Reading the review, I can't help but notice how much of their frustration with the game comes from them having imagined a survival RPG that mostly takes place in an open-world jungle, that Lara's support characters are non-white characters who reassure her conflicted feelings about what she's doing, that the game systems don't punish you for ignoring the crafting elements.
This seem more a [this isn't what I imagined] issue, combined with some sort of underlying hostility to the franchise as it is. It sounds like talking out of both sides of their mouth when they characterize the previous games as being so strong (as a posture point for the Shadow criticisms), but extend that to pontificate if it's "a sign that this version of Lara Croft might need to retire." It's set so closely to a previous comment that Lara in this series is a pale imitation of the original character ("She has gone from the wisecracking, enigmatic Lara of the original series to a whiny, bratty child") that the praise for the previous modern games comes across as hollow. I can't comment on the broader writing criticisms (which they repeatedly say it's incomprehensible, but don't expand). That may be closer to the heart of their issues, and would be fair if so.
from the review said:
The platforming and climbing is haphazard, with Lara often failing to register ledges or jumps for no apparent reason. The grapple rope in particular seems to initialize about 50% of the time, often leading to death.
This needs to be seen to be believed. I've watched enough player segments where this didn't seem to be so at all that I have to question it. And this much will be obvious (one way or another) as more data points come in.
I may feel differently with it in front of me, but I'm seeing adjacent complaints that are almost contradictory. A major contention is that there's little to do beside progress along a single path ("It's just a shame that at least during the mandatory parts of the story, there is very little to do save for progress along a single path"), but it's also wasteful that the many optional tombs are high quality ("It's strange that the only real standout moments are entirely optional"). If the core story sequences
truly are poor and more restrictive than they've been in the past, I could understand. Conceptually though, having linear sequences for story beats alongside more open exploration than can reveal high quality puzzle-platforming tombs doesn't seem like something that would bother me about a game.