I may have been quick to judge Hitman: Absolution in a previous post for putting a reticule on the back of its' avatar's head. Even Tomb Raider was unable to avoid this completely, although their treatment is much more elegant, and the reticule seems to quickly slip over Lara's head unless one is really focusing on it.
Crouching is completely contextual for Tomb Raider's single player campaign, and ranged weapons can only be used while aiming. These design decisions limit the complexity of all the shared constraints compared to the gameplay cameras found in Hitman: Absolution. The relative budget spent on camera for a game like Tomb Raider is much higher though, because it has platforming elements and cinematic gameplay sequences that demand unique cameras.
This game does a lot to improve on third person cameras, but it is not without its faults. I am interesting in identifying these faults as well as determining how to achieve similar results when designing and implementing a camera system.
For the remainder of my analysis of this game, I will take a closer view of each mission to create a Camera Beat Chart as well as pointing out my newly discovered shots, cameras, and intricacies of the camera implementation. When this series is done, I hope to move on to Rise of the Tomb Raider to see what advancements Crystal Dynamics has made in the last 3 years.