PC Games BuzzVerdict

Tomb Raider (2013)

4.0 / 5

2013 · Action / Adventure · PC / Steam


The 2013 Tomb Raider reboot asked what Lara Croft would be if she weren’t already a legend. The answer is a young woman shipwrecked on a hostile island, hunted by a violent cult, and forced to kill for the first time. Crystal Dynamics stripped away the dual pistols, the mansion, and the confident smirk, replacing them with a survival bow, a campfire, and a character who flinches at her own violence. The reinvention was bold enough to alienate purists and compelling enough to justify itself, launching a trilogy that would sell tens of millions of copies.

Community reception at release was overwhelmingly positive, and the game’s reputation has settled into a respected position as one of the better reboots in gaming. The origin story approach, the island setting, and Lara’s character arc receive consistent praise. The transition from survival gameplay to action-heavy combat in the second half, and the disconnect between Lara’s emotional reactions and the hundreds of enemies she kills, are the most discussed criticisms. The game is recognized as an excellent action-adventure that’s a good but imperfect origin story.

Becoming Lara Croft

The opening hours are the reboot’s strongest section. Lara is alone, injured, and afraid, and every encounter with the island’s dangers feels genuinely threatening. The first kill is presented as traumatic, with Lara visibly shaken afterward. Hunting deer for food, finding shelter, and salvaging equipment from the environment create a survival atmosphere that makes the island feel hostile and Lara’s persistence feel heroic. These early hours achieve something the franchise had never attempted: making you care about Lara Croft as a person rather than admiring her as an icon.

The island of Yamatai is a masterfully designed game space. Shipwrecks, abandoned villages, mountain bases, and ancient tombs create environmental variety within a cohesive setting. The semi-open structure allows backtracking to previous areas with new equipment, and the optional tombs, while smaller than classic Tomb Raider puzzles, provide satisfying environmental puzzle-solving that rewards exploration. The weather, the lighting, and the verticality of the terrain make the island feel like a character in its own right.

The progression from survivor to fighter provides a satisfying arc. Lara’s animations, dialogue, and combat confidence evolve as the game advances, and the shift from desperate improvisation to competent combat feels earned through the hardships she endures. The bow, her signature weapon in the reboot trilogy, starts as a hunting tool and becomes a versatile combat weapon, and its evolution mirrors Lara’s own transformation.

The setpiece moments, while heavily scripted, deliver genuine spectacle. Collapsing structures, river rapids, and climactic confrontations are staged with a cinematic confidence that makes the game’s biggest moments memorable. The balance between player control and scripted spectacle is managed well enough that the setpieces feel interactive rather than passive, even when the player’s actual input is limited.

When Survival Becomes Spectacle

The transition from survival to action shooter is the game’s most criticized pivot. After establishing a tone of vulnerability and desperation, the game gradually transforms into a competent but conventional third-person cover shooter. The enemy encounters become increasingly routine, the combat becomes increasingly empowering, and the survival elements that defined the opening hours are reduced to crafting upgrades at campfires. The game becomes less distinctive as it progresses.

The ludonarrative dissonance is impossible to ignore at scale. Lara’s first kill is a dramatic moment that the game presents with appropriate weight. Her hundredth kill is a routine headshot during a cover-shooting section. The gap between the narrative’s insistence that Lara is traumatized by violence and the gameplay’s requirement that she be extraordinarily efficient at producing it creates a contradiction that the game never resolves.

The optional tombs, while atmospherically excellent, are smaller and simpler than what the franchise name promises. Each tomb is essentially a single puzzle room rather than a multi-stage dungeon, and the reward for completing them, a large experience point bonus, doesn’t match the satisfaction of the puzzle itself. Classic Tomb Raider fans expecting the elaborate environmental puzzles of earlier entries will find the tombs feel like appetizers rather than main courses.

The multiplayer mode, included to check a box rather than serve a design vision, is forgettable. Few players engaged with it, and it was abandoned quickly. Its existence represents a design philosophy that prioritizes feature lists over focused excellence, and the resources spent on multiplayer might have produced more optional tombs or expanded the survival mechanics.

The Reboot That Stuck

The 2013 Tomb Raider succeeded by taking a genuine creative risk: making Lara Croft vulnerable. The decision to strip away decades of power fantasy and rebuild the character from a position of weakness gave the franchise a dramatic foundation it had never possessed. That the game couldn’t maintain that vulnerability through to the credits is a legitimate criticism, but the starting point was strong enough to sustain a trilogy and redefine one of gaming’s most iconic characters.

Should You Play Tomb Raider (2013)?

Play the 2013 reboot if you want an action-adventure with a compelling character origin, if you appreciate survival elements even when they don’t last the full game, or if you’ve never experienced the rebooted Lara and want to start from the beginning. The game has aged well mechanically and remains visually attractive. Skip it if the transition from survival to shooter sounds disappointing in advance, if ludonarrative dissonance breaks your engagement, or if you specifically want the puzzle-focused tomb raiding of the classic entries.

The Verdict

The 2013 Tomb Raider earns its place as one of gaming’s best reboots by taking a beloved character and making her human. The opening hours, where survival feels real and danger feels consequential, represent some of the best action-adventure design of their generation. The shift toward conventional shooting in the back half doesn’t erase those strengths, even if it dilutes them. Lara’s journey from castaway to combatant remains compelling, and the island that forces that transformation is one of the genre’s best settings.