Well honestly, I've not played the original 3, and I know many TR fans disagree on what were the better titles, but I think MOST avid TR fans agree that cerebral, challenging puzzles were a core part of it that kept it interesting. As far as combat goes, originally it had creatures both natural and supernatural. That has changed to a more Uncharted type scenario where you're just up against human factions, but it doesn't HAVE to be bland repetitive combat. Throw some environmental objects in there that can be used strategically in combat, make us actually have to hunt, skin and eat animals to survive vs auto XP, and for God's sake make the nav platforming actually involve some challenge vs this repeat paint by numbers rope and climbing crap where everything is brightly highlighted for you. I also want more and bigger tombs and relic chambers brought back. That actually made them feel like sacred pieces that were guarded, vs just laying in jewelry boxes in easy to get to places. I want death defying hazards with timed apparatuses you have to get through to get these pieces. IMO they (artifacts and relics) should have some use too, whether it be part of figuring a bigger puzzle or just an interesting part of the story. When all they are is a small piece of trivia themselves, they have no real meaning tying them to the story. There's been some debate on what the best nav tools were as far as ledge grabs, removeable poles, grapple, etc, but if you combine all of what we've seen in TR games, and not overdo any one, I think they could come up with something brilliant that would appease most fans. Yeah even Infinite struggled to topple TR 2013, it just replaced it in the top sales spot on the UK charts. I worry with all the praise of TR 2013, we'll never see another good TR. I agree that both SD and HA had more replay value. I forced myself to play TR on each difficulty mode, getting 100% completion on one of them, but by then I was thoroughly bored.