At Gamescom last week, the hands‑on demo of Tomb Raider: 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 re‑imagining of Lara Croft’s inaugural adventure. The project has been handed over to the Polish development house Flying Wild Hog, which has injected a fresh set of ideas into the long‑standing Tomb Raider formula.

For example, the familiar first‑aid kits have been removed entirely. In their place, Lara now gathers ingredients scattered throughout the world to brew health‑restoring tinctures and nutrient‑rich meals that also grant temporary stat boosts.

Additionally, a brand‑new skill‑tree system lets players allocate points to enhance abilities such as the range of Lara’s signature dual pistols, a feature that was showcased during the demo. Following the showcase, 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 working relationship with Amazon, and clarified why the notorious tank‑control scheme will not be resurrected in Legacy of Atlantis, which is slated for release on February 12.

Legacy of Atlantis is a joint effort between Crystal Dynamics, based in California, and Flying Wild Hog in Poland. Siqueira emphasized that everyone involved is considered part of a single collective known internally as “Team Atlantis.” “We’re very good at tearing down the invisible walls that can appear between studios during a project,” he said.

“From the moment we started talking, it was obvious that both teams share the same philosophy about game development. We’re brutally honest about what we need and how we want to achieve it, and that honesty made the collaboration feel natural.” He added, “Crystal Dynamics brings a deep heritage of Tomb Raider titles, but sometimes you need a fresh set of eyes. Bringing in an outside studio lets you look at the material from a new angle and create something truly distinctive.

That partnership has been one of the most rewarding aspects of this game.” Flying Wild Hog isn’t the only external partner in the project’s ecosystem. Amazon, a tech and retail giant, is acting as publisher for 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 noted that Crystal Dynamics works "pretty closely" with Amazon across all fronts. "We share a commitment to the franchise and to the character that goes beyond the studio walls," he explained. "We have an internal franchise team at Crystal that’s been stewarding the series for more than two decades.

They’re involved in every project, fostering a strong collaboration across the board." He laughed, warning, "If I start naming other projects, some people might chase me off the stage." In the early stages of development, the team replayed both the original 1996 game and the 2007 remake, Tomb Raider: Anniversary, to understand how memory can distort perception. "We all carry a mental image of how the game should look and feel, and when we actually play it we notice the differences," Siqueira said.

"That process helped us pinpoint the essential moments and locations that must stay true to the original, while also identifying where we could safely diverge and add new colour to the canvas." Beyond the crafting system and weapon upgrades, the team made a conscious decision to drop one of the most iconic—yet polarising—features of the original: tank controls. "The control scheme has been modernised for today’s audience," Siqueira affirmed.

"The original games are still available, including Tomb Raider 1 Remastered, for anyone who wants to experience the classic tank‑control feel. I’ve tried it many times, and honestly, it’s tough." Tomaszewski echoed that sentiment: "When I revisited the old control style after twenty years, it felt almost alien. It was great back then, but today it would be frustrating for most players." When Legacy of Atlantis was first announced, it appeared alongside Tomb Raider: Catalyst, a sequel set years after the events of 2008’s Tomb Raider: Underworld.

When asked about the level of synergy between the two titles, Siqueira confirmed there is "definitely collaboration," but stressed that each game remains its own distinct narrative. "We’re developing both games together, but it’s crucial that Legacy of Atlantis stands on its own and remains faithful to the source material," he said.

"Regarding Lara’s progression, we respect both the earlier entries and the later Survivor-era titles (2013’s Tomb Raider, Rise of the Tomb Raider, and Shadow of the Tomb Raider). The Lara you see in Legacy of Atlantis is the same incarnation that will appear in our future projects." In summary, the partnership between Crystal Dynamics and Flying Wild Hog illustrates how an external studio can inject fresh ideas while preserving the core identity of a beloved franchise. By modernising gameplay mechanics, introducing crafting and skill‑tree systems, and abandoning outdated control schemes, the developers aim to deliver a version of Lara’s first adventure that feels both nostalgic and contemporary. The collaboration with Amazon further expands the Tomb Raider universe across games, television, and merchandising, ensuring the iconic explorer remains relevant for new generations of fans.

Disclosure: Alex Forbes‑Calvin previously collaborated with Crystal Dynamics on the book *Chronicles of the Tomb Raider*.