At Gamescom last week, the first public look at Tomb Ranger: Legacy of Atlantis made it clear that this title is far more than a straightforward remaster of the 1996 classic; it is a full‑scale reimagining of Lara Croft’s inaugural adventure. The demo, presented as a hands‑off showcase, revealed a host of new systems that fundamentally reshape the way players will experience the game. The development responsibilities for Legacy of Atlantis have been handed over to the Polish studio Flying Wild Hog, which has injected fresh ideas into the long‑standing Tomb Ranger formula.
One of the most noticeable changes is the removal of the old first‑aid kits. Instead, Lara now gathers ingredients scattered throughout the world to brew restorative potions and prepare meals that grant temporary stat boosts.
A brand‑new skill tree has also been introduced; the demo highlighted how players can allocate skill points to extend the reach of Lara’s signature dual pistols, opening up new combat strategies. Following the demonstration, a round‑table Q&A featured Raul Siqueira, game director at Crystal Dynamics, and Arek Tomaszewski, art director at Flying Wild Hog. The two executives explained how the external development partnership operates, described their collaborative relationship with Amazon, and clarified why the nostalgic tank‑control scheme will not make a comeback when Legacy of Atlantis launches on February 12.
Both Crystal Dynamics, based in California, and Flying Wild Hog, headquartered in Poland, consider themselves a single entity for the project, internally dubbed “Team Atlantis.” Siqueira emphasized the importance of breaking down the invisible barriers that often separate studios during joint ventures. “From the moment we started talking, it was evident that both teams share a common philosophy about game creation,” he said. “We were brutally honest about our needs and our vision, and that transparency allowed the partnership to flow naturally.” He added, “Crystal brings decades of Tomb Ranger heritage, but sometimes you need a fresh set of eyes. Bringing in an outside perspective can spark ideas that you wouldn’t have thought of on your own.
That collaboration has been one of the most rewarding aspects of this project.” Flying Wild Hog isn’t the only external partner involved. Amazon, a tech and retail powerhouse, is publishing both Legacy of Atlantis and the forthcoming Tomb Ranger: Catalyst, while also developing a television series based on the franchise starring Sophie Turner.
Siqueira described the relationship with Amazon as “pretty close” across all fronts. “We share a deep commitment to the franchise and its heroine that goes beyond studio walls,” he explained. “At Crystal Dynamics we have an internal franchise team—seasoned veterans who have been shaping Tomb Ranger for over twenty years.
They’re involved in every project, ensuring a cohesive vision. The collaboration with Amazon is similarly tight, with regular check‑ins and joint decision‑making.” He laughed, warning that delving too deeply into other Amazon‑backed projects might provoke a playful “stage‑attack” from the audience. This light‑hearted comment underscored the camaraderie that often develops when multiple creative teams converge on a shared universe. To ground their redesign in the series’ legacy, the team revisited both the original 1996 game and the 2007 remake, Tomb Ranger: Anniversary.
This exercise highlighted how memory can distort recollection. “Everyone carries a mental snapshot of how the game looked,” Siqueira noted.
“When we actually played it, we realized there were gaps. That helped us pinpoint the essential moments and locations that must stay untouched, while also identifying areas where we could safely innovate.” Beyond the new crafting system and weapon upgrades, the most conspicuous omission is the classic tank‑control scheme that defined early Tomb Ranger titles.
Siqueira clarified that the controls have been modernized to suit contemporary players. “If you want the original tank feel, the remastered version of Tomb Ranger 1 is still available,” he said. “I’ve tried it many times myself, and it’s genuinely challenging.” Tomaszewski echoed this sentiment, recalling his own experience revisiting the old control style after two decades.
“It felt amazing back then, but playing it now is like, ‘What on earth is happening?’ It’s simply too hard for modern audiences.” When Legacy of Atlantis was first announced, it appeared alongside Tomb Ranger: Catalyst, a sequel set years after the events of 2008’s Tomb Ranger: Underworld. Siqueira confirmed that the two projects are being developed in tandem, but each remains distinct. “We’re definitely collaborating across the two games, but Legacy of Atlantis is its own self‑contained experience,” he explained. “We’re careful to honor the original while also respecting the narrative arcs that came before and after.
The Lara you see in Atlantis is the same iteration we’ve been using throughout the Survivor era—Tomb Ranger (2013), Rise of the Tomb Ranger, and Shadow of the Tomb Ranger—and she will continue to be the core of our future titles.” In summary, the partnership between Crystal Dynamics and Flying Wild Hog illustrates how external development can inject fresh ideas into a beloved franchise without sacrificing its core identity. By blending new mechanics like alchemical crafting and skill‑tree progression with a reverence for iconic set‑pieces, the team aims to deliver a game that feels both nostalgic and forward‑looking. The decision to abandon tank controls reflects a broader trend of adapting classic series for modern sensibilities, ensuring that both longtime fans and newcomers can enjoy Lara’s earliest adventure in a way that feels accessible and engaging.
Disclosure: Alex Forbes‑Calvin previously collaborated with Crystal Dynamics on the book *Chronicles of the Tomb Ranger*.