91 Reviews liked by HarryC


The game appears to intentionally blend elements from Uncharted 4 and Assassin's Creed Origins, taking inspiration from these titles but falling short in terms of execution. Shadow of the Tomb Raider doesn't excel in any particular aspect, but it still offers an enjoyable experience worth playing, especially if you can overlook the forgettable plot.

While I quite enjoyed the original in the Tomb Raider reboot trilogy, I never got around to finishing the second entry. I tried Shadow, the final game in the trilogy when it appeared on Gamepass, but it didn't click with me and I dropped it pretty much immediately.

Coming back to it now with the Tomb Raider anniversary sale and its Series X enhancements and it's probably the most fun I've had with the trilogy.

It's far from perfect. I didn't particularly care for the story and there are annoyances like being unable to use your guns for large sections of the game. The lack of gun combat may be because it's one of the weakest aspects when it is there. The game is much more fun when you're playing Rambo in the stealth sections, although I did chuckle when you briefly switch to Terminator style (very jarringly) for a gun section in an oil refinery.

The tombs and overall setting are my favourite of the reboot series though. I enjoyed the little hub towns with their side missions too. It's also a fantastic-looking game, one of the most impressive third party games of the last generation.

Worth a play if you're a fan of the series, as it's regularly on sale.

The gameplay was incredibly satisfying (especially all the stealth combat), but the story just flopped for me. The ending limps to the finish line with the secondary and tertiary characters "about" to do something and don't do anything. They idly stand by while we hear about their assistance from the little radio that somehow has survived this journey.

As a finale to this trilogy, it just doesn't bring enough to the table.

Would love to say this game was great because I did enjoy myself. Holy crap though, the lack of polish here is infuriating. Too many moments with lack of responsiveness in platforming, light glitching and/or bad audio sync to name a few.

I don't actually have much to say for this game. The story was pretty good and overall it's nice.

It's cool that they added a few more platforming mechanics, but there are a lot of bugs and many times you will fall to your death for no reason or Lara will not cling to platforms that are within her reach.

There were a few visual glitches too, with Jonah's torso missing, so it was just limbs flying in the air. Though it made for a funny moment, I'll give them that.

I played this within the span of a week and a half in order to include it in an essay, so some of my criticism here may be because I was rushing.

Anyway, after abandoning the reboot trilogy after seeing the direction that rise was going, I decided to give this one a chance. And it isn't actually that bad. It is easily the best in the trilogy (the bar to surpass is on the ground though, so that's not really an achievement).

Shadow at least feels like a Tomb Raider game. The plot and gameplay actually involve raiding tombs and finding artifacts. I did also like the section in Kuyaq Yaku, and how it added another aspect of Tomb Raiding.

However, the RPG elemts that rise introduced are still here, and are easily the worst parts of the game. I can barely go three meters without coming across some new artifact or document that I have to wait for Lara to read (the artifact examination also is hot trash, you have to just keep spinning the artifact around arbitrarily until you stumble upon the 'secret'). The item shops were used better, although I don't like how two item upgrades are locked behind a shop that is locked behind a sidequest. And while the whole language learning shtick was handled better in this game, its still just a way to pad out the game. Because this game is a LOT shorter than I was expecting, and half of its length is just due to exploring and reading collectibles.

I don't hate the idea of towns in a Tomb Raider game, and think it could work well if they were a) kept to a minimum and b) weren't massive. Paititi is too big. Way too big. Its size serves no purpose other than to be a place to hide collectibles in. The other two towns int he game are much better, because they are smaller and don't have millions of boring sidequests that are badly voice-acted and inconsequential to the plot. Paititi is also hillariously close to Kuyaq Yaku. It only takes about half an hour of gameplay to get there. I wanted a much longer stretch between towns.

In general, the quality of the game as a whole really dips when it reaches Paititi. The actual dungeons are very clearly rushed, as too much effort was obviously put into this huge city. The Cenote in particular was a dishonourbale mention, because it reminded me of how ugly the first game in the trilogy was, and how it was impossible to see anything. The challenge tomb there was also extremely unintuitive.

