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Development began in mid-2010 at Crystal Dynamics prior to the release of Tomb Raider, and it was more focused than the sequel onto a new set of environments, puzzles, and tombs. Crystal Dynamics built the engine into which Tomb Raider 2 was released in 2012 in just ten weeks. After Microsoft Studios acquired Crystal Dynamics in early 2011, the game was named "Rise of the Tomb Raider" (RoTR) during a job interview with the media.
The game was released for Microsoft Windows on August 23, 2015. An embargo lifted on gameplay details at E3 2015. Crystal Dynamics was also keen to point out that Rise of the Tomb Raider did not include any vestiges of the old Tomb Raider engine as they were building the game from scratch, an engine optimised for consoles. The game's development time was approximately three years from its announcement to release. Crystal Dynamics named their game as an attempt to reinvent the series, citing the 2013 reboot's success as a turning point where the team needed to explore their ideas further. In a release interview, the game's producer Erik Selander states that the team wanted to discover new elements of the Tomb Raider game formula and that the game's team has listened to players' feedback to improve the game experience. As part of the game engine's focus on realism, the team included physical laws into the game engine that GMs (Game Masters) and characters can sense and interact with via physics-based puzzles. The team included ''Bugs'' in their game, a feature that communicates information to a GM, similar in practise to other role-playing games like Final Fantasy X HD.
Rise of the Tomb Raider uses a third-person perspective and incorporates a touchscreen system in two separate ways. The first is for a navigation system the team designed to be a 'toolkit'; for example, the navigation system can precisely measure the thickness of walls and floors, and can be used to detect objects encountered. The second feature is the use of a device that does the same work as the touchscreen. d2c66b5586