Summary:
Tomb Raider Definitive Edition finally landing on Nintendo Switch and Switch 2 should have been an easy win. Lara’s 2013 reboot is still a gripping origin story, the combat and climbing feel great on a handheld, and the newer hardware inside Switch 2 can happily push big modern releases. Instead, players who follow technical breakdowns woke up to a strange reality. The Switch version settles for a lower frame rate but keeps pace with the upgraded Switch 2 release in a lot of visual areas, while the Switch 2 port trades away atmospheric tricks that even older hardware managed years ago.
We see a release that looks fine at a glance and runs at a smooth 60 frames per second on Switch 2, yet quietly strips out things like heavier shadows, foliage density and certain weather effects that helped sell the harsh mood of Yamatai. The end result feels like a Switch project that received only a light pass for the newer console, rather than a version built from the ground up to show what the fresh system can really do. At the same time, this situation says a lot about how third party ports might treat Switch 2 in the early years and why players are already looking ahead. If Aspyr and Crystal Dynamics want to complete the trilogy with Rise and Shadow of the Tomb Raider on Nintendo platforms, there is still time to learn from this awkward start and give Lara the treatment she deserves.
Tomb Raider Definitive Edition lands on Switch and Switch 2
Tomb Raider Definitive Edition arriving on Nintendo Switch and Switch 2 feels like one of those announcements that should make everyone nod in approval. You get a modern classic, a tight origin story for Lara Croft and a globetrotting adventure that fits handheld play almost suspiciously well. Many players already enjoyed the original on Xbox 360, PlayStation 3 and later on PS4 and Xbox One, so the idea of taking that same journey on a hybrid system sounds like a cosy gaming weekend waiting to happen. On top of that, Switch 2 has been sold as a system that can hang surprisingly close to home consoles when developers take advantage of its features, so expectations were riding high even before the first gameplay clips appeared.
That is why the mood around these ports feels so mixed. On paper, you get two versions that cover both generations of Nintendo hardware, with a 30 frames per second target on the older device and a 60 frames per second target on the newer one. In practice, players noticed quickly that the Switch 2 release looks more like a slightly cleaned up variant of the Switch version instead of an edition designed to showcase a brand new console. The excitement of “Lara is finally here” bumps into a quieter question: if this is how one of the most famous action adventures shows up on the platform, what does that mean for other ports still to come?
Why Digital Foundry calls it a “remarkably iffy” port
Whenever a big technical release hits Nintendo hardware, a lot of us instinctively wait for Digital Foundry to poke at it. That happened again with Tomb Raider Definitive Edition, and the verdict turned heads. Instead of a simple thumbs up for bringing a 2013 game to fresh hardware, the team described the project as a “remarkably iffy port” and pointed directly at the Switch 2 version as a disappointment on a visual level. That kind of language is rare, especially when we are talking about a title that should be well within the reach of the new console. When a group known for measured comments starts using phrases like that, you know there is something more interesting going on than a frame rate dip here and a slightly muddy texture there.
The core issue they highlight is not that Tomb Raider looks bad in isolation, but that it looks oddly stripped down when placed next to older versions. Certain mood setting details that once gave the island its weight and danger simply are not present, or exist in a lighter form that changes the overall feel. It is like going back to a favourite movie only to notice the new transfer has weaker lighting in key scenes. The story is the same, the performances still land, but some of the craft that used to hold the whole experience together feels dulled. That gap between what the hardware can do and what this particular port delivers is the real fuel behind the criticism.
Visual cutbacks that hurt the Switch 2 release
So what actually changed on Switch 2 that has people raising eyebrows? The list is longer than you might expect. Players and analysts quickly noticed that several visual features from the PlayStation 4 and even the original PlayStation 3 release are dialled back or missing. Shadow coverage is one of the big hits, with softer, richer shadows in older versions giving way to simpler, lower quality shadows on Switch 2 in many scenes. This might sound small, but shadows are a huge part of how Tomb Raider sells its tense jungle atmosphere and chilly tomb interiors. When they are thinned out or simplified, rocks, trees and even Lara herself can look less rooted in the world, which chips away at the mood piece by piece.
Foliage density is another victim. The island of Yamatai usually feels overgrown and slightly suffocating, with tall grass and bushes closing in around you. On Switch 2 those layers are often thinned, making cliff paths and forest clearings feel more open than they should. Add in missing or reduced ambient occlusion, changes to depth of field in cutscenes and the absence of older rain effects that once splattered on the screen and plants, and you end up with a version that is cleaner but far less dramatic. The surprising twist is that textures are often sharper than what you see on PS3, yet the overall artistic punch is weaker. It is a reminder that visual quality is not only about raw resolution, but also about those subtle tricks that guide your eye and set the tone.
