They fit Lara Croft in the Hitman Go setting and knew to change elements like less focus on assassinating foes, less board game aesthetic, more animations, and more emphasis on environment than enemies. The team chose the classic Tomb Raider visual design over that of the series reboot, but reconstructed that series aesthetic from memory rather than from its actual design documents. They sought to recreate the moments of being chased by a giant animal or boulder.[6] In place of time restraints, like the quick time events from the series, the developers added floors that crack with each successive turn to give a sense of time-based urgency.[8]