During a low‑key showcase at Gamescom last week, Tomb Raider: Legacy of Atlantis was presented not as a straightforward remaster of the 1996 classic, but as a full‑scale reimagining of Lara Croft’s inaugural adventure. The demonstration highlighted a host of new systems that go far beyond simple graphical upgrades, signalling a deep redesign that aims to bring the original story into the modern era while preserving its core spirit.
The development mantle for this ambitious project has been passed to Flying Wild Hog, a Polish studio best known for its gritty, action‑focused titles. Their involvement has already introduced several notable departures from the original formula. For instance, the iconic first‑aid kits have been replaced with a crafting system that lets Lara mix collected herbs and ingredients into health‑restoring tinctures and performance‑boosting meals. In addition, a skill‑tree has been added, allowing players to allocate points to enhance abilities such as the range of Lara’s signature dual pistols, a feature that was demonstrated live during the demo.
Following the presentation, 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 shed light on how the external development partnership functions, their relationship with publisher Amazon, and the decision to abandon the nostalgic tank‑control scheme in the final product, which is slated for release on February 12. Siqueira explained that, although the project is technically co‑developed by Crystal Dynamics in California and Flying Wild Hog in Poland, the teams operate under a single banner internally known as “Team Atlantis.” “We’re really good at breaking down the invisible walls that can appear between studios during development,” he said.
“From the moment we started talking, it was clear that both studios shared a common philosophy about how games should be built. We were brutally honest about our needs and our methods, and the collaboration just clicked.” He continued, “Crystal brings decades of Tomb Raider heritage, but sometimes you need fresh eyes. Bringing in an external perspective lets you look at the material in a new way and craft something truly unique. That partnership has been one of the strongest aspects of this project.” Flying Wild Hog is not the only external relationship influencing Legacy of Atlantis.
Amazon, the tech and retail giant, is acting as publisher for both this title and the forthcoming Tomb Raider: Catalyst, and it 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 the character that goes beyond studio walls,” he said.
“Our internal franchise team—seasoned veterans who have shepherded Tomb Raider for over twenty years—collaborates across every project. It’s a great synergy.” He added with a laugh, “If I start talking too much about other projects, someone might chase me off the stage.” To ensure the new game honors its predecessor, the development team revisited both the original 1996 release and the 2007 remake, Tomb Raider: Anniversary. This exercise highlighted how memory can distort recollection.
“We all have an internal picture of what the game looks like,” Siqueira explained. “When we actually play it, we notice differences.
That helped us pinpoint the essential moments and locations that must stay exactly as they are, while also identifying areas where we could safely ‘color outside the lines.’” Beyond the crafting system and skill upgrades, the team made a deliberate choice to drop the classic tank‑control scheme. “The control layout has been updated for modern audiences,” Siqueira said.
“The original games are still available—Tomb Raider 1 Remastered lets you experience the old controls if you wish. I’ve tried the tank controls many times, and honestly, they’re brutally hard.” Tomaszewski echoed this sentiment, noting that playing the original after two decades can feel almost alien: “I remembered it being awesome, but after twenty years it’s like, ‘What is happening?’ It’s just too difficult for most players today.” Legacy of Atlantis was announced alongside Tomb Raider: Catalyst, a sequel set years after the events of 2008’s Tomb Raider: Underworld. When asked about the degree of synergy between the two projects, Siqueira confirmed there is “definitely collaboration,” but emphasized that each title remains distinct. “Legacy of Atlantis is its own project, and we’re committed to staying faithful to the source material.
At the same time, we respect the narrative arc established by the games that came before and after. The Lara you see 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 same character across our future endeavors.” The decision to modernize controls, introduce crafting, and add a skill tree reflects a broader industry trend: classic franchises are being re‑imagined to meet contemporary expectations while still catering to long‑time fans.
By partnering with Flying Wild Hog, Crystal Dynamics has tapped into a fresh creative well, allowing the team to preserve iconic set‑pieces and story beats while injecting new gameplay depth. This collaborative model demonstrates how external development can inject vitality into legacy IPs, ensuring they feel both nostalgic and relevant. In summary, Tomb Raider: Legacy of Atlantis represents a careful balance between reverence for the past and ambition for the future. The joint effort of Crystal Dynamics, Flying Wild Hog, and Amazon has produced a game that respects the original’s narrative beats, upgrades its mechanics for today’s players, and positions Lara Croft for continued adventures across multiple media platforms.
The result is a title that feels familiar yet fresh—a testament to the power of fresh perspectives in game development. Disclosure: Alex Forbes‑Calvin previously collaborated with Crystal Dynamics on the book Chronicles of the Tomb Raider.