The next title, "Tomb Raider Chronicles", depicted the late Lara Croft via her friends' flashbacks. The game introduced stealth attacks, which would carry over to the next game, "Tomb Raider: The Angel of Darkness". While the original development team worked on "Chronicles", Core Design assigned a new team to develop "Angel of Darkness" for the PlayStation 2. Anticipating innovative changes from next-generation consoles, Adrian Smith—co-founder of Core Design—wanted to reinvent the character to keep pace with the updated technology. Core Design conducted market research, including fan polls, to aid in "Angel of Darkness"s development. The development team felt it could not alter the character and instead opted to place her in a situation different from previous games. The PlayStation 2 hardware allowed for more manoeuvres and a more detailed character model; the number of polygons in Croft's model increased to 4,400. The team sought to add more melee manoeuvres to better match Lara Croft's portrayal as an expert fighter in her backstory. Movement control was switched from the directional pad to the analogue control stick to provide more precision. After the original team finished "Chronicles", it joined the development of "Angel of Darkness". Excess content, missed production deadlines, and Eidos's desire to time the game's launch to coincide with the release of the 2003 "Tomb Raider" film resulted in a poorly designed game; Croft was brought back to life without explanation and the character controls lacked precision.