Rise of the Tomb Raider™

Rise of the Tomb Raider™ — RecensioneThe best-balanced entry in the Survivor trilogy, folding optional tomb puzzles, stealth hunting and snowbound exploration into one solid whole

Valutazioni esterne94%Recensioni Steam127,6K recensioni86Metacritic/10086OpenCritic/100
Recensione di: Casey Kim · Pubblicato il: ·review.views: 3,013 Commenti
Sviluppo / DistribuzioneCrystal Dynamics, Eidos-Montréal, Feral Interactive (Mac), Feral Interactive (Linux), Nixxes|Uscita2016-02-09|AzioneAvventuraRompicapoGDRSparatutto|
8.5
Voto complessivo

“The best-balanced entry in the Survivor trilogy, folding optional tomb puzzles, stealth hunting and snowbound exploration into one solid whole”

Grafica
9
Audio
8
Gameplay
9.5
Storia
6.5
Contenuti
8.5

Verdict

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.

Lara's growth arc

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.

Punti di forza

  • Far more challenge tombs than the 2013 reboot; water-level, pulley and ice-shattering physics puzzles are the high point
  • Hunter, Brawler and Survivor skill trees plus material crafting let you build toward stealth clears or open firefights your way
  • The Foundation-engine Siberia and the physical drag of trudging through deep snow set the visual and presentation bar of its era
  • A map roughly triple the predecessor's, with tombs and side collectibles stretching completion past thirty hours of replay value
  • Substantial DLC: Baba Yaga's hallucinatory tomb, Cold Darkness horde mode and the Blood Ties manor story each pull in a different direction
  • Lara grows from shaken survivor into a deliberate adventurer, bridging the 2013 reboot and the Shadow finale

Punti deboli

  • The roughly ten-hour main story runs short and thin, with the Divine Source plot called flat by several outlets
  • Combat grows repetitive over a long run; once the poison-arrow stealth build clicks, open fights stop mattering
  • Early on some versions shipped with progression-blocking bugs, screen tearing and frame drops that hurt the full experience

Opening

Some sequels tiptoe. Rise of the Tomb Raider walks straight out into a Siberian whiteout and dares you to keep up. This is the middle child of Crystal Dynamics' Survivor trilogy, and it is also the steadiest of the three: it no longer has to prove how Lara Croft becomes a tomb raider, and it has not yet tipped the whole scale toward puzzles the way the Shadow finale would. Instead it threads optional challenge tombs, stealth and survival, skill progression and snowbound exploration into a whole that never neglects any single strand.

The numbers back the feeling. One hundred and eight critics on OpenCritic pushed it to 86.4 with an 89.3% recommendation rate, parking it in the top-five-percent "Mighty" tier; more than a hundred and twenty thousand Steam reviews settled at 94% positive. Behind those figures sits a plain consensus — it improves on the 2013 reboot in almost every direction at once.

What follows is a tour through six dimensions — story, audio, graphics, gameplay, content and the overall verdict — pulling each one apart to see where Rise shines and where it flinches. The short version is that this is a game far easier to love for what it does than to forgive for the one thing it doesn't, and by the end you'll have a clear read on whether that trade is the right one for you before you press start on the journey into the cold.

Story | 6.5/10

Storia: 6.5/10

Rise reaches for a story about obsession and letting go, and it half-gets there. The ambition is real; the main plot's forward momentum is the one thing that never quite catches up to it.

A daughter trying to clear her father's name

The campaign does not open with treasure. It opens with an inheritance. Archaeologist Lara Croft digs up the life's work of her late father, Lord Richard Croft — his research into the lost city of Kitezh and the Divine Source, a relic that supposedly grants immortality. To the world, that research was the raving of a ruined academic. To Lara, it is a stain she has to scrub out in person. Writer Rhianna Pratchett pins the emotional core to a single refusal: Lara will not accept that her father died a madman, so she trudges across half a frozen continent to prove he wasn't.

