to those in Legend. The animals, primary enemies in the original Tomb Raider, were carried over into Anniversary, but redesigned to appear as threatening and dangerous as possible so people would see them as a threat and not feel too uncomfortable about killing them. When designing each environment, the art team would first create them with a low colour palette and desaturated lighting to increase their realism. They would then add colourful elements such as foliage, combining that with different types of lighting. Changing levels of light and darkness as Lara explored each location were used to convey a sense of mystery. Peru was given a variety of environments, transitioning from snowy mountains to lush jungle to an underground tomb. The Lost Valley area, which had become a fan favourite since the original release, was redesigned using available technology and hardware to be more open. The gameplay was condensed into a smaller area compared to the original, which spread its puzzles and platforming through adjoining caves. Greece was designed around the theme of a subterranean temple hidden in a mountain. Egypt focused on the motif of bright sunlight, magnifying the use of lighting to promote mystery; its layout and design saw the least overall changes when compared to the original Tomb Raider. The main difference was in its scale and variety. The Lost Island area was given a unique design with volcanic elements and fantastic architecture unlike any of the other locations to act as the game's thematic finale. Game design As part of their research for Anniversary, the developers played through the original game multiple times, pinpointing its characteristic and iconic elements that needed to be carried over into the remake. A large amount of time was spent deciding what would be included, what elements to keep and what to change so it would appeal to old and new players alike. Anniversary was developed using an updated and expanded version of the Legend engine, but with expanded gameplay elements and moves for Lara which in turn impacted level design. The design was influenced by the team's previous experience with Legend. The puzzles were mostly redesigned based on the technology and physics engine of Legend. Much of the original game's focus on item collection and pulling switches was included, but the developers tried not to rely on this style too much, adding more variety with physics-based puzzles and environmental set