I really like the challenge tombs (half of them are memorable for good reasons, the other half are memorable for bad reason), but I still think that it's a travesty that the most "Tomb-Raider-y" aspects of the trilogy are optional.

Also, what is the point of having a hundred and one clothing outfits if you are locked into wearing two of them for half of the game, and then are restricted from wearing them at all if you want to wear vestiges (y'know, those things you went to the trouble of finding and then crafting)? The game also locks you out of using your guns in Paititi, probably because the devs are still super proud of the bow.

The combat is fine, although I hate the low ammo count and the fact that the default button mapping for the secondary firing mode is the scroll wheel. I would re-map it to other buttons on my mouse, but they were taken by the plants.

My favourite parts of this game though, are the chase sequences. The two disaster survival areas, and the two areas where you have to run away from enemies. They are by far and away the coolest parts of the game, and actually left me with a positive impression. They were everything that action in Tomb Raider should be. The final level and final boss are probably also the best in the series. The flashback sequence with smol Lara was also a highlight.

I still don't like Trinity as bad guys, mainly because of how they misrepresent the Christian faith, BUT I will actually let it slide here, because of the mission of San Juan. It was nice to see a catholic site being explored.

Overall, a mixed bag that is at least, for once, an actual Tomb Raider game.
Can I just get another Tomb Raider game that is set in more than one country? please?

The thing I liked about Shadow of the Tomb Raider was more of an added emphasis on puzzles, making it closer to the Legend-Anniversary-Underworld games. Rise was great (a masterpiece), but Shadow just adds in more here and there. The narrative is just not as strong as Rise or 2013. It starts strong, then drags in the middle with a lot of optional side-quests, picks back up and no spoilers, but has the weakest, unsatisfying ending in the trilogy. Action combat was fine, but I was quite taken out that one section near the end of the game played more like something out of a Rambo or the Expendables movie. There's a good bit of stealth combat, which was a lot of fun to sneak around with and adds to the classic feel. Exploration and puzzles feel strong with a nice difficulty.

While I would have preferred story-based DLC and a Croft Manor to explore rather than 7 separate challenge tombs, the DLC tombs are well-thought out, engaging, and provide that classic Tomb Raider challenge that I felt with some of the main game puzzles. Most of them are quite different enough to add some variation and mixes things up. Challenge tombs can either be played traditionally, or in a score attack mode or a time trial mode with leaderboards.

I consider Shadow of the Tomb Raider my favorite out of the Survivor Reboot trilogy, but wish the narrative and story was as strong as its predecessors.

This game is something of a mixed bag for me. On one hand, the series has never looked better. The graphics really are outstanding, though once again, Lara's hair is the most visually impressive piece. The story is decent enough, probably my favorite of the three, though it can feel rushed and muddled at times. I can especially appreciate the focus on Aztec and Mesoamerican history/mythology this time around, and it brings to the game some of my favorite locations and artifacts of the series. The gameplay is more or less the same, though slightly fine-tuned. Overall, the story is decent, though can feel choppy, but the graphics and gameplay are very much there, and it culminates into what really feels like a true Tomb Raider game.

The finale of the reboot trilogy Shadow of the Tomb raider FINALLY feels like the old Tomb Raider games. ‘Tomb Raider’ felt like a proof of concept that bore no resemblance to a Tomb Raider game. ‘Rise of the Tomb Raider’ made massive improvements and was a really enjoyable game but there was still more action than tomb exploring in the game than I would have wanted. Shadow puts you in tombs for most of the game, shame that cumulatively it ends up being a short game.

Despite being a previous gen game (at time of writing) it looks absolutely stunning and the underwater swimming looks and handles the best out of any game I have played. The lighting and detail of the environments is breathtaking despite the lighting glitching out in almost every area I visited. You would see sunlight being cast against a wall but you would see it flashing rather than just being static light.

I never got round to playing Croft Manor in the DLC of Rise but playing it in Shadow and climbing the side of the house reminded me of using the ‘Climb all Walls’ cheat in Tomb Raider 2 / 3 and brought back nostalgic memories. Apart from that there does not seem to be any call backs or tributes to the earlier games as far as I could see.