That single decision gives the globe-trotting its private weight. From a prophetic tomb in Syria to the ice fields of Siberia, every ruin doubles as both a puzzle and a footnote in her father's papers. When the motive shifts from curiosity to grief, the climbing and falling and near-drowning stop being set pieces and start being the price a person pays for a fixation. The frightened girl of 2013 just wanted to survive; this Lara, for the first time, knows exactly what she wants. There is a quiet stubbornness to her now that the writing leans on hard — she is not driven by a prophecy or a villain so much as by a need to be right about the one person who mattered most, and that makes even the more far-fetched supernatural beats land with a personal stake.

Lara chasing her father's research

Trinity, the Remnant, and the people who make the cold feel lived-in

A protagonist's obsession isn't enough on its own. What carries the tension are the people she runs into. The paramilitary organization Trinity is the wall in her path — they want the Divine Source too, and they turn an archaeological dig into a hunted retreat. Deep in the snow she meets the Remnant, descendants of ancient believers, and their quiet, immovable protector Jacob.

Jacob is the script's rare exercise in restraint. He doesn't lecture and he doesn't emote; he carries the calm of someone who made peace with death long ago, and that calm throws Lara's youthful recklessness into sharp relief. The Remnant's generations-deep refusal to let outsiders touch the Source mirrors Lara's own need for an answer — two obsessions grinding against each other in the ice. Camilla Luddington's performance does the heavy lifting in the quiet moments, voicing exhaustion and resolve in breaths rather than lines, and a full Mandarin dub (praised by Chinese outlet 3DM as a rare conscientious localization) keeps the immersion intact for that audience too. The stepmother Ana, all blood-thinned ties and opposed agendas, supplies the campaign's most watchable undercurrent.

The Remnant and Jacob

A bridge entry — and where it loses to Uncharted 4

Step back and Rise occupies a delicate slot in the series: the eleventh mainline entry, the connective tissue of the Survivor trilogy. The reboot showed how Lara becomes the raider; Shadow shows the cost she carries; Rise sits in the human middle, where she is no longer the terrified survivor but not yet the near-zealot of the finale. That "growing stronger, not yet hardened" state is Lara at her most relatable.

The catch is the storytelling itself. The roughly ten-hour run is short and thin, and the Divine Source plot was widely flagged as flat and predictable. Set beside Uncharted 4: A Thief's End — which loads nearly every chapter with a memorable beat — Rise reads more like connective material for the exploration. Its characters and performances are solid, occasionally excellent; what's missing is a haymaker in the way the tale is told.

It's worth being precise about the disappointment, because it isn't a disaster — it's a near-miss. The bones are good: a grieving daughter, a zealot organization, a hidden people guarding an impossible secret. But the script too often tells you the stakes are rising rather than making you feel them, and the central mystery resolves along lines you can see coming from a long way off. A stronger middle act, or one genuinely surprising turn, would have pushed this dimension into the eights. As it stands, the story is the rope that ties the tombs together rather than the reason you keep raiding them, and that is exactly why we land the story dimension at 6.5.

Audio | 8.0/10

Audio: 8/10

Take the headphones off for thirty seconds and you'll learn how much of Rise was quietly riding on sound. It never grabs the spotlight, and it never needs to.

A score that knows when to shut up

Composer Bobby Tahouri wrote a soundtrack with a rare gift for restraint. For long stretches the music sits on an orchestral bed laced with folk instrumentation, spreading the desolation of the snowfields and the mystery of the tombs wide without ever shouting. Only when Trinity gives chase, or when a sheet of ice cracks open underfoot, do the drums slam up and shove your pulse into your throat. That "hold back, then let go" instinct is what makes the music serve the pacing instead of carpet-bombing your ears for ten straight hours.

What makes the score better still is how tightly it's stitched to the story beats. When Lara crawls alone into a challenge tomb to solve it, the music collapses into a near-inaudible ambience, leaving the space and the solitude to the player; when a puzzle finally cracks, a mechanism roars to life and a sealed chamber opens wide, the music swells back in at exactly the right moment to hand you an emotional reward. That breathe-in, breathe-out rhythm of quiet to loud to quiet is the sort of detail many action games chase and few actually land.

Siberian score and ambience

Voice and the snow underfoot

Two engines drive the immersion here. In English, Camilla Luddington's performance is layered to the point that Lara holds together even with no dialogue at all — the fatigue, the grit, the cracks all live in the grunts and the breathing. The Mandarin track, voiced by Yang Menglu, gives Chinese-speaking players a genuinely committed read; a stiff line slips through now and then, but the overall craft lands.

