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Ezekiel

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‘We want to honor the legacy of the original’: Crystal Dynamics explains why it’s remaking Tomb Raider again
Crystal Dynamics shares why 2026 is the right time to bring back the 90s icon


Lara Croft is back. At The Game Awards, two new games in the Tomb Raider franchise were announced, as was the new face of Lara Croft.

The first, Tomb Raider: Legacy of Atlantis, is a “reimagining” of the original Tomb Raider, promising redesigned visuals and modern gameplay, set to release in 2026. The second game, Tomb Raider: Catalyst, is an entirely new adventure set for release in 2027 and will see Lara exploring Northern India.

Alix Wilton Regan, the British actor who was previously set to play Joanna Dark in the now-cancelled Perfect Dark reboot, will step into the role of Lara Croft, taking over from Camilla Luddington.

Following the announcement, Crystal Dynamics sat down for a Q&A session with VGC about both games. Scott Amos, the head of studio at Crystal Dynamics, and Will Kerslake, game director at Crystal Dynamics, spoke about the new Lara and remaking a classic.

Q&A: Crystal Dynamics on Tomb Raider’s next games

Scott Amos: Tomb Raider: Legacy of Atlantis is a love letter by fans, all of us, for fans. Looking at the opportunity we had with this, we knew the 30th anniversary was coming up and wanted to do something special to both celebrate that moment, but still pay an honor to all of Core Design’s original DNA and intent from this amazing title that launched the franchise. That is literally the debut title that’s set up for what we’re doing now, 30 years later, as part of Tomb Raider.

So being able to have the entire game built from scratch in Unreal 5 is why we call this a reimagining. We’ve taken all of those things that were critical from that first game, and then said, what can we do to push it through a modern-day gamer’s lens and say, this is how we can take areas that might have been a background image in the old game, now completely realized in full 3D.

How to update camera and controls, and how to take things like that signature moment that all of us as gamers played when you got to fight a T.Rex in that original game, and now saying, how is that reimagined today for an epic action adventure moment that can create a new core memory for players who’ve never gotten to experience it as that first time, or if you’re long time fan, you now get to experience it as a first time again.

Is the Lara Croft in Fate of Atlantis the same as the Lara Croft in Catalyst?

Will Kerslake: Yes. So there are two adventures here, but they’re two adventures of the same character. So, Legacy of Atlantis is a reimagining of that original game, as Scott said. While Tomb Raider Catalyst is a brand new adventure, it’s the top of her game, experienced Lara Croft. So it is the same character, but at two distinct periods in her life.

Alix Wilton-Regan is the new Lara Croft. Why did you cast her in the role?

JA: Alex is just tremendous, like from the very first moment we met with her, from the very first casting calls we did, she loves this character, she was already a fan when we met her, and then being able to talk to her and get a sense that she has that wit, that charm and charisma that is a natural essence and core for Lara, but she also has that confidence and that depth of emotionality that we need for telling these great stories.

We had the privilege of having Alex with us last night when we did the live reveal, which is just a huge deal to see that and see the fan reaction. It was just so exciting. And she’s just been tremendous to work with.

WK: From the very beginning she got what we were trying to do and bring all the confidence of the character forward, but continue to push on the emotional depth that we need for modern storytelling and just was has been enthusiastic and excited about it and the whole time, which has been great.

Is Legacy of Atlantis a remake or a reimagining? Is there a difference?

WK: We want to honor the legacy of that original game, by modernizing it with a gameplay experience and a fidelity that’s now possible in Unreal 5. 30 years of technology have happened since 1996, so that’s not an easy thing to do, but ultimately our goal there is you make it feel like it felt when you played it the first time, but play like a modern game. So there are vital things that we have to keep the same.

I mean, you’ve seen in the trailer what we can do now with modern technology to really push the experience of these places. You have certain memories, whether it was the bridge and falling into the wolf den or the T. rex, where you go like, “That’s what I totally remember from that game,” and how can we create that same memory again for new players?

Do the new games have any connection to the upcoming Amazon TV series?

JA: So we’re here to talk about the two games that we just announced last night. We will say that certainly our Amazon partners have been tremendous. From the beginning, they’ve gotten the idea of this vision we have for this cross-media franchise across both the live-action things during the series and the two games that we’re making right now.

We’re not here to talk about any details or anything else in the future about the TV series until later on. But certainly, it’s a great opportunity for us to have all of these things going together and having so many things in development for Tomb Raider. The fans benefit from all of it.

The original game was full of instant-death traps and often based on trial and error. Modern games typically avoid this kind of punishing design. Will Atlantis keep this brutal difficulty for authenticity or adopt a more forgiving approach like the QTE moments seen in the 2007 remake?

WK: Part of reimagining a game is adjusting that game, evolving for modern player tastes. But, it is core to the Tomb Raider experience that there are puzzles and combat and traversal and death-defying action. If you look at the trailer that we had for Legacy of Atlantis, you’ll see big rolling balls and the things that you expect in a Tomb Raider game are going to be there.

