I don't mean to give the impression that Rise of the Tomb Raider is a second tier Uncharted, quite the opposite in fact. The visuals and sound are outstanding, even with the Xbox one struggling to maintain the 30fps frame rate at 1080p (it dipped below 20fps multiple times during key scenes.) Every game mechanic in ROTTR is improved; Laras pick axe crunches satisfyingly as it digs into the ice that she frequently scales on her journey, erupting clouds of snow and ice particles into the frosty air as she goes. Jumping, swinging and climbing all feel tight, fluid, intuitive and fair, if not exactly original. The newly expanded inventory system makes use of gathering items found in the environment to craft needed tools, weapons and skills. It is reminiscent of the crafting system used in The Last of Us and feels fleshed out in a way that encourages world exploration without making it feel like a chore. Lara is able to create arrows, special ammunition for firearms, bandages and explosives out of items she finds hidden in the environment. Adding an element of time management and strategy, Lara cannot carry infinite ammunition – and as such often has to craft needed ammunition on the go or in the middle a fight. The system the game uses to employ this feels second nature and never interfered with my enjoyment, in fact, I often felt like an action hero ducked down out of enemy sights, fumbling to reload the ammunition I so desperately need. You can also explore areas to find items that mark hidden destinations on your map, upgrade your weapons, learn new languages to reveal secrets as well as retrograding your equipment to reach new areas as the game progresses.
If there's one area of the game to improve upon, it's the combat. Lara starts with a bow and arrow, and over the course of the game finds a pistol, an automatic rifle and, surprise, a shotgun. While the selection of weapons is not terribly original, they all feel suited to different situations and perform well enough. Cover shooting is the name of the game here, and the automatic 'stick to cover' system works, but just barely as it’s far too easy to accidentally leave the safety of cover in the middle of a firefight without meaning to. Red Dead this is not. The hand to hand combat, though serviceable, feels loose and janky, and often gives the impression that Lara is aimlessly swinging at random enemies with her pick axe rather than targeting one enemy and focusing on them. Once you master the dodge and dodge kill skills in your ability tree things become a bit more refined, but there are no tutorials or visual prompts to explain how this system works, at least not that I found. I assume Lara uses her pick axe as her main hand to hand combat weapon because the developers felt that having her fist fight a bunch of armed guards may come off as a bit silly, and in theory I agree. But why not start the game off with a cut scene of her training? Or competing in any kind of martial arts tournament? It would serve to push that story forward and give players a sense of power and prowess when engaged in unarmed combat. So then just steal the batman combat and chuck it in there, right?! Ok, so that might be an overly simplistic solution, but you get the drift, it seems like something could be done to improve the fluidity of the hand to hand combat system, and I hope that's a focus for the next title in the series.
The action sequences in general are very chaotic, and during scenes where multiple waves of enemies attack it has a tendency to become a game of “roll away from the enemy until you get to a clearing, then turn, shoot, and resume rolling”. This was especially frustrating in some of the closed off areas where there were cliffs and drop offs that could easily be rolled into, sending Lara to an untimely death. Luckily the game saves every time you pick up an item, so very little progress is lost. Overall the combat needs some work, but it’s still fun, just not up to the polish of the other areas of the game.