Lara through the Uncharted-tinted glass
Naughty Dog took the predating Tomb Raider and increased the action/adventure ratio by reducing the denominator to the max: platforming (almost autojump), exploration (virtually on rails), puzzles (we don’t have that, sorry). At the same time, they brought in Gears of War cover system, scripted waves of enemies, frantic explosions and narrowly escapes.
Allow me some sensationalistm: Tomb Raider (2013) is a sort of plagiarism of plagiarism. It is Square Enix retribution against Naughty Dog. Well, almost. Fortunately, TR 2013 is less cinematic than Drake’s saga: less movie, more game, that's a good thing in my book. There is also more open-world here than in Uncharted: hubs where you end up after completing the levels nearby, up to the point where you embark on THE QUEST that finally takes you to the next hub. The illusion of the game being one continuous long level is well-achieved with this technique.
The story here is darker, though. They want to make you see Lara’s suffering: she is beaten, pierced with sharp thing, lacerated. We see her transformation from a naive young explorer into a killing machine. The specific story told here: the island and what’s happening there, its final boss, the secondary characters, everything is completely secondary. Regrettably, the games tries to take itself too seriously, to move you with dramatic pauses and shrieks of pain that cringe because the characters, not even Lara, are not credibly portrayed.
All that being said, the game is entertaining, but one unavoidable thought constantly crosses my mind while playing it, that I’d rather take my old PSX out of the cupboard and relive that first Tomb Raider experience, the one with the fantasy monsters, creative disjointed levels, lever and block puzzles, tight clockwork-precise platforming and that artifact-seeking badass Lara exploring and killing whatever opposition she found in her way just for the sake of it. Reusing old beloved IP names is a double-edged sword.
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