Maybe it's my monitor but what the hell is going on with the specular in this shot? In a dark room it's literally painful to look at.
It's something Digital Foundry touched on in their tech analysis of the game. There seems to be something weird going on with some of the materials, causing situations where the specular is reflecting way more light than the source is actually generating:
Materials: Rise of the Tomb Raider has made the jump to a physically-based renderer but the results leave something to be desired. Compared to its contemporaries, the materials in this game simply lack the realism we've come to expect. While cloth, snow, and ice are convincing enough, much of the stone and wood work just don't work for us. Indirect lighting conditions often appear unnatural, despite the reliance on image based light probes, and specular highlights behave in an unrealistic fashion.

Just a weird quirk of an otherwise really nice looking game.