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{{Use British English|date=June 2018}} | {{Use British English|date=June 2018}} | ||
{{Infobox company | {{Infobox company | ||
| name = Rare |
| name = Rare Limited | ||
| logo = Rare logo 2015.svg | | logo = Rare logo 2015.svg | ||
| logo_upright = 0.6 | | logo_upright = 0.6 | ||
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| hq_location_city = ] | | hq_location_city = ] | ||
| hq_location_country = England | | hq_location_country = England | ||
| key_people = {{Unbulleted list| |
| key_people = {{Unbulleted list|Joe Neate (])|Jim Horth (co-studio head)|] (])|Ryan Stevenson (])|] (])}} | ||
| products = ] | | products = ] | ||
| parent = ] (2002–present) | | parent = ] (2002–present) | ||
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}} | }} | ||
'''Rare Limited''' is a British ] and a studio of ] based in ], ]. ] span the ], ], ], ], and ] genres. Its most popular games include the '']'', '']'', and '']'' series, as well as games like '']'' (1997), '']'' (2000), '']'' (2001), '']'' (2006), and '']'' (2018). | |||
The names Rare Ware. It was literally never just "Rare". Mandela affect or something, go see your doctor | |||
], who also founded ], established Rare in 1985. During its early years, Rare was backed by a generous budget from ], primarily concentrated on ] (NES) games. During this time, Rare created successful games such as '']'' (1987), '']'' (1988), and '']'' (1991). Rare became a prominent ] for Nintendo, which came to own a large minority stake in the company, with the release of '']'' (1994). Throughout the 1990s, Rare started selling their games under the trademark name "Rareware" and received international recognition and critical acclaim for games such as the ''Donkey Kong Country'' series, '']'' (1994), ''GoldenEye 007'', '']'' (1998), ''Perfect Dark'' (2000), and ''Conker's Bad Fur Day'' (2001). | |||
In 2002, ] acquired Rare, which retained its original brand, logo, and most ]. Rare has since focused on developing games exclusively for Microsoft's ]s, including '']'' (2003), '']'' (2005), '']'' (2005), and '']'' (2006). In 2007, the Stampers left Rare to pursue other opportunities and, in 2010, the company's focus shifted to the ] and ], releasing three '']'' games. In 2015, Rare developed '']'', an ]-exclusive compilation containing 30 of its games to celebrate its 30th anniversary. Rare's most recent game, ''Sea of Thieves'', was released in 2018. | |||
同社は 1985 年にレア社を設立しました。設立当初、レア社は主に (NES) ゲームに集中していた潤沢な予算によって支援されました。 この間、レア社は、「]」 (1991 年) などの成功したゲームを作成しました。 レア社は、「]」(1994 年)のリリースにより、任天堂の重要な少数株を所有するようになった任天堂にとって著名な ] となりました。 1990 年代を通じて、レアは「Rareware」という商標名でゲームの販売を開始し、「スーパードンキーコング」シリーズ、「 などのゲームで国際的な評価と高い評価を得ました。 インスティンクト]]」 (1994)、「ゴールデンアイ 007」、「]」 (1998)、「パーフェクト ダーク (2000)」、および 「]」 (2001)。 | |||
Several former Rare employees have formed their own companies, such as ], best known for producing the '']'' series, and ], best known for '']'' (2017). Rare is widely acknowledged in the video game industry and has received numerous accolades from critics and journalists. Rare is also known as a secretive and seclusive studio. Several Rare games, such as ''Donkey Kong Country'' and ''GoldenEye 007'', have been cited as among ], though some fans and former employees have been critical of the company's output under Microsoft. | |||
==History== | |||
同社は 1985 年にレア社を設立しました。設立当初、レア社は主に (NES) ゲームに集中していた潤沢な予算によって支援されました。 この間、レア社は、「]」 (1991 年) などの成功したゲームを作成しました。 レア社は、「]」(1994 年)のリリースにより、任天堂の重要な少数株を所有するようになった任天堂にとって著名な ] となりました。 1990 年代を通じて、レアは「Rareware」という商標名でゲームの販売を開始し、「スーパードンキーコング」シリーズ、「 などのゲームで国際的な評価と高い評価を得ました。 インスティンクト]]」 (1994)、「ゴールデンアイ 007」、「]」 (1998)、「パーフェクト ダーク (2000)」、および 「]」 (2001)。 | |||
===Founding (1985–1993)=== | |||
同社は 1985 年にレア社を設立しました。設立当初、レア社は主に (NES) ゲームに集中していた潤沢な予算によって支援されました。 この間、レア社は、「]」 (1991 年) などの成功したゲームを作成しました。 レア社は、「]」(1994 年)のリリースにより、任天堂の重要な少数株を所有するようになった任天堂にとって著名な ] となりました。 1990 年代を通じて、レアは「Rareware」という商標名でゲームの販売を開始し、「スーパードンキーコング」シリーズ、「 などのゲームで国際的な評価と高い評価を得ました。 インスティンクト]]」 (1994)、「ゴールデンアイ 007」、「]」 (1998)、「パーフェクト ダーク (2000)」、および 「]」 (2001)。Spectrum in the following year.<ref name="Documentary 1" /> | |||
