The developers tried to redefine Lara Croft's actions by questioning what they felt the character was capable of. While previous games used hand-animated movement for the character, "Underworld" introduced motion capture-based animation to display more fluid, realistic movement and facial expressions. Stuntwoman and Olympic Gold medalist Heidi Moneymaker was the motion capture actress, and advised the designers on practical movements. Animators adjusted and blended the recorded animation to create seamless transitions between the separate moves and their simultaneous combinations. The blends and additional animations give the character more flexible movement. Actions were overlapped to allow for multitasking, such as aiming at two separate targets and shooting with one hand while the other holds an object collected from the environment. Other additions include more melee attacks, as well as contextual offensive and climbing manoeuvres. Crystal Dynamics sought to make the visual appearance of the Xbox 360 and PlayStation 3 versions identical, although the systems use different techniques to achieve this. In response to "Underworld"s lackluster sales figures, Eidos reportedly considered altering the character's appearance to appeal more to female fans.