
Rise of the Tomb Raider™
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Mitwirkende
“The best-balanced entry in the Survivor trilogy, folding optional tomb puzzles, stealth hunting and snowbound exploration into one solid whole”
Unser Fazit
Add the six dimensions together and Rise is a game with bright strengths and honest weaknesses — not flawless, but solid enough, and the entry in the Survivor trilogy most worth returning to.
Where it sits in time and in the series
Back at its 2015 launch, Rise didn't break cleanly. It arrived first as a timed Xbox exclusive and then ran straight into the marketing juggernaut of Fallout 4, and its attention got diluted for a while. As it rolled out across platforms, though, the new Lara won players over and the word-of-mouth curve climbed. Looking back now, its coordinates are crisp: the eleventh mainline entry, the middle child of the reboot trilogy, and the best-balanced of the three.
That bridging position is the key. The 2013 reboot showed Lara becoming an adventurer on the edge of death; the Shadow finale showed the cost of her fixation; Rise lands in the human middle — already capable, not yet hardened, carrying the green warmth of the first game and the early certainty of the last. That "getting better" state makes it the trilogy's most comfortable entry point: newcomers aren't scared off by backstory, veterans get a complete arc of change. If you could only play one of the three, Rise is usually the safest answer.

Who should buy it, who should hesitate, and whether it can be replaced
So who is it for? If you value exploration and puzzle-solving as much as stealth and avoidance, and you also want cinematic staging and flesh-and-blood character growth, Rise is almost tailored to you — its challenge-tomb puzzles, skill progression and snowbound exploration keep handing you discoveries across dozens of hours. Flip it around: if you only want pure, punchy confrontation, have no patience for puzzles or collectibles, or care deeply about a long, meaty main story, it may leave you a little flat — the ten-hour campaign is short, narrative drive is its acknowledged soft spot, and combat loses freshness once the approach calcifies. Aim your expectations at "exploration and puzzles" rather than "narrative thrill" and it goes down far smoother. On editions, just grab the 20 Year Celebration; it bundles every DLC and is the cleanest pick for nearly everyone.
Which leaves the core question: viewed from 2026, what about Rise is hardest to copy? The answer is the way it folds optional physics-driven tomb puzzles into a whole expanse of revisitable Siberian wilderness. Its most direct rival, Uncharted 4: A Thief's End, is the stronger cinematic storyteller, but its exploration is fundamentally a polished linear corridor — it lacks Rise's optional-tomb puzzle depth, its progression freedom, and the replay value that follows. The trophies back the weight class: a D.I.C.E. Outstanding Achievement in Character, a Writers Guild of America award for game writing, and an OpenCritic 86.4 that squeezes into the top-five-percent Mighty tier. Rise isn't the game that keeps you up all night for the plot. It's the game you keep reopening for the next tomb, the next stretch of snow — and that durable pull is exactly what so many of its peers still haven't managed to reproduce.
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