Rare evolved from the company ], which was founded in ], ] by former ] developers ].<ref name="IGN history">{{Cite web |last=McLaughlin |first=Rus |date=29 July 2008 |title=IGN Presents the History of Rare |url=http://uk.retro.ign.com/articles/894/894511p1.html |url-status=live |archive-url=https://web.archive.org/web/20080805122442/http://uk.retro.ign.com/articles/894/894511p1.html |archive-date=5 August 2008 |access-date=17 May 2012 |website=]}}</ref> After multiple critically and commercially successful releases including '']'', '']'', '']'', and '']'', Ultimate Play The Game was one of the biggest UK-based video game development companies.<ref name="Documentary 1">{{Cite web |date=26 September 2011 |title=Rare Part 1: Unusual |url=https://www.youtube.com/watch?v=6wlpsvG1jJ0 |url-status=dead |archive-url=https://web.archive.org/web/20150525225557/https://www.youtube.com/watch?v=6wlpsvG1jJ0 |archive-date=25 May 2015 |access-date=25 December 2015 |website=]}}</ref> The ] ], the platform the company usually developed games for, was only popular in the UK, and they believed that working on that platform would not be beneficial to the company's growth as they considered it a "dead end".<ref name="IGN history" /><ref name="Documentary 1" /><ref name="RGInt">{{Cite web |title=Behind The Scenes At Rare: Killer Instinct Gold Interview |url=http://www.raregamer.co.uk/?games=behind-the-scenes-at-rare-killer-instinct-gold-interview |url-status=live |archive-url=https://web.archive.org/web/20160127080013/http://www.raregamer.co.uk/?games=behind-the-scenes-at-rare-killer-instinct-gold-interview |archive-date=27 January 2016 |access-date=29 December 2015 |website=RareGamer}}</ref> Meanwhile, the company inspected an imported console from Japan, the ], and believed that it would be an ideal future platform of choice for the company as it was more sophisticated than the Spectrum, it had a worldwide market, and its cartridges had no load times.<ref>{{Cite web |last=Maher, Jimmy |date=14 January 2014 |title=The Legend of Ultimate Play the Game |url=http://www.filfre.net/2014/01/the-legend-of-ultimate-play-the-game/ |url-status=live |archive-url=https://web.archive.org/web/20160304210444/http://www.filfre.net/2014/01/the-legend-of-ultimate-play-the-game/ |archive-date=4 March 2016 |access-date=11 July 2014 |website=The Digital Antiquarian |df=dmy-all}}</ref> As a result, Rare was established in 1985.<ref name="IGN History 2">{{Cite web |date=1 March 2001 |title=GameCube Developer Profile: Rare |url=https://www.ign.com/articles/2001/03/01/gamecube-developer-profile-rare |url-status=live |archive-url=https://web.archive.org/web/20160322053614/http://www.ign.com/articles/2001/03/01/gamecube-developer-profile-rare |archive-date=22 March 2016 |access-date=25 December 2015 |website=]}}</ref> Its main goal was to ] the console and investigate the codes for Famicom's games to learn more about the console's programming.<ref name="IGN history" /> With successful results, the company decided to sell the Ultimate brand to ], and ceased game development for the ZX Spectrum in the following year.<ref name="Documentary 1" /> | |||
The Famicom's manufacturer, ], claimed that it was impossible to reverse engineer the console.<ref name="Documentary 1" /> Using the information the Ultimate Play the Game team acquired from Rare, the team prepared several ]s and showed them to the Nintendo executive ] in ].<ref name="IGN history" /><ref name="IGN History 2" /> Impressed with their efforts, Nintendo decided to grant the Ultimate Play the Game team an unlimited budget for them to work on games for the Famicom platform.<ref name="IGN history" /> After they returned to England, they moved from Ashby-de-la-Zouch to ], and established a new studio through Rare. They set their headquarters in a Manor Farmhouse.<ref name="IGN History 2" /> Rare also set up another company known as Rare, Inc., in ]. Headed by Joel Hochberg, the American company was involved in maintaining Rare's operation in the US and contacting major US publishers.<ref name="IGN History 2" /> Hochberg was previously the vice president of American arcade manufacturer ].<ref>{{Cite web |date=13 February 2006 |title=Joel Hochberg (Centuri Inc, Nintendo; Rare Inc) Email Interview |url=http://www.centuri.net/interview2.htm |access-date=26 April 2021 |website=Centuri.net}}</ref> The Famicom was eventually released in North America and Europe under the name ] (NES).<ref name="Documentary 1" /> | |||
