Leading up to the release of the Tomb Raider reboot in 2013, Crystal Dynamics pushed the theme that Lara Croft was a survivor. While the survival aspects certainly were a large part of the story, the game didn't cross the line of becoming a systems-driven "survival game."
Noah Hughes, creative director of Rise of the Tomb Raider talks in this video-interview about creating an "upside-design oriented" survival system for the Tomb Raider reboot and what the team learned from games like Metal Gear Solid 3: Snake Eater.