Skip to main content

Tomb Raider: Ruins of Atlantis - 12 Minutes of Gameplay and Gamescom Preview

At Gamescom 2026, foreign media outlet WCCF watched a demo of Tomb Raider: Relics of Atlantis, focusing on the Greek level. Crystal Dynamics Game Director Raul Siqueira described it as one of the most iconic locations in the series' history, featuring towering stone pillars, the grandeur of ancient civilizations, and untouched wilderness surroundings. The live demo was based on the game's Pre-Alpha version, aiming to show how the development team is reimagining this beloved classic.

Extended 12-minute gameplay footage brought to you by Gamersprey:

During the game's last public appearance, Lara was in the Peruvian wilderness. Siqueira confirmed that Lara successfully completed her mission there but also encountered the most dangerous faction she has faced in her adventuring career so far. This demo begins with Lara delving into the catacombs beneath St. Francis Folly, racing against her rival to find the second fragment of the Scion.

Of course, that rival is Pierre. At the end of the demo, after Lara completes the level, the two meet and trade barbs about who reached the finish line first. Discussing the reshaping of Pierre's character, Siqueira stated that knowing what not to change is just as important as knowing what to change: thus, Pierre's charming personality remains intact, even though many things around him have changed.

《古墓丽影:亚特兰蒂斯遗迹》12分钟实机和科隆展前瞻

Scanner, Grappling Hook, and Optional Puzzle Assistance

The developers have introduced two new tools. The first is the Scanner, which Lara can equip in her inventory to identify objects in the world. It serves two purposes: guiding players toward puzzle solutions and revealing background stories about the surrounding world. Don't worry, it's entirely optional; players who prefer exploring and solving puzzles on their own can completely ignore it.

The second tool is the Grappling Hook, which, at least in Siqueira's view, serves functions far beyond simple traversal. In the demo, it also incorporates puzzle-solving elements for interacting with the environment; it can be used to reach swing points and open previously inaccessible areas. Furthermore, one of the Game Director's favorite new additions allows it to act as an anchor rope, enabling Lara to climb up and down freely. The official goal is to enhance vertical exploration and provide players with multiple paths through spaces.

Meanwhile, Lara's essential acrobatic moves have been deliberately retained. Players can trigger her signature movement techniques through button combinations, but this isn't mandatory. Siqueira explicitly stated that speedrunners can bypass these mechanics entirely and take shortcuts directly.

《古墓丽影:亚特兰蒂斯遗迹》12分钟实机和科隆展前瞻

Combat system, Focus system, and a brand-new skill tree

Tomb Raider: Relics of Atlantis features fast-paced, fluid combat that fully utilizes the player's acrobatic skills, as seen when Lara fights dangerous panthers and a swarm of bats. Perhaps more controversially, weapons can now be upgraded to improve fire rate, accuracy, and ammo capacity. Additionally, the game introduces a new Focus system that slows down time to help players aim precisely, a feature demonstrated multiple times during the demo.

The new skill tree is one of the most interesting additions in this remake. During the demo, two swords in the Damocles room were too far away to shoot down safely. The developer opened the skill tree, selected the "Sharpshooter" skill to extend Lara's effective range, and then took the shot.

That room has been completely remade. The Sword of Damocles is undoubtedly an iconic symbol in Greek mythology. Now, players can use Lara's pistol to trigger the trap from a safe distance, offering a new option for those who don't want to dodge the falling sword.

One of the most significant changes is to Lara's healing mechanic. Siqueira pointed out that since 1996, the Tomb Raider series has had a strange premise: Lara relies on medkits found in locations untouched by civilization for centuries to restore her health. He stated that this was an issue the development team considered early on.

Their solution was to introduce a crafting system. Players can now gather elements and resources from the environment and combine them into healing items and buffs. The demo showcased a buff that reduces trap damage, which Siqueira noted would be a great option for cautious players looking to avoid repeated deaths during exploration. Tomb Raider: Relics of Atlantis also introduces a Relic system, featuring historically accurate artifacts scattered throughout the world. Finding them grants various rewards.

However, outfits are purely cosmetic and can be changed freely at any time. Siqueira pointed out that the series' thirty-year history means there is a wide array of cool Lara outfits to choose from.

《古墓丽影:亚特兰蒂斯遗迹》12分钟实机和科隆展前瞻

Q&A: Lara's Characterization and Her Place in the Timeline

After the live demo, Siqueira and Flying Wild Hog's Art Director, Alek Tomaszewski, answered several questions from the media. When asked about balancing resilience with emotional vulnerability, the interviewer mentioned the negative reception Lara received for her reactions to killing human enemies during the "Survivor" era (the trilogy starting with Tomb Raider 9). Tomaszewski responded that although he wasn't involved in making the Survivor games, he had played them, and this version of Lara is much tougher than her Survivor counterpart, though not cold-hearted. Siqueira then added from a narrative perspective: while the original 1996 game had very little dialogue, Tomb Raider: Relics of Atlantis features a much larger script, requiring this iteration of Lara to showcase her growth from the Survivor-era character into her peak form.

This relates directly to the timeline question, to which the official response was unequivocal: this game continues the timeline of the Survivor trilogy, featuring an older, more experienced, and more capable Lara Croft. Finally, when asked why they chose both human and animal enemies, the development team stated it was a carefully considered decision.

This is not a cover shooter where enemies spawn out of nowhere. Instead, environmental storytelling explains encounters, clarifying who these people are and why they are there. Therefore, although there may be more human enemies in this title than in the original, their placement is still carefully designed to appear only in logical locations.

《古墓丽影:亚特兰蒂斯遗迹》12分钟实机和科隆展前瞻

Opinion

As a loyal fan of Lara Croft's adventures, I approach this remake with cautious optimism. The original was a masterpiece, but that was back in 1996; some details, like the medkit mechanic, definitely needed improvement. As for other changes, we'll have to wait until we actually play the game to see how they pan out.

《古墓丽影:亚特兰蒂斯遗迹》12分钟实机和科隆展前瞻

《古墓丽影:亚特兰蒂斯遗迹》12分钟实机和科隆展前瞻

《古墓丽影:亚特兰蒂斯遗迹》12分钟实机和科隆展前瞻

《古墓丽影:亚特兰蒂斯遗迹》12分钟实机和科隆展前瞻

《古墓丽影:亚特兰蒂斯遗迹》12分钟实机和科隆展前瞻