Comparing the new ports to PS3 and PS4 versions
When you line up the Switch 2 release against PS3 and PS4 footage, the strange tradeoffs become even clearer. The PS4 Definitive Edition leans into heavier post processing, richer foliage and advanced hair and shadow options that gave Lara and her surroundings a more premium look at the time. The non Definitive PS3 original sits behind in raw clarity, but still uses smarter depth of field and more layered foliage in several shots, which helps scenes feel dense and cinematic. Now look at the Switch 2 release. Resolution is crisp and modern, often hitting a native 1080p presentation, yet those earlier mood boosters are trimmed or gone, creating an image that feels technically sharp but emotionally flatter.
The Switch version essentially mirrors the same overall look, just at a lower frame rate and resolution, which makes sense given the older hardware under the hood. The confusing part is that the newer console does not push further in key areas apart from frame rate. You can almost picture the workflow: build a workable Switch version, then boost resolution and performance for Switch 2 without revisiting the missing features that made the original releases stand out. From a budget and schedule perspective that approach is understandable, but from a player perspective it feels like a missed opportunity. When the 2013 game on PS3 keeps certain tricks that the 2025 port skips, questions about priorities are inevitable.
Performance strengths that the ports do get right
With so much talk about visual cuts, it is easy to forget that these ports do land some important wins. The big one is performance. On Switch 2, Tomb Raider Definitive Edition aims for 60 frames per second and generally sticks the landing throughout the adventure. Outside of rare dips in certain cutscenes, the game feels fluid in both docked and handheld modes. That higher frame rate does a lot for combat responsiveness, camera control and the general feeling of exploring dangerous spaces. Climbing feels snappier, dodging arrows is easier and gunfights play out with a pleasing smoothness that many players never experienced back on older consoles. For a system that will often be used on the go, that sense of fluid motion is a real plus.
On the original Switch, the story is different but still serviceable. The port targets 30 frames per second with a lower resolution range, and while there are more noticeable dips under load, it remains largely stable enough to enjoy the story without constant distraction. Visual features, aside from some further reductions in shadow quality and foliage draw distance, line up closely with the Switch 2 build. That consistency means both versions share the same strengths and weaknesses, just at different levels of smoothness. If you care primarily about frame rate and portable play, the new ports absolutely tick a few important boxes, even if they fall short of what many expected when they heard Tomb Raider was coming to Switch 2.
How the Switch version still shapes the Switch 2 build
One of the most interesting takeaways from Digital Foundry’s breakdown and player impressions is the sense that the Switch 2 edition is built squarely on the foundation of the older Switch project. Almost every major rendering choice, from foliage layout to texture sets and geometry, appears to match across both devices, with Switch 2 mainly bumping up resolution and frame rate. That pattern suggests that Aspyr focused on getting a solid baseline running on the first Switch, then used that work as the template for the newer console. From a production point of view, it keeps things tidy and reduces risk. From a fan point of view, it raises a different question: if Switch 2 can comfortably push more advanced projects, why stop here?
You can feel the effects of this approach when moving between systems. Instead of looking at the Switch 2 port and thinking “this is the definitive console version now,” it feels more like a premium performance mode for what is still fundamentally a last generation feature set. That is not inherently terrible, especially at a budget price point, but it does not match the story being told about Switch 2 elsewhere. When other releases on the system show off impressive lighting, smarter upscaling and denser worlds, having Lara show up with a port that barely benefits from the extra horsepower puts a spotlight on how cautious this project really was.
What this port says about Switch 2 third party support
Zooming out a little, Tomb Raider Definitive Edition’s arrival on Switch 2 feels like a small case study in how third party publishers might treat the hardware. On one side you have ports that clearly lean into what the machine can do, using features like modern upscaling and clever optimisation to get surprisingly close to the experience on home consoles. On the other, you have projects like this one that seem happier to aim for “good enough” and call it a day once performance and basic stability are locked in. Seeing an iconic series fall into that second camp so early in the system’s life naturally puts players on alert. Nobody wants the new console to become a dumping ground for low effort re releases.
At the same time, this situation is a reminder that third party support is rarely one size fits all. Some teams will invest heavily, others will not, and that gap will become obvious in side by side comparisons. The hope is that louder feedback around projects like Tomb Raider encourages better practice. When players and technical critics point out exactly where a port falls short and why it feels unambitious, publishers can either adjust their approach or risk losing trust. Switch 2 has already proven that it can host ambitious games when given the chance. The question now is how many partners will treat it as a serious target rather than a convenient extra platform on a release schedule.
