flesh out the narrative and tie it into the continuity of Legend. Gard fleshed out the lore and character motivations in Anniversary, something impossible with Tomb Raider as it needed to tell its story as quickly as possible. The narrative's conclusion, which included Lara's temptation by Natla's offer of the knowledge her father sought, thematically led into Lara's search for her mother in Legend. Keeley Hawes, Lara's voice actress in Legend, reprised her role for Anniversary. Lara's personality was modelled upon that shown in Legend, but with suitable adjustments for who she was as a person during the events of Anniversary. Lara's initial drive for adventure—defined by Gard as an unstoppable "madness" contained within a proper British woman—was fleshed out to provide purpose for players. The aim was to make her appealing while staying true to her original portrayal. Gard's expansion of the story became focused on how far Lara was willing to go and what moral boundaries she would cross in pursuit of her goals. The interactions of Natla, Larson and Pierre were extensively expanded by Gard, beginning with an infiltration sequence of Natla's Los Angeles offices by Lara prior to the Greece levels, which in Anniversary had her watching video messages between the characters. The character of Larson, who was carried over from the first game and merged with another of Natla's original henchman called Cowboy, was made a more ambiguous character who shared a "chemistry" with Lara. The moment where Lara kills Larson was written to show Lara crossing a moral line and killing a person for the first time in pursuit of her goals. Natla's other henchmen were also reimagined to be more realistic, with Lara's confrontation with them being an intense battle following the emotional scene with Larson. As described by art director Andrew Wood, one of the team's starting points was taking the most memorable moments from Tomb Raider and recreating them in Anniversary on a grander and more detailed scale. The art team wanted to show respect for the original game, designing environments to evoke nostalgia while being more complex and on a grander scale. All the original areas were brought back in Anniversary, but redesigned around modern gaming conventions. Botta said that the team picked out the most interesting parts of each area to preserve, leaving out the "less interesting hallway traversal" of the original. The environmental design saw an upgrade compared