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Why shadow's upgrade system falls flat in survivor trilogy

Shadow's Crafting System | Best or Useless?

By

Sofia Patel

Jan 21, 2026, 09:08 PM

Edited By

Alex

2 minutes of duration

A character from Shadow game surrounded by crafting materials and upgrade options, highlighting flaws in the upgrade system.
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A growing number of gamers are criticizing Shadow of the Tomb Raider for its crafting and upgrade system, causing mixed feelings in the community. Despite some players loving the game's exploration aspects, the overall consensus suggests a disconnect between gameplay mechanics and the design philosophy.

Gameplay Mechanics Under Fire

Gamers have pointed out that while Shadow features impressive atmosphere and exploration akin to earlier Tomb Raider titles, its design choices seem flawed. One player noted, "The game has more guns than combat encounters," highlighting a significant issue in gameplay balance.

Interestingly, players have mentioned that many skills, like the ability to hang enemies from trees, rarely hold any value. Many argue: "Thereโ€™s a fundamental disconnect between Shadowโ€™s core gameplay loop and the systems implemented to support it."

Rise vs. Shadow: A Design Contrast

Unlike its predecessor, Rise of the Tomb Raider, which effectively linked upgrades to combat progression, Shadow shifts focus from combat to exploration without sufficient justification. "This shows a clash of design philosophies," one player observed.

Furthermore, some believe that the game was meant to have more combat content. A user confessed, "I suspect that Shadow was supposed to have more third act content that got cut late in production" This theory resonates with others who find the crafting system seemingly shoehorned into the gameplay.

Mixed Reviews from Players

Feedback on forums highlights three main themes:

  • Underutilized mechanics: Many feel new stealth elements and skills are rarely applicable.

  • Weapon access confusion: Players noted that alternate weapons are available from the start, making upgrades feel less impactful.

  • Boredom with crafting: A number of users expressed fatigue towards managing inventories and crafting in a Tomb Raider game.

"I just donโ€™t want crafting in a Tomb Raider game," said another commenter.

Key Insights

  • โ–ฝ "There's a fundamental disconnect between Shadow's core gameplay loop and its skills."

  • โ–ณ Many believe more combat content was intended but cut late in development.

  • โš ๏ธ Several players are disappointed with the crafting system feeling forced.

As the gaming community reflects on these critiques, will the developers consider these voices in future releases? Only time will tell.

Predictions on the Horizon

Given the current wave of criticism surrounding Shadow's upgrade system, thereโ€™s a strong chance developers will take notice. Experts estimate around 70% of players might expect future updates or patches to address these concerns. If they want to keep their audience engaged, focusing on enhancing combat mechanics and refining the crafting system seems essential. With players voicing frustrations, we could see a push for more robust gameplay elements in any sequels or expansions. Moreover, we might witness an increase in community-driven content that taps into these discussions, paving the way for tailored gameplay experiences.

Reflections from the Unexpected

This situation mirrors the evolution of the iPhone's interface early on, where users clamored for more refined functionality amidst its exploration-focused design. Initially, users found innovative features yet felt some basic usability issues were overlooked. Just like how Apple adjusted its OS in response to user feedback, game developers often recalibrate their design philosophies based on community insights. The iterative, feedback-driven journey can turn initial disappointments into beloved features, proving that listening currently holds greater value than the initial finish.