TLDR at the end.
I am often dead wrong about what I predict my level of enjoyment to be for the next game I play, and Rise of the Tomb Raider is just the latest example on my ongoing personal ‘just shut up and play the game’ saga. I thought there was no way it could top my experience with the 2013 reboot, especially after some of the things I had read about it, but it absolutely did. There are problems in this game and, to be sure, changes in approach that won’t appeal to everyone. But I have to say I am still slightly stunned that I spent 27 hours with what is essentially a clear cut simple action-adventure game and experienced little to no boredom. A testament, really, to how entertaining Rise can be if some of its aspects don’t put you off.
Since I wrote about 2013’s Tomb Raider here, it’s probably easier to talk about the sequel in comparative terms. At its core, just like its predecessor, this is another iteration of cinematic presentation done right. There are tons action-packed segments that keep you glued onto the screen as you navigate through them, but even though Rise suffers from a similar overexposure to action intensity, things seem to go at a slightly slower pace this time around, perhaps the result of a somewhat more involved storytelling process and longer, more elaborate cutscenes. And story is actually something that Rise does better than the first game, not in terms of subverting your expectations - it is in fact incredibly predictable at almost every single turn -, but in terms of content. Gone is the darker, macabre visual and narrative tone that was so prevalent (and that I really enjoyed) in the first game, replaced instead with a) a more encompassing, holy grail-type tale rooted in alternative historical events, and b) a clearly more fleshed out Lara, resolute and hardened by her past trauma and experiences, and therefore much less at odds with what the game expects of you. This tradeoff, if you ask me, was definitely worth it, even though it comes with its own problems, especially in terms of pacing - there’s no need for the 3rd act to be that long, and Jonah’s ‘sidetrack’ also affected fluidity. Something worth mentioning due to its relation to story immersion is how unbelievably better facial animations are this time around. For someone who normally doesn’t notice it that much, it is a night and day difference between TR and Rise, and it truly makes the experience with the sequel more enjoyable in this regard.
To go along with the better narrative elements, the game now boasts an impressive visual and weather variety that was absent from the reboot. Events are often played out in the snow, but the moments where you get to experience completely different scenarios offer a nice respite from what would’ve likely been a duller backdrop otherwise. To add to this visual immersion, the fantastic minimalistic UI is back. Damage indicators aside, I honestly can’t get enough of how well they’ve designed it, and the TB trilogy is now my go-to reference when pointing to functional, cinematic, non-intrusive interfaces in action-adventure games.
Exploration in Rise, on the other hand, is somewhat harder to gauge in terms of how successful it is when compared to its predecessor. I can’t quite put my finger on it, though I can’t help but feel the maps are less intuitive, level design is less clear, and even menu navigation is a bit more confusing. This may well be a natural consequence of the game’s bigger, at times sandbox-like sense of scale, which takes away from linearity, and I was at odds with it throughout the first few hours of my playthrough.
What isn’t hard to gauge, however, is how better tomb exploration is. I had already enjoyed my time with them in the first game, but I was really glad to see they took it up a notch in Rise. They are more different from each other, both visually as well as in their puzzle elements (interestingly, there are a lot more water-based problems to solve), and the rewards come in the form of useful perks instead of generic XP or salvage, now offered via crypts. To top it all off, these rewards are contextualised by Lara’s narration of what she finds at the end of each tomb - a sacred book with words of wisdom -, a nice touch and a far cry from the quasi-blank facial expression she would offer at the end of every tomb in 2013. Awesome stuff overall, so much so that I feel they could’ve made a pure explorer game built around this tomb exploration system alone.
Environmentally, there is now a more prominent interaction with predators, which are effectively used as a means to add tension. Where you only had wolves to (easily) contend with in TR, now encounters with bears and snow leopards can be kind of terrifying. Both are fast, smart-acting and appropriately durable (engaging one with a bow is a hell of a ride), making for intense encounters that can sometimes catch you off guard.
Overall, even though it comes with a couple of issues, I’d say exploration in Rise feels better than in TR, mainly due to a trifecta of visual diversity, more rewarding engagements and, something I haven’t mentioned yet but is just as important, some useful QoL additions such as sprinting, swimming, rope swinging and grappling, all of which (swimming aside) are mechanically very well executed and really raise that bar for traversal enjoyment.
Combat wise, things also improve on what was already a pretty good experience. Enemy AI is now more aggressive and effective at flushing you out, and there are a number of fire and explosion-based additions to most weapons that are - pardon the pun - a blast to play with. Explosions aside though, my favourite inclusion are the poison arrows, which along with their explosive counterparts greatly build on the enjoyment that is firing a bow in these games (the devs clearly capitalised on that). The biggest improvement the game does to combat, however, is how it now allows - and often encourages you - to completely bypass it. Stealth is greatly improved and much more viable as a playstyle, even if still far from perfect. You can’t avoid all confrontations of course - nor should you in an action-driven game-, but Rise incorporates some really awesome, stealth-friendly sections in its 2nd half that almost harken back to a very light immersive sim experience. A visible, and very welcome, evolution to their original combat formula.
One other thing Rise does differently from TR is how it handles its survival elements. They are competently executed for the most part, so you seeing them as good or bad will mostly depend on the kind of experience you’re looking for when you play the game. Personally, I liked my time with them, but that’s also because I tend to favour survival elements in aesthetically fitting games. Compared to the reboot, survival is now a more involved affair, with foraging making a real difference with how it affects crafting of weapon upgrades, healing items, better ammo, etc. This is bound to piss some people off since it directly interferes with pacing and, on harder difficulties, requires more commitment from the player. However, the way I see it, if you’re going to include survival aspects, you either commit to it or you don’t include them. 2013’s TR did neither, resulting in a borderline filler experience that added nothing significant to the game. I personally prefer this approach.
Speaking of filler, this is one particular area where I have a bit of a bone to pick with Rise. For as many cool things that the game introduces and others it builds upon, there remains a fair amount of useless content that seems to exist for the sole purpose of inflating playtime. Documents and relics continue to be the epitome of world building and environmental storytelling, and I also enjoyed the side missions you can take on since they add insight to local struggles. But when you add these to tombs, crypts, survival grind, murals, strongboxes, caches etc etc, coupled with the wider nature of the level design, you get something that resembles a linear semi-RPG experience that may seem too detached from the franchise’s original concept. In other words, Rise isn’t as straightforward an experience as its 2013 equivalent is. How much you like or dislike it will ultimately depend on you.
One last point of contention. I don’t remember having this impression in the first game for the most part, but in Rise, Lara’s voice sounds very formulaic and emotionally forced on all things archeology. It is clear they tried to convey this sense of wonderment in how she engages with relics, discoveries etc, but it honestly just comes across as artificial. They could’ve done a better job here, because I do feel it’s used frequently enough to slightly deter from the experience. On the other hand, character likability and voice acting as a whole have been improved, which is a nice plus.
You win some, you lose some. Rise, I feel, wins a lot more than it loses, ultimately resulting in a hell of a good time from an action-adventure standpoint. I really enjoyed traversing its big, varied world filled with things to do and discoveries to be made. Even if some might consider it too long a game for the type of experience a Tomb Raider title should offer. If you liked the 2013 reboot, however, chances are you’ll enjoy this one as well. Some issues notwithstanding, I personally - and surprisingly - ended up slightly favouring it over the first game, which I also really liked. Since I almost always prefer first instalments, this speaks to how competent a sequel, and very recommendable, Rise of the Tomb Raider is. 8.5/10