Price, value and who these versions are really for
Putting the technical nitpicks aside for a moment, it is worth asking who the Switch and Switch 2 editions of Tomb Raider Definitive Edition actually serve best. For players who missed the game entirely over the last decade, picking it up at a low price and having it ready on a hybrid system is genuinely appealing. The core adventure still holds up, the story pacing is tight and the mix of climbing, puzzle solving and combat feels modern compared to older Tomb Raider entries. The Switch 2 version in particular benefits from that smooth 60 frames per second performance, which makes every fight and escape sequence feel more immediate. If you mostly care about enjoying the narrative and having a rock solid handheld option, the package is far from a disaster.
Things look different if you already own the game elsewhere. Anyone who played on PS4, Xbox One or even PS3 and remembers the heavier atmosphere and richer visual layers will likely notice the missing touches straight away. For those players, the question becomes whether portable play and a higher frame rate are enough to outweigh the cutbacks. Some will decide that replaying on existing hardware, or simply waiting for a sale, is the smarter call. Others will shrug and accept the compromises as the price of convenience. Either way, the conversation around value would be far easier if the Switch 2 edition felt like a clear upgrade in every department instead of a tradeoff between sharp performance and trimmed visuals.
Lessons Aspyr and Crystal Dynamics can take into future ports
If Aspyr and Crystal Dynamics are serious about bringing Rise of the Tomb Raider and Shadow of the Tomb Raider to Nintendo platforms, this first step comes with a few clear lessons. The most obvious one is that players notice when older visual features vanish, especially in games that lean on atmosphere as heavily as Tomb Raider does. Keeping frame rate high is great, but not at the expense of shadow quality, foliage density and other effects that directly support the mood. Future ports need to treat those aspects as non negotiable parts of the experience rather than optional extras that can be cut to make life easier. Smart optimisation should protect both performance and artistry, not force a choice between them.
Another lesson lies in how the two versions relate to each other. Building a Switch edition first and simply boosting it for Switch 2 might make sense on paper, but it leaves performance on the table. The newer system offers more headroom, both in handheld and docked modes, which could support better lighting options, modern upscaling and smarter use of higher quality assets. If the trilogy is completed, a dual track approach where Switch gets a carefully tuned version and Switch 2 receives a more ambitious build could go a long way toward rebuilding trust. At the end of the day, people want to feel that Lara is treated as a priority, not as an afterthought squeezed into a busy porting schedule.
Hopes and expectations for Rise and Shadow of the Tomb Raider on Switch 2
Rise and Shadow of the Tomb Raider are bigger, more demanding games than the 2013 reboot, which makes the idea of seeing them on Switch 2 both exciting and slightly worrying after this first outing. On the hopeful side, Switch 2 has already shown that it can host large open environments and rich lighting when developers really target the hardware. The newer Tomb Raider entries lean heavily on dynamic weather, detailed hubs and complex tombs that could shine on a portable system with the right care. Players would love to carry that full trilogy in their bag, jumping between story beats on lunch breaks and long trips without feeling like they are stuck with a significantly worse version.
On the cautious side, nobody wants a repeat of the current situation, where the main talking point is which visual features went missing during the move to Nintendo hardware. If and when Rise and Shadow make the leap, expectations will be far higher precisely because of the feedback around Definitive Edition. That does not mean every effect from high end console versions needs to survive untouched, but it does mean that visual identity and atmosphere cannot be treated as optional. If future ports manage to keep the core look intact while still hitting sensible performance targets, they could turn this slightly rocky debut into a story of improvement and second chances.
Lara’s latest Nintendo outing
By the time the credits roll on Tomb Raider Definitive Edition for Switch and Switch 2, you are left with a strange mix of feelings. The heart of the experience is still strong. Lara’s transformation from frightened survivor to determined hero lands just as well as it did years ago, and the rhythm of exploration, combat and puzzle solving remains satisfying. On Switch 2 in particular, that journey now plays out at a fluid frame rate that many console players never had back in 2013. For anyone discovering the game for the first time, especially in handheld form, this is still a gripping adventure worth taking.
At the same time, it is impossible to ignore the sense of compromise. Visual trims that reach back beyond the PS4 era and tug at details even the PS3 handled, combined with a port structure that treats Switch 2 mostly as a performance bump, drag down what should have been a simple celebration of a classic. In a world where other teams are pushing Nintendo’s new hardware in impressive ways, this release feels oddly timid. The hope now is that the reaction around these versions lights a fire under future efforts. Lara deserves conversions that honour the craft of her best adventures, and Switch 2 deserves ports that show why players fought so hard for a more powerful hybrid system in the first place.