Is anyone from the original team involved in the legacy of Atlantis remake?

JA: I will say that folks at Crystal who have been part of Tomb Raider for a very long time. We have folks who’ve been at Crystal for 30 years, and so we’ve had folks across the gamut of all the different Tomb Raider games that we’ve ever been part of.

We have kind of an interesting crossbreed of some old blood and some very new blood. For example, Flying Wild Hog had never worked on a Tomb Raider game, so there’s a lot of new blood there, whereas we have a lot of “Crystallites” who’ve come from our past.

So blending together, we have a lot of experience in history, but we also have a lot of new faces and new attitudes that are helping really push into that next generation of what Tomb Raider is going to be.
"WK: From the very beginning she got what we were trying to do and bring all the confidence of the character forward, but continue to push on the emotional depth that we need for modern storytelling and just was has been enthusiastic and excited about it and the whole time, which has been great."

But we don't care. We don't want to cry for Lara.
 

Ezekiel

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Also this:

Yeah, they simply don't get it and never will. That interview has rapidly extinguished any cautious optimism I might have had.

This one too:
Will Kerslake: Yes. So there are two adventures here, but they’re two adventures of the same character. So, Legacy of Atlantis is a reimagining of that original game, as Scott said. While Tomb Raider Catalyst is a brand new adventure, it’s the top of her game, experienced Lara Croft. So it is the same character, but at two distinct periods in her life.
They're obsessed with this shit, but it's all for naught - the TR1 Lara Croft was already "experienced". The literal opening cutscene involves her reading a magazine in which her previous adventure is the cover story, and she's hired specifically because she has a proven track record of ripping up ancient shit and killing cryptids. They just don't get it, it's maddening.

When the fuck does any of this take place anyway? The unified timeline means that "survivor lara" was doing all that boring shit presumably from 2013 onward, but Catalyst is "post-AoD". So what, TR1 - TR6 all happened in the last couple years?
 

Ezekiel

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What a shallow grifter. Can't dig below the surface. Will probably end up criticizing it later for the things that are apparent NOW.



Her too.

 

BrawlMan

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No one cares about your silly opinion. I'm looking forward to it, and i'm sure so i'm not going to listen to some grifters with the usual red and white bowl text.
 

Ezekiel

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The white paint on this climbable surface is a big red flag.



Makes me think it will be the kind of very linear modern climbing. The Legend trilogy has way more climbing than the original trilogy. The jumping almost fell second to the jumping (both too assisted and glue).

Of course part of the reason for the white paint is because the graphics are too busy. Simple corridor in the original now full of debris and plant-life.

Actually, the jumps in the trailer look pretty linear. Guy I quoted before speaking truth again:

The trailer and comparison screenshots show that, after all these years, Crystal Dynamics still doesn't understand Tomb Raider.

The trailer has several very linear-looking jump/run sequences where Lara hops from dangling platform to dangling platform. The original TR games tended to have more interesting puzzle platforming which required you to actually look around and figure out the path ahead yourself. Linear sections were usually challenge rooms where you had to jump across dangerous platforms with spike or fire traps to avoid through good timing. The sequences shown in the trailer look NOTHING like classic Tomb Raider puzzle/challenge design. What they do look like is the linear run-and-jump set piece sequences of the Survivor trilogy.
Yeah, the core gameplay of the originals relied on every surface working the same. You can grab any ledge, and it's up to you to figure out which path leads forward.

White paint and only certain ledges being grabbable is antithetical to TR game design philosophy.
 
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BrawlMan

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The white paint on this climbable surface is a big red flag.
To your spoiled and indecisive mind.

White paint ain't gonna hurt anything, and you still probably have to make the correct jumps or time them properly. I find it fascinating that you have ultra correct opinion about a game you have not played at all. If you're not interested, then why obsess over it, when you know you're not even gonna like it? When it's a game, I don't like or I know i'm not gonna like, I move the hell on and don't cry and moan, every single day of my life.

I showed both games to my brother, and he is fully excited that he's getting two games. He's a bigger Tomb Raider fan than me. If my big bro is happy about these, then it's all that matters.
 

Ezekiel

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Shallow response.

I touched more on this when I revisited Tomb Raider: Underworld not long ago.

Beat Underworld ten years ago, rated it a 2/5, before I ever played anything older than Legend. Just installed it again. I have so many problems with the gameplay.

Why bring the camera over the shoulder when she shoots if it's an auto-aim shooter? For what possible reason? Why does L2 have to pull out the gun if you can already shoot by pressing R2 by itself? It means that you can't do backflips, cartwheels and the forward flip that Link sometimes does in Majora's Mask without the camera zoomed in and the guns drawn.

That's the generation of consoles in which magnetic ledges replaced real platforming, meaning running and jumping. Well, not ledges, but I'll say ledges because I can't think of the word right now. The linear, sticky "ledges" are all over the place. Climbing, climbing, climbing, everywhere.



