

It showed Lara, freshly graduated from university, on a ship bound for the South Pacific – her first expedition as a budding archeologist. In 2011, Crystal Dynamics released the first teaser trailer for the game, produced by Square Enix Japan's in-house CG agency, VisualWorks.

When the video ends, Gallagher says, "I think we nailed it". It reveals a very different version of the young Lara on an island setting – all with a voice over introducing the origins concept: "I'm not perfect, I'm not bullet-proof. He took an early trailer of the game to the company's office in London and showed it off. Indeed, according to Gallagher, it was year before the project was shown to Square Enix executives. We stuck to our guns, we believed in what we were doing." This wasn't a game overseen by a bunch of suits at Square Enix who came in with clipboards and said, 'this is what you're going to do'. I hear people say this was a game built in a focus testing lab, but that's not the case. "Group feedback is great, but consensus can spin you in all sorts of directions. "You don't make decisions based on group consensus when you're trying to create something," he said.
TOMB RAIDER MOVIE REBOOT SERIES
He was also keen to stress that Crystal Dynamics had creative control that the process of re-booting the series was governed by them. "There were big questions - what goes, what stays? Do we keep the backpack, do we keep the shorts, the pony tail? Is she still British? All of these were asked. "We wanted to take bold steps," said Gallagher. Soon after development of the current Tomb Raider began in 2009, the decision was made to scrap work on the Underworld sequel, to effectively wipe the slate clean with an origins story. We loved working on it and the reaction of fans showed us that people were ready for something new. "It still had the Tomb Raider DNA, but it was a top-down dual-stick shooter. "We took some really odd steps with it," explained Gallagher.

After completing a trilogy of fairly traditional sequels, Crystal decided to strike out, producing the downloadable spin-off title, Tomb Raider: Guardian of Light. Crystal Dynamics took on the franchise when original developer Core Design fumbled the poorly received sixth instalment, Angel of Darkness. It turns out the idea of re-inventing Tomb Raider went back further than that, however. These stories were a reaffirmation to us, that we could do this." "They were iconic characters who had to be refreshed and modernised for a new generation. "Bond and Batman faced the same challenges as us," explained studio head Darrell Gallagher, who – joined by creative director Noah Hughes – gave a talk about the development of Tomb Raider. But then along came Casino Royale and Batman Begins and the whole concept of an origins story started taking shape. Crystal Dynamics, the California-based studio, which has been in charge of the iconic series since 2003, originally envisaged the latest title as a sequel to 2008's, Tomb Raider Underworld. That was one of the interesting revelations during last night's Tomb Raider event at Bafta.