As each game progresses in the reboot trilogy each game improved vastly on the one before, it’s just a shame that Shadow doesn’t improve the map to make it easier to traverse the areas especially crypts and challenge tombs. Like the other games, Rise is littered with a plethora of collectables. One difference this time is that lara will not inspect documents or relics by default, instead just picking them up and it’s down to you to choose if you want to read documents or have lara explain a relic. Personally as I don’t care much for the fine details so I was happy to skip all of them. Recently someone posted on Twitter about the Resident Evil 4 remake having very obvious breakable and collectable items and how it hurts immersion. Shadow has the opposite effect where all the collectables blend in with the scenery and I found myself constantly tapping R3 to find them. After the game was completed I didn’t feel the desire to go back and find them all as I had already unlocked all the skills I was interested in on the skill tree and all my weapons easily dispersed of enemies as I was playing on easy mode. Shadow does have less climbing than the previous games but there is still a lot of it. I climbed so many holey walls in Shadow that I developed trypophobia while playing the game. Another annoyance of mine was when you would try and pick up an item with a full inventory and Lara would say “impossible” no Lara it’s not impossible, you have two free hands you could use to carry the item.

I did enjoy the scene where Lara gets raging at the main antagonist and goes tonto with a automatic rifle shouting and swearing at people, more of that please. I enjoyed her character more in this game than the previous instalments.

I was casually progressing the game and thought “when I get to the end I will backtrack opening a lot of locked areas for the collectables” but the game just ended abruptly and so quickly. I was sitting thinking “surely this is not the end of the game after traversing like 4 areas” it was. I don’t even have the temptation to go back and finish all the collectables as the rewards are so minor that it wouldn’t be worth my time. Such a shame as well being the best in the trilogy. Lara doesn’t REALLY get new tools or weapons that will open up previously sealed areas, there is one or two but none that would make you want to backtrack all the way to open a previously locked off area. Due to this, I barely used the fast travel system. Only really to get from one side of an area to another without running.

My other nitpicks of the game are: The fact Lara has a moulded flight case for a shitey wooden bow and a walkie talkie. Getting achievements for actions Lara does in cutscenes. Again, and how short the game was.

This is the best in the series and actually does not rely on the previous two games to be understandable meaning that if I was to recommend to someone to dip their toe into the reboot trilogy and they have limited time I would just recommend that they play this game and skip the rest. I wanted to give this game 4.5 stars due to how amazing it looked and played but the repetitive climbing and enjoyment from opening up previously locked areas made me downgrade it.

Definitely the best way to play this game. The DLC puzzles are good and honestly should've been included in the main game. There are also story bits that would've helped the main narrative, too, if they had been part of the main game's side quests.

A visually stunning game with masterfully crafted environments and intelligent puzzle design. Combat sucks regarding stealth mechanics; AI automatically know your precise location after losing track of you whilst hiding, so you're better off going full John Wick with the shotgun and fully upgraded Vicar Mark II. The story is okay and wraps up the trilogy fine, if not a little lacking in some regard.

Shadow of the Tomb Raider is a visually stunning game with breathtaking graphics. The gameplay, while enjoyable, falls slightly short, lacking innovation and becoming repetitive at times. However, the game shines in its captivating narrative and worldbuilding, exploring themes of sacrifice and consequences while delivering a rich and immersive experience.

Playing this game for like the third time. Bought the 20 year celebration edition because of my newly acquired PS4PRO and because I wanted to play the DLC as well.

Playing this after running through the Uncharted trilogy, which actually inspired this revisit, I cannot help but notice its flaws next to Naughty Dogs adventure games. I aim to not compare games at all and rather judge them for what they do on their own, but with this I can't make any promises.

