Square Enix • 2013 • PlayStation 3, Linux, PC (Microsoft Windows), Mac, Xbox 360

Square Enix • 2013 • PlayStation 3, Linux, PC (Microsoft Windows), Mac, Xbox 360
Yes—Tomb Raider is still worth it if you want a focused, story-led action game you can finish in a couple of weeks. Its best qualities show up early: great bow combat, strong forward momentum, satisfying climbing, and a campaign that keeps pushing you toward the next objective without burying you in chores. It asks for steady attention and a tolerance for gritty violence, but it does not demand huge time investment or expert-level skill. On normal, deaths are common enough to keep things exciting, yet checkpoints and clear upgrades keep frustration low. Buy at full price only if you specifically want a polished weekend-sized ride and the darker tone sounds appealing. For most people, this is an easy sale pick because it is older, compact, and often discounted. Wait or skip if you mainly want deeper tomb puzzles, broader player choice, or a lighter mood. The key trade is simple: this reboot is more about surviving shootouts and set pieces than solving elaborate ruins. If that sounds good, it still delivers.
Players often say the game is hard to put down because it smoothly shifts between climbing, firefights, and story beats without long dull stretches.
Even players who came mainly for action often praise Lara's transformation over the campaign, which gives the spectacle more weight than visuals alone.
The bow is a standout favorite for quiet openings and follow-up shots, while climbing, zip lines, and movement challenges keep the flow from feeling repetitive.
A common complaint is that the optional tombs are too brief, so players wanting a stronger puzzle-adventure feel may find the firefights take over too often.
Players regularly describe the online mode as an extra rather than a reason to buy the game, and its value today is limited by low activity.
Some players love the desperate, brutal mood and high-stakes presentation, while others find the graphic deaths and distress scenes more distracting than gripping.
The campaign is compact, easy to read, and built for weeknight progress, even though checkpoints give you less control than true save-anywhere games.
It keeps your eyes on the screen and your hands busy, but the thinking stays practical: read the route, line up shots, react, move on.
It is easy to learn and steadily teaches new tricks, with enough combat and traversal mix to stay interesting without turning into a skill wall.
The mood is grim and the set pieces hit hard, but normal difficulty keeps the pressure exciting more often than punishing.
Games with a similar rhythm and feel, even if they look different