During Gamescom last week, developers gave attendees a hands‑on look at Tomb Raider: Legacy of Atlantis, and the experience made it clear that this title is far more than a straightforward remaster of the 1996 classic. Instead, it represents a thorough reimagining of Lara Croft’s inaugural adventure, rebuilt from the ground up with modern gameplay sensibilities.

The responsibility for this overhaul has been handed to the Polish studio Flying Wild Hog, which has already injected a number of fresh ideas into the venerable Tomb Raider formula. The most noticeable change is the removal of the old‑school first‑aid kits. In their place, Lara now gathers ingredients throughout the world to brew restorative tinctures and prepare meals that temporarily boost her stats.

A new skill‑tree system also makes an appearance; the demo highlighted how players can allocate skill points to extend the reach of Lara’s signature dual pistols, offering a more customizable combat experience. Following the demo, 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 functions, detailed their ongoing relationship with Amazon, and clarified why the controversial tank‑control scheme from the original will not be resurrected when Legacy of Atlantis launches on February 12. Legacy of Atlantis is a joint effort between Crystal Dynamics, based in California, and Flying Wild Hog in Poland.

Despite the geographic distance, Siqueira emphasized that everyone involved works as a single entity, internally dubbed “Team Atlantis.” “We’re exceptionally good at tearing down the invisible walls that can appear between studios during a project,” he said. “From the first conversations it was obvious that both teams share a very similar philosophy about game development. We were brutally honest about our needs and our methods, and the collaboration just clicked.” He went on to note that while Crystal Dynamics brings a deep heritage of Tomb Raider titles to the table, fresh perspectives are essential for innovation.

“Sometimes you need someone new to look at what you have and help you craft something truly unique,” Siqueira explained. “That external viewpoint 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 behemoth, is publishing both Legacy of Atlantis and the forthcoming Tomb Raider: Catalyst, while also producing a television adaptation starring Sophie Turner.

Siqueira described the relationship with Amazon as “pretty close” and rooted in a shared commitment to the franchise that extends beyond the studio walls. “We have an internal franchise team at Crystal Dynamics—people who have been shaping Lara’s story for more than two decades,” he said.

“They’re involved in every facet of the project, and the collaboration with Amazon’s teams is equally strong. It’s a partnership built on mutual respect for the character and the world she inhabits.” When asked about other upcoming projects, Siqueira laughed, warning that mentioning them might provoke a playful reaction from the audience.

He then turned to the development process itself, describing how the team revisited both the original 1996 game and the 2007 remake, Tomb Raider: Anniversary, to understand how memory can distort perception. “We all carry an image of what the game looked like in our heads,” he said. “Playing it again makes you realize what truly needs to stay the same and where you can safely color outside the lines.” From that exercise emerged several new systems, such as the aforementioned crafting and weapon‑upgrade mechanics. However, one hallmark of the original—its infamous tank‑control scheme—has been deliberately omitted.

“The controls have been modernized for today’s audience,” Siqueira explained. “The original version is still available as Tomb Raider 1 Remastered for those who want the classic feel. I’ve tried the tank controls many times, and honestly, they’re brutally difficult.” Tomaszewski echoed this sentiment, recalling his own experience revisiting the old controls after two decades.

“I remember thinking it was awesome back then, but playing it now feels like a punishment. It just doesn’t translate well to modern expectations.” Legacy of Atlantis was announced alongside Tomb Raider: Catalyst, a sequel set years after 2008’s Tomb Raider: Underworld.

When questioned about the level of synergy between the two games, Siqueira confirmed that there is “definitely collaboration,” but stressed that each title remains distinct. “Legacy of Atlantis is its own project, faithful to the original game’s spirit. The Lara you see here is the same Lara from the Survivor era—2013’s Tomb Raider, Rise of the Tomb Raider, and Shadow of the Tomb Raider—and she will continue to be the central figure across all future endeavors.” In summary, the partnership between Crystal Dynamics and Flying Wild Hog illustrates how external development can inject new life into a beloved franchise, while strategic alliances with companies like Amazon broaden the reach of the IP across games, television, and beyond. The decision to forego tank controls reflects a commitment to accessibility without sacrificing the nostalgic core that long‑time fans cherish.

Legacy of Atlantis aims to honor Lara’s origins while delivering a fresh, engaging experience for both veteran players and newcomers alike. Disclosure: Alex Forbes‑Calvin previously collaborated with Crystal Dynamics on the book *Chronicles of the Tomb Raider*.