Rise of the Tomb Raider's main flaws are basically just two major things: gunplay and story. With the former, it is blatantly obvious that this was meant as a game with an emphasis on stealth. This is by no means negative. It is just apparent in the shootouts or whenever I want to blast my way through a camp. The game clearly has a preference for the player to choose the stealthy route. The aiming is very slow; there is no smooth cover-taking mechanics; and the moving from cover to cover and pick enemies off one by one is anything but intuitive. These are things that really did bother me. I would have much rather liked to have more run-while-everything-around-you-falls-apart sequences in place of those action scenes and have the rest of the missions be stealth missions. Luckily, I know that Shadow of the Tomb Raider, the sequel, did, in fact, place more emphasis on guerilla tactics, in addition to making the gunplay a bit smoother. That game also lets you know that guerilla tactics are the way to go. Not explicitly, but Rise kinda let me believe every camp was a choose-your-method kind of deal, which it actually wasn't. I don't know what it was that made that difference, I just got that feeling.

Then the story. Now I really can't get around it anymore. Rise of the Tomb Raider's story sucks. Lara succumbs to the basic role of any female scientist in any movie ever: she has to be motivated to carry out the work that man she loves, preferably her father, also worked on. She can never be motivated by herself for some reason. The dialogue is terrible and the ending was a major anticlimax. Look, Uncharted's story is not perfect and cliché at best, but at least it was comfortable and including witty dialogue. Rise of the Tomb Raider is just awful up to the point it becomes cringy.

Now, I should give some positive remarks, too. This has long been one of my favourite action adventure games of all time. I wouldn't say that anymore, but it still has a place in my heart. Not in the least because of the fact that this is my third time playing it, making it easier to spot flaws. The first time was WILD. I didn't mind the story being bad; I loved how the gameplay built on what was set up in the previous game; and I found that there were more and bigger tombs to explore, with more satisfying rewards at the end. Rise of the Tomb Raider builds on its predecessor incredibly well.

I will be having some fun with the tombs and DLC in the coming days and I look forward to it. Despite everything.

It’s been a long time since I had this much fun playing a story game. I always have loved the Tomb Raider series and this really was the best out of the trilogy. Amazing platforming, Great combat which actually felt satisfying to pull. Such an enjoyable experience that I want to play it for the first time over and over

This review contains spoilers

Rise of the Tomb Raider is a clear improvement over Tomb Raider (2013) in almost every way possible. It's a fun and wild action adventure that takes you through enemy infested soviet installations to ice covered tombs filled with simple but enjoyable puzzles. Only this time around it really doubles down on the stealth portion of the game, which the game's predecessor was severely lacking. This time you really get the opportunity to go full Siberian predator on you enemies, as you silently jump from branch to branch among the trees in order to stalk your unsuspecting prey. It's rare to be able to clear out an entire area without being spotted, since the enemy sometimes seems to be hard coded to find you no matter what. But you still have a much better chance to at least level the playing field a bit before guns are needed.

The gunplay is more or less the same as the last one, with just the addition of some new weapons for you to choose from. But the new and improved animations makes the combat feel much more weighted and impactful. The enemies no longer goofily flail about like bouncing ragdolls when they die. Now they feel like actual objects with weight behind them. Sure, the physics and animation is not as well crafted as in for example Red Dead Redemption 2, but it's a giant step in the right direction.

While the gameplay is vastly improved, the story still falls a little bit short. The main difference in my opinion is the characters. The characters in the first game was as bland and tasteless as McDonald's food. In Rise of the Tomb Raider they are a bit more fleshed out, with motivations that are part personal and interesting, and part cliché and boring. The writers also learned how to explore the central themes of their own story this time, to some extent at least. Last time they tried to do this gritty story about the hardships of survival and the moral lines that has to be crossed, without ever contemplating about the ramifications of actually crossing those lines. This time they actually do contemplate the actions and overall goals of their quest, but it's all based on the same cliches that usually plague these types of archaeological action adventure stories with supernatural elements. As in they usually just end up with the same conclusion: the powerful and supernatural artifact, that we have spent the entire journey trying to find, is ultimately better off left hidden to save the world. It's an improvement over the last game's story, but it's still a story that we have heard a thousand times already. Thank the gods that the gameplay at least got a huge improvement.