For the first half hour I wasn't sure I'd like the game, because it was just a cinematic experience of Lara getting beat up and walking around; that's all you do. Once the game finally started, ahem, I was really impressed with how they could make a linear experience feel open world. With Uncharted, they manage to do the same thing but it's always clear that there's a set path you're meant to follow. With TR, you follow the L2 beacon of light but how you get there is completely optional. From a level design perspective, that's very impressive.
I also thought I'd be very disappointed with the 'tomb raiding' aspect given all the hate I've heard about with them being very short and just giving exp/salvage at the end as a reward. Turns out, the raiding portion feels much more natural in a sense that it's more believable what you're finding was actually used by islanders. Prior to the reboot, tombs were more like palaces of lavish grandeur and more of set pieces than real tombs. If you go to Egypt expecting tombs to have dinosaurs or entire cities hidden in them, you'll be disappointed lol. Since this reboot is supposed to be "Survivor: Lara Croft", it's nice that they stuck to the rhetoric instead of over the top.
Lastly, I'd heard a lot about the brutal nature of this game, whether it was the vicious killing of slave traders or the 'rape' scene but this is actually more a product of copying Uncharted than anything else. Thinking back now, Tomb Raider was always pretty bloody but limited by processing power. Just because we can now execute enemies a la Uncharted doesn't mean the franchise has lost focus. This game, if anything, is more true to the original series than the previous reboot. The exp ding that pops up however, is just par for the course this generation.