She moves so spastically as her system interacts with all the ledges and narrow beams for the player, and it's all done without a grab button to make it easier. You can't even run off a ledge because she will automatically drop down and grab it. When you try to run off a ledge that is not interactive, she will simply stop.

When you do get to jump to another platform from a run rather than a climb, that too is auto-steered.

More context-sensitive maneuvers with the grapple hook.

Motorcycle has auto-steering too.

What a crappy, crappy generation.
"I don't know what L2 and R2 means," that person I keep quoting responded at the time, "but I agree that the LAU trilogy is pure decline when it comes to controlling Lara and exploring the levels. Underworld is still better than Legend, the locations are great and it has some decent puzzles. But yes, the entire trilogy has severely downgraded platforming. Ledges are sticky, you can only grab whatever the devs assigned as grabbable, Lara gravitates towards the grabbable ledges when jumping, the platforming is a lot more guided by nudging her towards intended positions. There's also a lot more context sensitive maneuvers, like anything involving the grappling hook. Controls feel far less precise than in the original games because of that.

"That era of gaming cemented modern decline features. It never recovered, at least in the AAA space. Game design has followed those same lines since the mid-late 00s and never looked back."
 

Ezekiel

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Admit what? I only quickly skimmed over what you said because it's the usual verbal vomit that doesn't address the matter at all. Won't comment on your brother, since you didn't even explain why he's excited.
 

BrawlMan

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Admit what?
Figure it out. You are a so called self proclaimed genius.

My brother loves Tomb Raider. That is why he is excited. Nothing more and nothing less. You're really not good at figuring the simple things out. Yet go way beyond overcomplicating them or try to make them more complex than necessary.
 

Ezekiel

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You are a so called self proclaimed genius.
You look weirdly intimidated when you say things like this.

My brother loves Tomb Raider. That is why he is excited. Nothing more and nothing less. You're really not good at figuring the simple things out. Yet go way beyond overcomplicating them or try to make them more complex than necessary.
Loving Tomb Raider is not a reason. Why does he love Tomb Raider and what does he see in this? See, you hate my criticisms, but can't actually explain your praise. You bring nothing to the table. It would be better for everyone if you didn't respond, because my posts are about things and yours are about nothing. Ironically, you're so negative.
 

thebobmaster

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Personally, if a game doesn't appeal to me, I just move on to find games that do. I don't go into detail for days on end about why the game that doesn't appeal to me sucks, I just move on to find things I do enjoy. I recommend it, less stressful.
 

BrawlMan

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Personally, if a game doesn't appeal to me, I just move on to find games that do. I don't go into detail for days on end about why the game that doesn't appeal to me sucks, I just move on to find things I do enjoy. I recommend it, less stressful.
Same! There are so many games that appeal to me out now, and at least 10 of them coming out next year! Here are mine!
  1. Resident Evil 9
  2. Onimusha: Way of the Sword
  3. Phantom Blade 0
  4. Stupid Never Dies
  5. Wolverine (2026)
  6. Pragmata
  7. 007: First Light
  8. Rushing Beat X
  9. Control Resonant
  10. Tokon: Fighting Souls
 

Ezekiel

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Personally, if a game doesn't appeal to me, I just move on to find games that do. I don't go into detail for days on end about why the game that doesn't appeal to me sucks, I just move on to find things I do enjoy. I recommend it, less stressful.
Oh, I'll play it. Don't expect much, but I'll play it. It should be better than the Survivor trilogy, which I crash out on instantly when trying to replay any of. (I can't play the Legend trilogy anymore either, I confirmed when I revisited Underworld.) But will it live up to the original trilogy and the original intent? Nah. The interview and trailer show that they don't understand Tomb Raider. They never will.
 

BrawlMan

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And then you'll go back to your usual routine wangsting. Having not learned a damn thing.
 

BrawlMan

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Loving Tomb Raider is not a reason.
Yes it is.
Why does he love Tomb Raider and what does he see in this?
He likes the combination of combat and exploration in various games. Though his personal favorite will always be classic II. Once again, you suck at figuring out the simplest things. My brother does enjoy the reboot trilogy too. He pretty much ignores the bull shit chatter from both ends, and forms his own opinion without any of the grifters in his notice. Not that he would give a shit about them, even if he did.

Ironically, you're so negative.
That's been you the entire time. You really love projecting. Learn to take some actual responsibility.

I am actually excited for the new Tomb Raider, and don't mind the direction they're going. It's not on my top list, but I am interested.
 

Ezekiel

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I'm not reading that, and most people will understand why given your repeated nasty behavior.
 

BrawlMan

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I'm not reading that,
I don't read all of your shit for the best reasons, and most people know to avoids yours for many a good reason. BTW, you asked, and I answered.

My brother likes the games, What more do you want? If you like being miserable, then keeping that to yourself, and don't drag anyone else to your shitty standards.