At Gamescom last week, attendees were treated to a hands‑on look at Tomb Raider: Legacy of Atlantis, and it quickly became evident that this title is far more than a straightforward remaster of the 1996 classic. Instead, it represents a full‑scale reimagining of Lara Croft’s inaugural adventure, built from the ground up with modern design sensibilities.

The project’s development has been handed over to the Polish studio Flying Wild Hog, which has injected fresh ideas into the beloved Tomb Raider formula. One of the most noticeable changes is the removal of the old‑school first‑aid kits. In their place, Lara now gathers ingredients scattered throughout the world to brew health‑restoring tinctures and prepare meals that boost her stats.

This new crafting system adds a layer of strategic resource management that was absent from the original. Additionally, the game introduces a skill‑tree mechanic; during the demo, players saw Lara allocate skill points to extend the range of her signature dual pistols, giving her a more customizable combat style. 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 discussed how the external development partnership functions, their relationship with publisher Amazon, and the decision to leave behind the infamous tank‑control scheme when Legacy of Atlantis launches on February 12.

Both studios—Crystal Dynamics in California and Flying Wild Hog in Poland—operate under a single internal banner known as “Team Atlantis.” Siqueira explained that the team’s success stems from its ability to dismantle the invisible barriers that often separate studios during joint projects. “From our first conversations it was clear we shared a common philosophy about game development,” he said. “We were brutally honest about our needs and our vision, and the collaboration felt natural from day one.” He emphasized the value of bringing an outside perspective to a franchise with such a deep history. “Crystal has a legacy of working on countless Tomb Raider titles, but sometimes you need fresh eyes.

Having a new studio examine the material lets you create something truly unique,” Siqueira noted. He added that this partnership has become one of the most rewarding aspects of the development process.

Flying Wild Hog isn’t the only external partner involved in Legacy of Atlantis. Amazon, the tech and retail giant, is not only publishing the game but also handling the upcoming Tomb Raider: Catalyst and producing a television series starring Sophie Turner. Siqueira described the relationship with Amazon as “pretty close,” highlighting a shared commitment to the franchise that extends beyond the confines of the studio walls. He mentioned an internal franchise team at Crystal Dynamics, composed of veterans who have spent over two decades shaping the series, and praised the seamless collaboration across all projects.

When pressed about other Amazon‑backed initiatives, Siqueira joked that he might be “tackled from the stage” if he revealed too much. To ensure the new game honored its roots, the development team revisited both the original 1996 release and the 2007 remake, Tomb Raider: Anniversary. This exercise revealed how memory can distort perception; players often recall a game differently than it actually was. “We all have a mental picture of how the original looked, and when we play it again we notice the differences,” Siqueira explained.

This process helped the team pinpoint essential moments and locations that needed to stay intact, while also identifying areas where they could safely innovate. Beyond the crafting system and skill upgrades, the team made a deliberate decision to drop tank controls—a hallmark of early Tomb Raider titles.

Siqueira clarified that the control scheme was modernized to suit contemporary audiences. “The original games are still available; we released Tomb Raider 1 Remastered for those who want the classic experience,” he said. “If you’re nostalgic for tank controls, I respect that, but after trying them many times I can tell you they’re brutally difficult.” Tomaszewski echoed this sentiment, recalling his own experience playing the original after a twenty‑year gap. “It felt awesome at the time, but revisiting it now is like, ‘What on earth is happening?’ The controls are just too unforgiving.” Legacy of Atlantis was unveiled alongside Tomb Raider: Catalyst, a sequel set years after the events of 2008’s Tomb Raider: Underworld.

When asked about the synergy between the two titles, Siqueira confirmed that there is “definitely collaboration,” yet stressed that each game remains its own distinct project. He emphasized that the Lara featured in Legacy of Atlantis is the same incarnation that appears in the Survivor era—spanning the 2013 reboot, Rise of the Tomb Raider, and Shadow of the Tomb Raider—and will continue to be the consistent protagonist across future installments.

In summary, the partnership between Crystal Dynamics and Flying Wild Hog illustrates how external development can breathe new life into a classic franchise. By integrating modern mechanics such as crafting, skill trees, and refined combat while respecting iconic set pieces, the team aims to deliver a fresh yet faithful experience.

The decision to forgo tank controls reflects a broader trend of adapting legacy titles for modern players without sacrificing the core identity that long‑time fans cherish. As the release date approaches, fans can look forward to a reimagined adventure that balances nostalgia with innovation, all under the watchful eyes of both the original creators and their new collaborators. Disclosure: Alex Forbes‑Calvin has previously collaborated with Crystal Dynamics on the book *Chronicles of the Tomb Raider*.