Conclusion
Tomb Raider Definitive Edition on Switch and Switch 2 ends up as a textbook example of how important it is to balance performance with personality. On the positive side, the newer console finally gives Lara a silky 60 frames per second experience in handheld and docked play, while the original Switch holds its own at a lower target for anyone still on the older machine. The price point helps, the core story still hooks new players and the convenience of having such a polished reboot on a portable system should not be underestimated. For busy players, that combination alone will be enough to justify a purchase.
Yet the nagging feeling remains that the ports could and should have aimed higher, especially on Switch 2. When shadows, foliage, weather effects and cinematic touches are trimmed back compared to releases from more than a decade ago, it sends a message about priorities that many fans understandably find frustrating. Looking ahead, these versions can still serve as a starting point rather than the final word. If Aspyr and Crystal Dynamics take the criticism on board and treat Rise and Shadow of the Tomb Raider as chances to show what careful optimisations and a respect for the original art direction can achieve, the trilogy could still find a happy long term home on Nintendo hardware. For now, this release stands as a fun but flawed return to Yamatai that doubles as a warning sign for how not to treat a new console’s potential.
FAQs
- Does Tomb Raider Definitive Edition run at 60 frames per second on Switch 2?
- Yes, the Switch 2 version of Tomb Raider Definitive Edition is built around a 60 frames per second target and generally holds that goal well in both docked and handheld play. Short drops can appear during certain busy cutscenes or effects heavy moments, but regular exploration and combat feel smooth and responsive. That higher frame rate is one of the main advantages the Switch 2 release holds over the original Switch port and over several older console versions.
- How does the Switch 2 version compare visually to PS3 and PS4 releases?
- Visually, the Switch 2 release presents an odd mix of strengths and weaknesses compared to earlier platforms. Resolution and general clarity are strong, often hitting a clean 1080p output, and texture quality can surpass what you remember from PS3. However, important effects like shadow coverage, foliage density, certain rain effects and some depth of field settings are pared back. As a result, the game can look sharper but less atmospheric than both the PS4 Definitive Edition and specific scenes in the original PS3 version.
- Is the Switch version very different from the Switch 2 version?
- The original Switch version and the Switch 2 version share most of the same visual building blocks, from foliage layout to geometry and general effects. The big differences lie in resolution, frame rate and some small tweaks to shadow quality and foliage draw distance. On Switch, the game targets 30 frames per second at a lower resolution range, with more noticeable dips under load. On Switch 2, resolution and frame rate are both higher and more stable, making the newer console the better choice if you own both systems.
- Is Tomb Raider Definitive Edition worth buying again on Switch 2?
- Whether it is worth a double dip on Switch 2 depends on what you value most. If you care about portable play, love revisiting favourites on newer hardware and see the smoother 60 frames per second performance as a big upgrade, the budget price makes the purchase easier to justify. If you mainly play docked and already own the game on PS4, Xbox One or PC, the visual cuts may feel like a step back, so waiting for a sale or sticking with your existing version could make more sense.
- What does this port mean for possible Rise and Shadow of the Tomb Raider releases?
- The reception to Tomb Raider Definitive Edition on Switch and Switch 2 sends a clear signal to any future ports in the trilogy. Players are excited about the idea of having all three games on Nintendo hardware, but expectations around visual fidelity and smart use of Switch 2’s power are now higher than ever. If Rise and Shadow do arrive, fans will look for better preserved shadows, foliage and cinematic touches alongside strong performance. In other words, this first attempt has created both concern and an opportunity for improvement rather than closing the door on the trilogy altogether.
Sources
- Tomb Raider Definitive Edition – painful downgrades on Switch 2, Digital Foundry, November 27, 2025
- Digital Foundry Is Unimpressed With Tomb Raider Ports, Especially On Switch 2, My Nintendo News, November 26, 2025
- Tomb Raider Definitive Edition Nintendo Switch 2 And Switch Tech Analysis, Including Frame Rate And Resolution, Nintendo Everything, November 26, 2025
- Digital Foundry Looks At Tomb Raider Definitive Edition’s Big Downgrades On Switch 2, Nintendo Life, November 27, 2025
- Tomb Raider Definitive Edition Review – Nintendo Switch 2, CGMagazine, November 27, 2025













