Tomb Raider's Balanced Rise to the Top

2026-06-09T08:00:00+01:00 | 2-minute read

Fact Sheet
Original Title
Rise of the Tomb Raider
Genres
Action
Adventure
Release Date
November 10, 2015 (Xbox 360, Xbox One)
January 28, 2016 (Windows)
October 11, 2016 (PlayStation 4)
April 12, 2018 (macOS)
April 19, 2018 (Linux)
November 19, 2019 (Stadia)
June 9, 2026 (Switch 2)
Length
HowLongToBeat: 18.5-24 hours
Reviews
Edge: 7/10
Eurogamer: 5/5
GameSpot: 9/10
OpenCritic: 91/100
Creators
Developer: Crystal Dynamics
Publisher: Square Enix
Platforms
App Store: Digital
Epic Games Store: Digital
GOG: Digital
Microsoft Store: Digital
PlayStation 4: Digital
Steam: Digital
Switch 2: Digital
Xbox 360: Digital
Xbox One: Digital

Website

Climbing in video games can be so different. Often, it’s just a single collision hit that is enough to automatically move up. It can be about the push-and-pull of stamina meters and weather conditions, as in modern Zeldas. Jusant turns the mountain I’m climbing into a canvas and me into a painter. Cairn makes it very, if not overly, mechanical. And Getting Over It with Bennett Foddy, extremely frustrating in a good way.

Rise of the Tomb Raider

But what about the Uncharted school of climbing? The one not really about climbing but about the pacing of environmental exploration? Where I’m not really climbing walls, I’m jumping between ledges? There are rarely different pathways, after all. Dangerous-looking slips and falling boulders are never actually dangerous. Push-and-pull is just gone here, it’s more or less an elaborate squeeze-through scene. Or is it?

Rise of the Tomb Raider

The answer is not that simple even throughout the Uncharted series, but the rebooted Tomb Raider of 2013, one game that followed that Naughty Dog formula mostly to a tee, and Rise of the Tomb Raider, it’s more confident successor, make even a stronger case. Introducing the climbing axe made a huge difference: it’s no longer about ledges, it’s about full vertical spaces. There’s a quick-time event that makes it just a little bit risky after jumps. I choose my paths, even if just a little, and the Rise upgrades to climbing enable an even more expressive and slicker aftertaste. One area where follower is much more versatile and interesting that followee, not to mention that the pickaxe is a double-edged sword. In the sense that it’s also a weapon!

© 2025 - 2026 Pew Illusion

🌱 Powered by Hugo with theme Dream.

About Me

My name is Anton, I’m a video game creator who proudly overthinks tiny aspects of game design. Every week, I take a game I’ve been playing and find a detail that may often not be its main focus. But it still deserves love, doesn’t it? Besides these aspects, I pay special attention to general game flow and game feel.

When I play new games, I like to take notes. They often end up messy, and I can’t share them with anyone. I even have trouble reading them later myself! So now I turn them into cohesive posts that not only I but others can read. I also need every excuse I can get to play new games, old games I’ve never played, old games I have no excuse to replay as well as games outside my comfort zone.

I try to avoid spoilers for the newer games I bring up, but sometimes I see no better way to make a point. So if you don’t want to be spoiled, I recommend avoiding the posts on the games you haven’t played but plan to play.

Credits

Way of the Hunter 2

Way of the Hunter

This Is the President

Favorite Games

killer7

Super Mario Galaxy

Half Life 2

Resident Evil 4

Device 6

Favorite Studios

Nintendo

Capcom

Simogo

Treasure

Socials