The environmental audio is the unsung hero. Wind howls past, thick ice splinters below, a campfire snaps and pops — and best of all, footsteps in snow change with the depth of the drift. Thin powder gives a crisp crunch; deep snow answers with a dull, resistant drag. It is a tiny detail that does enormous work, and 3DM singled out that very texture of footfall in its review. Layer in the creak of timber, the distant groan of shifting ice and the muffled hush after a gust passes, and the soundscape stops feeling authored and starts feeling like a place you are actually standing in.

Sound as information, not decoration

Crucially, none of this is mere set dressing — a lot of it feeds straight back into play. A sniper's footstep, the murmur of a distant patrol, the half-second when a gust of wind smothers all the noise you're making: these are the cues you read to time a quiet approach. Pressed flat against cover and holding your breath, you lean on your ears almost as hard as your eyes. Against Uncharted 4's brighter, more tropical-and-urban soundscape, Rise sounds cold and full of friction, the wind itself carrying a chill — and it sticks in the memory precisely because of it. Welding ambient audio to the survival loop like this is the sharpest move in the whole mix.

That dual purpose is what lifts the sound design above mere polish. In a lesser game, the howling wind would be atmosphere and nothing more; here it is also a mask you can hide behind, a window of cover that opens and closes on its own schedule. You start to listen the way a tracker listens, parsing the noise floor for the one sound that doesn't belong. Few action-adventures of this era thought that hard about making the player's ears a tool rather than a speaker, and it's a quiet reason the moment-to-moment tension holds up so well.

Visuals | 9.0/10

Grafica: 9/10

The visuals are the one dimension that needs no defense. Even now, the snowscapes and the staging carry the same benchmark swagger they had on day one.

The Foundation engine makes Siberia the real lead

Crystal Dynamics' in-house Foundation engine gets wrung out for everything it's worth. Frozen lakes, deep forest, open tundra, sheer mountain, rust-eaten Soviet ruins and a kingdom asleep underground — every biome is rendered both vast and dense with detail. Chinese outlet GamerSky said outright that the opening mountain stunned them on arrival: the believable snowfall, the lighting, the reflections nail you to the screen on first sight.

That visual identity doesn't come from piling on effects; it comes from an obsession with the texture of nature. Snow is not a flat texture — it takes footprints, it ripples in the wind, it shifts cold tone under changing light, ice refracts into translucent layers, and dappled sun filters through the canopy. The density is what promotes Siberia from a backdrop to a co-lead standing shoulder to shoulder with Lara, and it turns nearly every vista into a free screenshot. The physics of trudging through snow is the single best example: a crisp sink in shallow drift, a labored, dragging resistance in deep powder. Reviewers at 3DM singled it out, because the game makes even walking carry convincing weight.

It helps that the world is built to be looked at as much as moved through. Light pours through a collapsed roof to catch motes of dust in an old tomb; a ridge line in the distance reads as both monumental and crisp; the transition from a blizzard-blasted exterior into the warm gloom of a buried chamber is staged like a director's cut. Crystal Dynamics clearly understood that exploration is half about the destination and half about the long walk toward it, and they lit and dressed that walk accordingly. Weather plays its part as well: a clear morning over the valley reads completely differently from a whiteout that swallows the horizon, and the game uses those swings to control mood as deliberately as any cutscene. By the time you crest a ridge to find the geothermal valley opening up green and steaming below the snow line, the contrast lands like a reveal — proof that the art team was thinking in terms of staged scenes and dramatic reveals, not just high-resolution surfaces and texture budgets.

The Siberian wilds

Performance capture, hair tech, and the cracks in the polish

The second pillar is performance and facial capture. Lara and her stepmother Ana wear their expressions so cleanly that the smallest emotional shifts read without a word — the hesitation in a glance, the tension at the corner of a mouth. The camera language is just as deliberate, pulling in tight through narrow gaps and shaking on purpose during a tense chase to manufacture the "Hollywood blockbuster" presence GamerSky described. Lara's physics-driven hair, drifting with motion and wind, was a showcase piece of character rendering for its day — though that top-tier hair tech went to Lara alone, with no one else invited.

