The Evolution of Lara Croft: Why Rise of the Tomb Raider is More Than Just a Port
The recent shadow drop of Rise of the Tomb Raider: 20 Year Celebration on the Switch 2 has reignited discussions about the Survivor Trilogy’s place in modern gaming. Personally, I think this port is more than just a technical achievement—it’s a testament to how far Lara Croft has come as a character and how well the series has refined its formula. What makes this particularly fascinating is how Aspyr managed to bring a decade-old game to life on new hardware, showcasing both the game’s enduring appeal and the Switch 2’s capabilities.
Lara’s Journey: From Survivor to Adventurer
One thing that immediately stands out is how Rise of the Tomb Raider bridges the gap between Lara’s origins in the 2013 reboot and her iconic status as a globe-trotting adventurer. In my opinion, this game does a better job than its predecessor at fleshing out her character arc. She’s still raw, still learning, but there’s a palpable growth that makes her feel more human. What many people don’t realize is that this vulnerability is what makes her relatable—she’s not the invincible hero we know from the ’90s; she’s someone who’s still figuring it out. This raises a deeper question: how much of Lara’s appeal lies in her imperfections?
The Divine Source: A MacGuffin with Depth
The game’s central MacGuffin, the Divine Source, is your typical ‘key to immortality’ plot device, but what this really suggests is a broader commentary on humanity’s obsession with cheating death. From my perspective, the Trinity organization isn’t just a generic villain—they represent the darker side of ambition, the lengths people will go to for power. Constantine, the Trinity leader, is the embodiment of this. He’s not just a ‘punchable’ villain; he’s a mirror to Lara’s own determination, a reminder of what she could become if she loses her moral compass. A detail that I find especially interesting is how the game uses him to explore the fine line between obsession and purpose.
Exploration as the Heart of the Experience
If you take a step back and think about it, the true star of Rise of the Tomb Raider isn’t its story or combat—it’s the exploration. The challenge tombs, in particular, are masterclasses in level design. The Ancient Cistern, for instance, isn’t just a puzzle; it’s a narrative in itself, a test of Lara’s ingenuity and the player’s patience. What makes this particularly fascinating is how these tombs reward both critical thinking and curiosity. They’re not just obstacles; they’re stories waiting to be uncovered. This is where the game shines brightest, in those moments of ‘aha!’ when you finally crack a puzzle.
Combat: The Weak Link in the Chain
Combat, unfortunately, feels like an afterthought. While stealth sections are tense and satisfying, the gunplay is clunky, especially with the Joy-Con controls. Personally, I think this is where the game’s age shows the most. The lack of gyro aiming in combat is a missed opportunity, and while mouse mode is a workaround, it’s not ideal. What this really suggests is that the series has always been at its best when it leans into exploration rather than action. If you take a step back and think about it, the combat feels like a relic of a different era, a concession to genre expectations rather than a core part of the experience.
The Switch 2 Port: A Technical Marvel with Trade-Offs
Graphically, this port is a showcase for the Switch 2. The environments are stunning, and the TressFX hair technology adds a level of realism that’s hard to ignore. But here’s the thing: the game runs at 30fps, which feels like a compromise. In my opinion, this is where the portability of the Switch 2 comes into play. Yes, 60fps would’ve been ideal, but being able to play this game on the go, with no content cuts, is a trade-off I’m willing to accept. What many people don’t realize is that portability isn’t just a feature—it’s a game-changer for how we experience these kinds of titles.
The DLC: A Natural Extension
The inclusion of all DLC is a huge plus, especially the Croft Manor and Baba Yaga content. These additions feel like natural extensions of the base game, not just tacked-on extras. The roguelite and zombie survival modes, while not groundbreaking, add replayability. From my perspective, this is how DLC should be done—it enhances the experience without feeling obligatory. What this really suggests is that the game’s developers understood what players wanted more of: more tombs, more puzzles, more Lara.
Final Thoughts: A Must-Play, Warts and All
Rise of the Tomb Raider isn’t perfect. Its story is forgettable, its combat is lackluster, and its controls can be frustrating. But personally, I think these flaws are outweighed by its strengths. The exploration is rewarding, the visuals are breathtaking, and the sense of adventure is palpable. If you take a step back and think about it, this game is a reminder of why we play video games in the first place—to explore, to solve, to feel like we’re part of something bigger. It’s not just a port; it’s a celebration of how far the series has come. So, should you play it? Absolutely. Just maybe skip the combat sections.