---
title: 'Tomb Raider: Legacy of Atlantis - Official ''Creatures of Greece'' Overview Trailer'
source: 'https://youtube.com/watch?v=FCbrV-4MWC4'
video_id: 'FCbrV-4MWC4'
date: 2026-09-14
duration_sec: 303
channel: 'IGN'
---

# Tomb Raider: Legacy of Atlantis - Official 'Creatures of Greece' Overview Trailer

> Source: [Tomb Raider: Legacy of Atlantis - Official 'Creatures of Greece' Overview Trailer](https://youtube.com/watch?v=FCbrV-4MWC4)

## Summary

This behind-the-scenes video from Tomb Raider: Legacy of Atlantis reveals how the developers used real animal behavior—from wolves to crocodiles—to design more realistic and challenging enemies. It focuses on the leopard's stealth tactics and the crocodile's amphibious combat, emphasizing how players must adapt to each creature's unique personality.

### Key Points

- **Research-Driven Design** [00:00] — The developers watched hundreds of hours of real-life footage of wolves and crocodiles to reflect their physical constraints in the game.
- **Leopard: Stealth Enemy** [00:46] — The leopard is the first enemy that forces players to adapt because you don't always know where it is; you must be aware of your surroundings and use acrobatics to dodge attacks.
- **Leopard Abilities** [01:25] — Leopards move quickly, jump over huge distances, scale tall walls, and keep to shadows, stalking Lara and using shortcuts to move unseen.
- **Environment Impact** [01:55] — The environment—trees, vegetation, tall grass—allows leopards to jump without being seen, changing how combat feels.
- **Crocodile Combat** [02:24] — Crocodiles fight on the ground and in the water, but if you're in the water, you're on their turf and won't last long.
- **Amphibious Crocodiles** [02:55] — Unlike previous versions, new crocodiles can move between land and water, lying in wait and dragging players into the water.
- **Crocodile Strategy** [03:21] — Players should bait crocodiles out of the water to fight on their own terms; at low health, crocodiles retreat to the water for safety.
- **Level Design Philosophy** [03:34] — The design philosophy is to teach a mechanic, test it, and then give a final test where players must figure out solutions by experimenting.

### Conclusion

The video highlights how studying real animal behavior—from leopards' stealth to crocodiles' amphibious tactics—creates more engaging and unpredictable combat encounters in Tomb Raider: Legacy of Atlantis.

## Transcript

We've watched hundreds of hours of real-life footage on how wolves hunt, on how crocodiles move around. Reflecting those physical constraints that those animals have was no small task.
So when you come to Greece, we are introducing a couple of different creatures for you to fight. part of the combat challenge is for you to understand how a creature behaves and adapt your playability to that creature so you know how to fight it. So as a player, you are getting used
to being the apex predator. You are getting used to like coming into all of these rooms and then owning all of it, making sure that you are the force of terror that they all have to be afraid of. Leopard is probably our first go at like, you're not always going to know where your enemy is,
which means you have to adapt to it. The environments around you are very important. you have to be aware of your surroundings. When they go inside of one of their hiding spots, you need to scout around to make sure that you're fighting, and you have to use your acrobatics to dodge their attacks
with a lot more frequency than you have the other enemies. A leper is a very unique enemy, because while Lara is very agile and mobile, we all know that leopards are in league of their own They move very quickly around levels they jump over huge distances and can scale tall walls and they also keep to shadows They will stalk around Lara they
will try to get a jump at her, and they will also use various shortcuts throughout the level to move unseen. How does combat take the model and really push the danger factor? Does it sit and stalk
Does it stay nice and still until you're really close to it and then all of a sudden it just jumps out at you? We work really closely with the combat team and the rest of the whole pipeline to craft a model that is able to do those types of things.
The environments are different and that changes up how the combat feels as well. There are trees and vegetation, tall grass all over the place and so they can jump much easier without you seeing them.
So the core thing of what sells the crocodiles, as for all the enemies, but the crocodiles even more so, we looked at real footage of crocodiles and kind of how they act. And a lot of this footage was consumed to really sell on
how would this combat feel natural right They hybrid They fight on the ground and they fight in the water But if you in the water you on their turf So you not going to last very long So a crocodile will come out of the water and stalk you between tall grass
And when you see him, he might try to grab you. He might also run away and then go into the water. Crocodiles from Anniversary or the 90s version, those crocodiles could either be on the ground or in the water. They couldn't really move between those two.
But with the new one, they can move about it. And usually they will lie in wait for you in the water, and then they'll nab you, get you into the water, try to keep you there. But you might want to run away, but then they can chase after you.
Also, I just feel like crocodiles are really cool. Obviously, you do not want to fight a crocodile underwater. Bad idea, both in game and in real life. So part of what you're trying to do as a player is you're trying to bait the crocodile to come out of the water
so you can fight him in your own grounds. He'll try to rush at you to try to make sure that it goes away. When he gets to low health, he will prioritize going back into the water because it's safer for him. There's a shift in how passive and active you are playing when you're fighting a crocodile
that is important for you to get it right. We want to make sure all of our creatures have personality. So when you're playing and you're fighting them, you kind of get a sense for how they behave. We teaching you a mechanic in the level we testing you throughout it and then when we get to the end we are basically going in this is your final test to make sure that you understood everything that we taught you in this level You just have to figure it out by testing their capabilities testing the environment
If I do this and then I do that, would that work? Maybe or maybe not. Most games don't really approach this kind of fidelity in our game.
they need to be able to generally move in ways that are beyond simple movements. They will jump around, they will scale ledges, they will climb walls. They can swim, fly, and hide in shadows.
What does it take to outsmart what's hunting you? Put your skills to the test in Tomb Raider Legacy of Atlantis. Pre-order now.
Now if you enjoyed this look behind the scenes, subscribe to our YouTube channel and follow us on the socials at PlayTombRaider.