The benchmark does drop a few stitches, mind you. At launch, certain scenes on some platforms threw screen tearing and frame drops, and the odd progression-breaking bug stranded players badly enough to force a reload. Patches cleaned most of it up later, but it dented some players' day-one experience and it's the most concrete strike against the game's engineering polish. There's a platform gradient too: the PC build, with high-resolution textures and finer shadows and hair, was widely called the best-looking version, while the PS4 release scored a Metacritic 88 against 86 on Xbox and PC. The game also fanned out widely over time, reaching Xbox, PC and PS4 before later landing on macOS, Linux and Stadia, so most players have a route in regardless of hardware.

Next to Uncharted 4's near-flawless first-party finish, Rise is a step behind on engineering — but on pure environmental density and sense of place, it gives up nothing, and arguably wins outright in the snow. Years on, screenshots from its frozen valleys still hold up against games built on far newer hardware, which tells you how much of the work here was art direction rather than raw horsepower.

Combat | 9.5/10

Gameplay: 9.5/10

Gameplay is where the 9.5 comes from. Rise braids exploration and puzzle-solving, stealth and avoidance, survival foraging and skill progression into one rope, and then hands you the freedom to climb it however you like.

Challenge tombs are the high point of the entire game

If the predecessor's tombs were a garnish, Rise turns them into the main course. The optional challenge tombs scattered across the world vastly outnumber those in the 2013 reboot, and nearly every one is a self-contained physics puzzle. You raise and lower water levels to float platforms upward, work pulleys and ropes to redirect a linked mechanism, set fire to or freeze a region to change its state, and shatter walls of ice to clear a path. Overseas critics dubbed these interlocking contraptions "Rube Goldberg" designs — nudge one gear and a whole chain reaction follows.

Solving them tests observation and spatial reasoning in equal measure, and crucially no two tombs reuse the same trick; each forces you to re-read its internal logic from scratch. The payoff is concrete: an exclusive skill upgrade or an equipment blueprint. This is the game's acknowledged crown jewel and its hardest-to-copy edge, and plenty of players reload a save purely to see what the next tomb is hiding. The optional framing matters too: nothing here is gated behind a tomb, so the puzzles never become a wall — they're a reward you opt into, which keeps the difficulty inviting rather than punishing for the players who want them.

A challenge tomb's interlocking mechanism

Three skill trees and crafting let you define the build

What lets you "play your way" is a progression system with clear division of labor. The Hunter, Brawler and Survivor trees each own a lane: Hunter sharpens ranged precision and field efficiency, Brawler leans into close-quarters response and direct confrontation, Survivor boosts resource gathering and environmental exploitation. Want to be a ranged specialist who works from the shadows, or a hardier sort who meets trouble head-on? The points make that leaning real.

Paired with it is material crafting. Lara harvests hides, ore, wood and parts in the field, then upgrades her bow, tools and climbing axe back at camp, with each tier tangibly changing the feel and the tactics on the table. Mid-encounter she can improvise incendiary jars and shrapnel cans from what's lying around, turning the environment itself into a consumable resource. Better still, the system is welded to exploration depth — the further off the beaten path you forage for rare materials, the higher the upgrade tiers you unlock. That "grow as you explore" loop makes every detour pay out and makes clearing a map a goal in itself.

Skill-tree and crafting progression

Stealth, survival, and the one place combat thins out

Rise is smart enough to always offer a "don't brawl" option. Facing a cluster of hostiles, you can stay unseen: tuck into the abundant cover and vertical space, wait for a single target to drift from the group and remove them silently, or pick off elevated lookouts from range with the bow. Critics broadly praised how this makes "one ordinary person against a whole armed unit" feel plausible — you aren't invincible, you survive on patience and your head. Survival tightens the loop further: in the Siberian snow Lara tracks and brings down wildlife for materials, following prints into the deep woods, and the tense dance around a giant bear is the moment Game Informer called an "adrenaline rush." Foraging, sneaking, evading and puzzling trade off constantly, the pace rarely going stale.

