already done everything there was to do with the formula on the aging PlayStation hardware, and with the move to the PlayStation 2, it was the perfect opportunity to reinvigorate the franchise with a new, different type of Tomb Raider. After cranking out a whopping seven Tomb Raider games in just as many years, developer Core Design was just as burnt out on the franchise as the public was. ![]()
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