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TR5 "Chronicles" uses the same game engine as TR4, but actually plays more like "The Lost Artifact" than a main game. Each of the four mini adventures has a different theme and play style. Overall the game feels very experimental.
TR6 "Angel of Darkness" uses a different engine than TR4/5. Angel of Darkness kind of starts out as a stealth game, then becomes an interactive detective story for a while before settling into a typical Tomb Raider adventure. The gameplay and visual style feels to me a lot like "Tomb Raider: Legend" (TR7). AoD also has a Resident Evil vibe.
The levels visually are not confusing at all (dont know what you considered confusing) and using constantly animations that are slow (holding to walk to not fall off) is more a matter of lacking confidence on yourself and understanding of the mechanics of the game.
This huge amount of quick saves are not needed at all.
The game requiring focus (your full concentration) is part of what makes it special, Tomb Raider first levels (even more TR 1) are more to let the player get acquainted with the mechanics of Lara and how to interact with the surroundings but it do escalate over with time.
TR2 is part of this escalation as TR 2 1st level already introduces gauntlets of the kind you would find only by the end of TR 1, meaning it is not "TR 1 over again" but a continuation, not only from lore but from difficulty and complexity, so it is to be expected that levels will have even more dangers and traps that require you to either understand fast what need to be done or memorize it, plan then try to perform as planned and if it fails it is up to you to see if you got the right plan to deal with the trap or gauntlet or if you lacked skill to do what Lara need to do... also levels are more complex and harder to be figured out ... but again, that is what Tomb Raider games are about, figuring out where to go on the level, what to do and how to reach places.
The puzzles are the levels themselves in most cases, with smaller and simpler puzzles spread through it, again, finding out where to go and what to do is part of the puzzle itself, not only collecting. If you had to wander around too much to find the stuff and then to find where to use, you went through the puzzle the level itself is, if you could find it out by luck or by actually understanding it is something else.
Tomb Raider 3 only doubles down on the exploration and puzzling of the levels and Tomb Raider 4 triples down on it making it multi-level puzzles and exploration. Tomb Raider 5 still maintain some of it in relation to TR 3 but adding more mechanical challenges and gauntlets harder than ever to be performed that will require planning and focus.
I've been playing Twilight Princess HD and the dungeons are quenching my thirst for this type of gameplay very well, it's serving as a very good comparison.
In the end I guess I just have a limit for how far the size and confusion can go before it becomes frustrating instead of fun.
I'm gonna have to give up on 2 and 3, and give the sequels a try, I hear 4 is their magnum opus with many improvements (including Zelda-style floating camera that shows you what is being affected). 5 and 6 seem interesting, at least.
The leevels themselves are also somewhat more intrincate in TR 4, cluttered at times and revolving around itself in smaller areas before expanding into larger areas (somewhat like the last levels hubs of TR1 but with smaller and more cramped areas) but sometimes it is just enormous area that may hide paths by its sheer size and a few stuff around (that now with modern graphics probably will have several more stuff around, like what happened with TR 3 adding a lot of extra props to the environment instead of just changing walls and ground textures).
Just play the game as an exploration and puzzling game and dont "measure the time it takes", just play it.
TR5 is disjointed. No pistols on the last level. It's also the most difficult level by then. It's good for lore knowledge to play, but I don't feel it's that essential.
TR6 is much different than the rest of them. But the pistols are back. If you like, you can throw punches and kicks, but it's harder that way sometimes. It's overall fairly easier though.
I'm sure they fixed it in the remasters.
The second one, I couldn't confirm. I don't know if that's subjective. I do know it has no ability to climb out, so it may as well have fallen in on its own at some point, rather than just because of the save. I'm certain it first appears in the same corner of the room between the button room and the hallway, and I had no trouble with it saving before I hit the button to double back.
You mean going through (between) doors, blocks, walls, ceilling, down the floor, super speed underwater, swimming out of water and climbing to impossible heights?
All that existed in the originals and are used for gameplay and speedruns and I am glad all that still there.