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For alchemist Pieter van Eckhardt and the Cabal, rebreeding the entire race remains the goal.
Case in point: the loading in between the isolated industrial areas.
“The Parisian streets were a challenge.
“[Another] main level we cut was the scrapyard.
Even with very basic wrecked cars it was still too detailed.”
The average occupational hazard, right Lara?
Sadly, some carefully planned narrative threads also got the chop.
“The story was actually twice as big as the final released game,” Morton says.
Lara Croft is no longer confined to just games.
Composer Peter Connelly shared a deleted scene which illustrates the events after The Last Revelation.
So, why was it cut?
Thinking back, I totally disagree,” Morton muses.
I mean Putai, there’s another character that needs a series," adds Schofield.
With Lara strong enough in her own right, why did they need the new guy?
“We wanted an equal to Lara, a possible love interest for her.
I wanted someone who was fiercely independent.
Kurtis' arrival had been meticulously crafted and his character was dripping with backstory.
Not only is he a skilled mercenary, his abilities stem from his familial roots.
“But the programmers couldn’t sort what was required [in the time that was given].
But it was typical of the kinds of compromise that had to be made the whole way through.”
They have a tendency, because of this bloodline connection, to be drawn to high-risk situations.
They live for the thrill of adventure,” he continues.
“The next visit would be Turkey.
It would obviously kick off in Prague and then back to Castle Kriegler,” says Schofield.
Then he reforms the new Cabal […].
“We worked on many iterations and I think we nailed it around ten months from release.”
Sadly, many look at AOD as the title that gave Core Design the kiss of death.
Over the years it’s caused many to dub the game the worst within the series.
Outside of the community, it’s rare that Lara’s sixth tale gets the praise it deserves.
“I really wanted a better control system for Lara,” says Morton.
“We were all wanting to make the best game we possibly could, of course we were.
“I just never expected that it would still be around and stronger than ever!
The fans are the heart and the core of what’s happened to The Angel Of Darkness.”
How did you find that character switch compared to your previous performances in The Last Revelation and Chronicles?
Were you given any notes from Murti on her journey from the tombs to Paris?
A complete badass version [of Lara], which, as a voice actor, is a dream.
I think we all hanker after those parts.
This feature originally appeared in PLAY Magazine which printed its final issue in 2024.
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