During a low‑key showcase at Gamescom last week, Tomb Raider: Legacy of Atlantis revealed that the upcoming 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 highlighted a host of new systems that diverge sharply from the original formula, underscoring the impact of the external development partnership that has been driving the project. Crystal Dynamics has entrusted the bulk of the development to the Polish studio Flying Wild Hog, a move that has injected fresh ideas into the venerable franchise.

One of the most noticeable changes is the removal of the old‑school first‑aid kits. In their place, Lara now gathers ingredients throughout the world and crafts restorative tinctures and nutrient‑rich meals that not only heal but also grant temporary stat boosts.

This crafting mechanic adds a layer of resource management that was absent from the 1996 version. Additionally, the game now features a skill tree, allowing players to allocate points to enhance abilities such as the range of Lara’s signature dual pistols, a feature demonstrated during the demo. After the presentation, a round‑table Q&A brought together Raul Siqueira, game director at Crystal Dynamics, and Arek Tomaszewski, art director at Flying Wild Hog. They explained how the collaboration unfolded, how the studios coordinate with Amazon, and why the notorious tank‑control scheme will not make a comeback when Legacy of Atlantis launches on February 12.

Both studios operate under a single internal banner: “Team Atlantis.” Siqueira emphasized that, despite being located on opposite sides of the globe—Crystal Dynamics in California and Flying Wild Hog in Poland—the team functions as one cohesive unit. “We are really good at breaking down the invisible walls that can appear between studios during development,” he said.

“From the first conversation it was clear that we shared a common philosophy about game design. We were brutally honest about our needs and our vision, and the partnership just clicked.” He went on to note the value of an external perspective: “Crystal has a deep history with Tomb Raider, but sometimes you need fresh eyes.

Bringing in a new studio lets you look at the material differently and create something truly unique. That collaboration has been one of the most rewarding aspects of this project.” Flying Wild Hog is not the only external partner involved.

Amazon, the tech and retail conglomerate, is publishing both Legacy of Atlantis and the forthcoming Tomb Raider: Catalyst, and is also producing a television series based on the franchise starring Sophie Turner. Siqueira described the relationship with Amazon as “pretty close,” noting that both parties share a long‑term commitment to the brand that extends beyond the confines of the development studio. “We have an internal franchise team at Crystal that has been stewarding the IP for over twenty years,” he explained. “They work across all projects, ensuring a unified vision.

The collaboration with Amazon is similarly integrated, with regular touch‑points on narrative, marketing, and cross‑media opportunities.” When asked about the risk of over‑exposure, Siqueira joked that talking about other projects might invite fans to “tackle” him from the stage, a light‑hearted nod to the passionate community surrounding Tomb Raider. The development team began the process by revisiting both the original 1996 game and the 2007 remake, Tomb Raider: Anniversary, to understand how memory can distort perception.

“We all have an internal image of what the game looks like,” Siqueira said. “When we actually play it, we notice differences. That exercise helped us pinpoint the essential moments and locations that must stay intact, while also identifying areas where we could safely innovate.” Beyond crafting and skill upgrades, the team made a deliberate decision to drop the classic tank‑control scheme. Siqueira explained that modern audiences expect a more fluid control experience, and the original controls have been retained only in the separate Tomb Raider 1 Remastered release.

“If you want to experience tank controls, you can, and I respect that enthusiasm,” he said. “I tried them myself many times—honestly, they’re very difficult after twenty years away.” Tomaszewski echoed this sentiment, recalling his own experience: “I thought the tank controls were awesome back then, but playing them now feels clunky and unintuitive.” Legacy of Atlantis was announced alongside Tomb Raider: Catalyst, a sequel set years after 2008’s Tomb Raider: Underworld.

When questioned about the synergy between the two titles, Siqueira confirmed that there is “definite collaboration,” yet stressed that each project remains distinct. “Legacy of Atlantis is its own standalone effort, faithful to the original game’s spirit.

The Lara you meet here is the same Lara from the Survivor era—Tomb Raider (2013), Rise of the Tomb Raider, and Shadow of the Tomb Raider—and she will continue to be the protagonist across our future projects.” In summary, the partnership between Crystal Dynamics and Flying Wild Hog illustrates how external development can revitalize a classic franchise. By introducing modern mechanics such as crafting, skill trees, and refined controls, while preserving core narrative beats, the team aims to deliver a game that feels both nostalgic and fresh.

The close collaboration with Amazon further broadens the franchise’s reach across games, streaming, and television, ensuring that Lara Croft’s legacy continues to evolve for both longtime fans and newcomers alike. Disclosure: Alex Forbes‑Calvin previously collaborated with Crystal Dynamics on the book *Chronicles of the Tomb Raider*.