The best way to describe Shadow of the Tomb Raider is "arc fatigue" the game. The signs were already there in Rise of the Tomb Raider where Lara is learning the same lesson she learned in the 2013 reboot. Everything about the game feels like we should just move on already but let's drag things out furthur. It can be seen in the story and gameplay. As a whole, the whole title feels like making a new Tomb Raider for the sake of it but at the same time, she can't "become" the Tomb Raider she's destined to be just yet.
Story is a good example of this. Rise already shoehorned a bizarre rivalry between Lara and a secret organization bent on world domination known as "Trinity". This game is here to quickly wrap it up. It's easy to tell just by the way it starts. The after credits ending of Rise protray them as a group is very secretive and shouldn't be messed with. At the start of Shadow, Lara already manages to figure out who the leader is. Speaking of this "leader", he is super dull and uninteresting to the point I wonder how he's even a "main villain". I almost wished they went all the way and had Natla be the leader. The series did sort of play at her being the Lex Luthor and James Moriarty of the franchise and it felt like one big missed opportunity to not have everything come together and come full circle. Not that this would single handedly save the game's story but Dominguez has no screen presence and never does much of anything interesting other than, "I'm trying to save the world" monlogues.There is an interesting premise of Lara indirectly causing the end of the world and has a sequence similar to Protragual from Assassin's Creed Rogue. It's squandered by much of the game taking place in Paititi where Lara spends much of the game chasing after one specific macguffin that ends in her not getting it. Much of the game is trying to get it with not much really happening. The only thing connecting all this is that Dominguez just so happens to the leader of the cult you are going up against in these parts.
It doesn't help that they retcon Lara's backstory again where Richard was still seeing his wife before his death and Ana from Rise isn't even there. She's still shook up over her father's death.
Things do pick up towards the end with a fake out death of Jonah and then Lara finally becomes the Tomb Raider...for real this time. It's hard to get enthastic towards this story since there's much of nothing in it.
Gameplay is much of the same. TR 2013 and Rise had combat, climbing and puzzles be broken and spread evenly throughout both campaigns.
Shadow on the other hand has shooting be downplayed considerably. The best way of describing the gameplay is that it wants to be a TR of yester year really badly. Much of the game is spent just doing platforming and puzzles. It might not be bad on paper but the DNA of the first two Survivor games are still here. You still have the scrap system and skill tree. Why would you want to use scrap to upgrade weapons when there isn't as much combat anymore? Why get combat related skills when the combat itself is much easier and downplayed?
Speaking of combat, the design of itself has been gutted. Stealth does seem to be improved with actual suspicion bars and a last known position system but this fall aparts when the guards notice you very quickly, are clumped together and have a hivemind system where one guard detection means the whole area is on alert. Gas arrows are gone and fear arrows come in late in the game. You can use mud to hide but the guard AI issues hold that bad too.
Combat itself? The arenas mainly just squared rooms with about many 4-7 guards that can quickly be gunned down. Where's the melee and shielded enemies, enforcers, armored enemies, enemies that throw grenades and molotovs, or enemies enemies from furthur distances? It's just the same machine gun wielders clumped together in a squared room. Drum mag assault rifle later on makes it more trivial
The hardest section is when you lose all your guns and you have to use stealth to get by but the AI issues especially the hivemind AI holds that back. Fear arrows are interesting but they come in too late.
Much of the game is puzzles and climbing. The latter especially. It does have more going than Uncharted does but having so much of the game be this reveals what little depth there is and how scripted it can be. It was always like this but Shadow dedicated much of the run time to it makes it more obvious so many deaths because it wasn't exactly what the game wanted me to do. It doesn't compare to the simple and elegant tile and grab system from the Core Design games.
Puzzles are "fine" but the over reliance on them just makes it feel like it wants to be the aforementioned TR of yester year. They are supposed to be downtime but after them it's back to more dull and more climbing again.
Overall, I've beaten Shadow 3 times over the years and it always manages to be a lukewarm game every time.