Why Rise of the Tomb Raider is Secretly the Best Lara Croft Adventure

Why Rise of the Tomb Raider is Secretly the Best Lara Croft Adventure

Honestly, whenever people talk about the reboot trilogy, they usually drift toward the 2013 origin story because it was such a shock to the system or they argue about the jungle vibes in Shadow. But if you actually sit down and play them back-to-back, it becomes pretty clear that Rise of the Tomb Raider is the sweet spot. It’s that rare middle child that actually has its life together. Crystal Dynamics took the "survivor" gimmick from the first game and finally turned it into a mechanical reality, moving Lara away from being a victim of circumstance and toward being a proactive, slightly obsessed archaeologist.

The game isn't just about shooting guys in parkas. It’s about the shift in Lara’s psyche. You’ve got this character who is desperately trying to validate her father’s disgraced research into the Divine Source, and she’s willing to freeze to death in Siberia to do it. It’s gritty. It’s cold. You can almost feel the frostbite through the controller.

The Kitezh Obsession and Why the Setting Works

Most games give you a hub world and call it a day. Rise of the Tomb Raider gives you the Prophet's Tomb in Syria as a teaser and then dumps you into the Soviet Installation and the Geothermal Valley. These aren't just empty levels. They feel lived-in. The Soviet Installation specifically is a masterclass in environmental storytelling. You see the remnants of the Gulag, the rusted machinery, and the notes left behind by prisoners who were forced to dig for something they didn't understand.

It’s dark stuff.

The Prophet’s story—the myth of the city of Kitezh—actually has roots in real Russian folklore. While the game obviously takes massive creative liberties with the "undying" part, the legend of a sunken city that vanished to escape invaders is a real piece of history that adds weight to the narrative. You aren't just chasing a generic MacGuffin; you're chasing a myth that feels like it has gravity.

Survival is More Than a Progress Bar

Remember the crafting in the first game? It was basically "pick up salvage, get a better gun." In Rise of the Tomb Raider, it’s way more granular. You’re hunting specific animals for hides, gathering mushrooms for poison arrows, and looking for oil to make fire arrows. It sounds like busywork, but in the heat of a firefight against Trinity—the shadowy organization that serves as the series' primary antagonist—it becomes a frantic scramble.

💡 You might also like: Why the Disney Infinity Star Wars Starter Pack Still Matters for Collectors in 2026

The stealth is also surprisingly deep. You aren't just crouching in tall grass. You're climbing trees, diving into freezing water, and using cans or bottles to create distractions. There’s a specific flow to it. Lara feels like a predator here.

I’ve spent hours just wandering the Geothermal Valley. The way the light hits the trees and the sound of the wind through the ruins—it’s genuinely beautiful, even years after its initial 2015 release. Rhianna Pratchett’s writing keeps the stakes personal. It’s not just about saving the world; it’s about Lara’s desperate need to not be "crazy" like her father was labeled. That emotional hook is what keeps the 15-to-20-hour campaign from feeling like a slog.

The Tombs are Actually Tombs Now

One of the biggest complaints about the 2013 reboot was that the "tombs" were basically one-room puzzles that took five minutes. Rise fixed that. The optional Challenge Tombs, like the Voice of God or the Ancient Cistern, are massive, multi-stage physics puzzles. They require you to actually use your brain and the tools you’ve unlocked.

  • The Flooded Archives.
  • The Red Mine.
  • The House of the Afflicted.

These locations feel ancient. They feel dangerous. And the rewards—ancient abilities that you can't get through the standard skill tree—make them feel essential rather than "extra." If you skip the tombs, you're basically playing half the game.

Trinity and the Constant Threat

Ana and Konstantin are underrated villains. Konstantin, with his self-inflicted stigmata and religious zealotry, is a terrifying foil to Lara’s scientific obsession. They’re both looking for the same thing for completely different reasons. Trinity as an organization feels like a modern-day Templar order, but with more tactical gear and less subtlety.

📖 Related: Grand Theft Auto Games Timeline: Why the Chronology is a Beautiful Mess

The combat encounters reflect this. You’ll go from a quiet stealth section to a full-blown chaotic shootout where the environment is crumbling around you. The "set pieces" are legendary. The avalanche at the start of the game? Incredible. The escape from the burning archives? Heart-pounding. It’s blockbuster cinema that you actually get to play.

Technical Prowess and the 20th Anniversary Edition

If you're going to play this today, you’ve basically got to go for the "20 Year Celebration" version. It includes the Blood Ties DLC, which lets you explore Croft Manor. For long-time fans, this is pure nostalgia bait, but it’s done with so much heart. You’re reading letters from Lara’s mother and father, piecing together her childhood, and seeing the physical toll that being a "Tomb Raider" takes on a family.

The Baba Yaga: The Temple of the Witch DLC is also a trip. It leans into the supernatural/hallucinogenic side of things, providing a weird, trippy contrast to the grounded military vibe of the main Trinity plot.

Technically, the game still looks better than many titles coming out today. The Foundation engine allowed for incredible facial animations. When Lara is shivering or squinting against the snow, you see the micro-expressions. It’s those small details that bridge the gap between a "game character" and a person.

What Most People Get Wrong About the Ending

There’s a common criticism that the ending is a bit "Marvel-ified," but I think that misses the point. The final confrontation isn't just about the Divine Source; it's about Lara's realization that some things are better left buried. It’s the moment she stops being a daughter trying to fix her father's mistakes and starts being the hero we know.

👉 See also: Among Us Spider-Man: Why Everyone Is Still Obsessed With These Mods

The game doesn't end with a "happily ever after." It ends with a cold realization that Trinity is much bigger than one cell in Siberia. It sets up the stakes for Shadow, but as a standalone experience, it’s the most cohesive of the three.

Practical Tips for Your Next Playthrough

If you're jumping back in or playing for the first time, don't rush the main story.

  1. Prioritize the "Intuition" skill. It makes finding collectibles much less of a headache by highlighting them in the environment.
  2. Backtrack often. Once you get the combat knife or the wire spool, go back to earlier areas. There are secrets tucked away that you literally cannot reach in the first few hours.
  3. Play on "Seasoned Survivor" difficulty. It removes the health regeneration and makes resources scarcer, which is how the game is actually meant to be experienced.
  4. Read the documents. I know, I know—who wants to read in an action game? But the lore in this game is actually good. It builds the world in a way that the cutscenes can't.

Rise of the Tomb Raider remains a high-water mark for the action-adventure genre. It’s got the perfect blend of exploration, narrative weight, and "I can't believe I just survived that" moments. It’s the definitive Lara Croft experience for the modern era.

Actionable Next Steps for Fans

If you've finished the game and are looking for more, don't just jump straight to Shadow of the Tomb Raider. Take some time with the Expeditions mode. The "Score Attack" and "Remastered" levels allow you to use cards to modify gameplay—making enemies tougher or giving Lara "big head" mode. It adds a ton of replayability.

Also, check out the Tomb Raider: The Official Cookbook and Travel Guide. It sounds goofy, but it actually has recipes inspired by the locations in the game, including the Siberian wilderness and Syria. It’s a fun way to bring the game world into the real world. For those interested in the technical side, Digital Foundry's breakdown of the game’s "PureHair" technology and lighting engine is a fascinating look at how Crystal Dynamics pushed the hardware of the time to its absolute limit.