The game’s diverse feature set would not have been possible without the Crystal Dynamic’s under-the-hood loading design. Going from hunting to organizing at base camps to cutscenes, transitioning to and from all the game’s elements is nearly seamless.

The hunting and forest exploration in Tomb Raider provide elements of survival that the older games lacked. Hunting with the bow and arrow is easy to grasp and this early section of the game offered more than enough arrows for Lara to carry. Speaking of on-site item procurement, there’s an uncomplicated crafting feature in the game, and it’s heavily dependent on the pieces of salvage that you come across. These areas allow the game to breathe a bit, a contrast to many previous Tomb Raider titles where more emphasis was placed on straight paths to and within ruins.