Set against Uncharted 4's strictly linear, corridor-style exploration, Rise's semi-open hubs plus optional tombs and skill progression hand you markedly more freedom and replay value — Naughty Dog's chapters run on a polished rail, while Rise is an open expanse you revisit on your own clock. The blemish is honest: combat thins out over a long run. Once the ranged-stealth approach clicks, open confrontation loses its necessity, and a lot of late-game friction can be waded through with the same quiet-and-pick-off solution. The fundamentals are great through the early and middle game; what's missing is a variation to keep the pressure on in the endgame. High marks overall, then, but with a real and clearly visible asterisk hanging over the back half of the campaign.

Content | 8.5/10

Contenuti: 8.5/10

Volume is Rise's other trump card. The main story may run short, but fold in the side content, the collectibles and the DLC and it hands you far more hours than the price tag implies.

A short campaign that balloons past thirty hours

Taken alone, the main story wraps in about ten hours — part of the objective reason it drew "short and thin" criticism. Pour your attention into exploration, though, and the runtime multiplies fast: every challenge tomb, side mission and the mountain of collectibles can comfortably stretch a full clear past thirty hours, which is a lot for a narrative-driven action-adventure. This is a "main line for the story, side content for the fun" design — it gives back exactly as much time as you put into exploring, without ever forcing you to grind.

Map scale supplies the room for all of it. Rise's explorable space is roughly triple the 2013 predecessor's, weaving tombs, ruins, abandoned Soviet structures and an underground kingdom into a layered exploration net. Collectibles are dense enough that nearly every corner hides something — documents, murals, supply caches, and readable ancient script. Learning those ancient languages even unlocks more relic text and rewards, nudging you to slow down and comb the place over. That "exploration is the reward" density means revisiting an old region rarely leaves you empty-handed. Fast travel between camps keeps the backtracking painless, and newly unlocked tools — a rope arrow here, a rebreather there — reopen earlier areas with fresh routes to chase, so the world keeps unfolding long after the credits would have rolled in a more linear game. It is the kind of structure that rewards the completionist without punishing the player who just wants the critical path.

The layered exploration map

DLC with real range, and the most complete edition

The post-launch DLC is a heavy, genuinely varied slice of the package — and rare in that no two pieces repeat themselves. Baba Yaga: The Temple of the Witch drags Lara into a hallucinatory, supernatural encounter in an abandoned Soviet mine, bundled with a fresh tomb, a new bow and a new outfit; it's the season pass's most expansion-like chunk. Cold Darkness Awakened swings the other way into a tenser horde mode against infected soldiers.

The boldest is Blood Ties: a near-conflict-free hour-plus of exploring Croft Manor, reading letters and piecing together the family's past — restrained, intimate, the most distinctive thing in the lineup — while its companion Lara's Nightmare reskins the same manor into a survival mode crawling with mutated foes, a sharp light-and-dark contrast. There's also the resource-starved Endurance mode, which cranks the survival pressure until you're rationing every supply in the cold, and a steady drip of score-attack expeditions and card-modifier challenges for players who want to keep chasing leaderboards after the campaign. None of it is lazy reuse — each pack pulls in a different direction, and taken together they round the package out from a single-player story into something closer to a small suite of modes.

That breadth is rare for a season pass of this vintage, where padding and palette-swaps were the norm. Crystal Dynamics instead used the post-launch window to experiment, and the results range from the genuinely affecting (Blood Ties) to the genuinely tense (Cold Darkness, Lara's Nightmare). Even the weaker pieces feel like deliberate creative experiments rather than contractual filler shipped to pad out a roadmap. For anyone arriving today, the choice is simple: the 20 Year Celebration edition packs all of the above plus a VR version of Blood Ties, the most complete and least fussy option. That generosity translated into staying power — 11.8 million units sold worldwide by November 2021, and a Steam rating parked at 94% positive across more than a hundred and twenty thousand reviews. A 2015 game holding that curve is its own proof of durability, and one of the clearest signs that the content here was built to outlast a single playthrough. Whether you're the puzzle player chasing the next challenge tomb, the explorer hoovering up collectibles, or the story fan who just wants to watch Lara grow, there are dozens of hours here with your name on them — which is exactly why Rise stands tall on both the commercial and critical ledgers of the series.

Commenti 0

Ci interessa la tua opinione

In evidenza
GameGeeker

Partecipa alla discussione e condividi la tua opinione su questo gioco.

Ancora nessun commento. Dicci cosa pensi di questa recensione.