For Legend, the control scheme and character movement was redesigned to provide a smooth and fluid experience. One of the key elements present was how buttons for different actions cleanly transitioned into different actions, along with these moves being incorporated into combat to create effects such as stunning or knocking down enemies. Quick-time events were added into certain segments within each level, and many of the puzzles were based around sophisticated in-game physics. Anniversary, while going through the same locales of the original game, was rebuilt using the gameplay and environmental puzzles of Legend. For Underworld, the gameplay was redesigned around a phrase the staff had put to themselves: "What Could Lara Do?". Using this set-up, they created a greater variety of moves and greater interaction with the environment, along with expanding and improving combat.
For Legend the control scheme and character movement was redesigned to provide a smooth and fluid experience One of the key elements present was how buttons for different actions cleanly transitioned into different actions along with these moves being incorporated into combat to create effects such as stunning or knocking down enemies Quick-time events were added into certain segments within each level and many of the puzzles were based around sophisticated in-game physics Anniversary while going through the same locales of the original game was rebuilt using the gameplay and environmental puzzles of Legend For Underworld the gameplay was redesigned around a phrase the staff had put to themselves "What Could Lara Do" Using this set-up they created a greater variety of moves and greater interaction with the environment along with expanding and improving combat