A new video in a mini-series about the making of Tomb Raider: Legacy of Atlantis has been released. This sixth episode focuses on how Crystal Dynamics and Flying Wild Hog reimagined combat and progression for modern audiences.
The team spends time talking about the Focus system, weapons such as the iconic dual pistols that Lara will use during her adventure, and the different ways enemies can be countered.
Here’s what Raul Siquira, the game’s director, has to say about the new Focus system and why it matters:
“One of our main gameplay changes to Legacy of Atlantis we’re introducing is a system called Focus. When you’re doing actions in combat, taking damage, dealing damage, dodging attacks, you’re building your Focus meter. Focus allows you to slow down time around you and showcase some of the things that Lara used to do in ‘96. The acrobatic component is really important for the character, so we wanted to make sure there was a way on the sticks for that to be celebrated.”
Siquira and many of the game designers speak about how the dual pistols specifically were an important part of what makes Lara so iconic and how the team took the time to make sure that they “feel right.”
In addition to the acrobatic motions in the Focus system, there are four weapons, each with a unique playstyle, that players might prefer based on factors like attack distance and enemy patterns. The developers emphasize that players can either decide to try out multiple weapons throughout the adventure or just stick to one the entire time if that’s what they like using the best.
The video shows the game’s skill tree for the first time as well as explains how collecting resources for crafting works. Both of these features can help give Lara important buffs to help her on her journey.
You can watch the full behind-the-scenes video below to learn even more about how combat and progression were evolved.
Tomb Raider: Legacy of Atlantic will be released on PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2 on February 12, 2027.
If you’re interested in more behind-the-scenes from the game, you can read about and watch a previous episode in which the developers talk about traversal and movement.













