In the past, Tomb Raider has been like most games of the genre – run, gun, puzzle, solution, run, gun. Wash, rinse, and then repeat. Levels are structured to be extremely linear and Lara must overcome puzzles in a specific order.
Underworld changes that, harnessing what the developers are calling a new multi-level approach to the puzzles.
The new structure is simple; there are fewer levels—only about eight apparently when we saw the game in action—but those levels are much, much larger and complex. It isn’t like Legend where Lara is always moving forwards, it’s much more like the St. Francis’ Folly level in Anniversary. The solutions to puzzles are often more than just a room away and aren’t just limited to grabbing the right coloured key. Puzzles require thought, understanding and a close attention to the story."