同社は 1985 年にレア社を設立しました。設立当初、レア社は主に (NES) ゲームに集中していた潤沢な予算によって支援されました。 この間、レア社は、「]」 (1991 年) などの成功したゲームを作成しました。 レア社は、「]」(1994 年)のリリースにより、任天堂の重要な少数株を所有するようになった任天堂にとって著名な ] となりました。 1990 年代を通じて、レアは「Rareware」という商標名でゲームの販売を開始し、「スーパードンキーコング」シリーズ、「 などのゲームで国際的な評価と高い評価を得ました。 インスティンクト]]」 (1994)、「ゴールデンアイ 007」、同社は 1985 年にレア社を設立しました。設立当初、レア社は主に (NES) ゲームに集中していた潤沢な予算によって支援されました。 この間、レア社は、「]」 (1991 年) などの成功したゲームを作成しました。 レア社は、「]」(1994 年)のリリースにより、任天堂の重要な少数株を所有するようになった任天堂にとって著名な ] となりました。 1990 年代を通じて、レアは「Rareware」という商標名でゲームの販売を開始し、「スーパードンキーコング」シリーズ、「 などのゲームで国際的な評価と高い評価を得ました。 インスティンクト]]」 (1994)、「ゴールデンアイ 007」、「]」 (1998)、「パーフェクト ダーク (2000)」、および 「]」 (2001)。 | |||
{{quotebox|quote=My goal at Rare was to bring products that you wouldn't see for six to eight years and make it available as soon as possible.|source=— Tim Stamper, founder of Rare.<ref name="Stampersbusiness" />|width=32%}} | |||
With the unlimited budget, Rare could work a large variety of different games.<ref name="IGN history" /> The first project Rare worked on was '']'', a downhill skiing game.<ref name="GPro History">{{Cite magazine |last=Davison |first=John |date=2 June 2010 |title=25 Years of Rare |url=http://www.gamepro.com/article/features/215329/25-years-of-rare/ |url-status=dead |archive-url=https://web.archive.org/web/20101225180552/http://www.gamepro.com/article/features/215329/25-years-of-rare/ |archive-date=25 December 2010 |access-date=25 December 2015 |magazine=]}}</ref> The company then worked with various gaming publishers that included ], ], ], ], ], and ]<ref name="RGInt" /> to produce over 60 games for the NES and several additional ] conversions.<ref name="IGN history" /><ref name="GPro History" /> They helped in creating new and original ], including '']'', a racing game with ] elements,<ref name="GPro History" /> and '']'', an action ] with Tim Stamper developing the game's graphics.<ref name="Retro Gamer">{{Cite journal |last=Hunt |first=Stuart |date=December 2010 |title=A Rare Glimpse |journal=] |location=] |publisher=Imagine Publishing |issue=84 |pages=28–43 |issn=1742-3155 |oclc=489477015}}</ref> Rare also developed '']'', a ] inspired by the '']'' franchise.<ref name="IGN history" /> The game became known for its extreme difficulty, and upon seeing success, publisher ] published multiple ]s for the game, and tasked Rare to develop sequels. Tradewest also gave their own '']'' licence to Rare, allowing them to develop a crossover game between the two franchises. Rare released three ''Battletoads'' games in 1993, including '']'', '']'' and '']''. The ] from that era was released for the ] in 1994.<ref>{{Cite web |last=Buchanan |first=Levi |date=13 January 2009 |title=Battletoads Retrospective |url=https://www.ign.com/articles/2009/01/13/battletoads-retrospective? |url-status=live |archive-url=https://web.archive.org/web/20160128013318/http://www.ign.com/articles/2009/01/13/battletoads-retrospective |archive-date=28 January 2016 |access-date=22 January 2016 |website=]}}</ref> Several ''Battletoads'' games were also ported to some ]'s systems like the ].<ref name="Blomberg" /> | |||
Rare worked on licensed properties such as '']'' and '']'', and ]s including '']'', '']'', and '']''.<ref name="IGN history" /> The development of four of Rare's games were outsourced to Zippo Games, including '']'' and the third instalment of the ''Jetpac'' series, '']''.<ref name="Blomberg">{{Cite magazine |last=Rossel Waugh |first=Eric-Jon |date=30 August 2006 |title=A Short History of Rare |url=https://www.bloomberg.com/bw/stories/2006-08-30/a-short-history-of-rarebusinessweek-business-news-stock-market-and-financial-advice |url-status=live |archive-url=https://web.archive.org/web/20160128100327/http://www.bloomberg.com/bw/stories/2006-08-30/a-short-history-of-rarebusinessweek-business-news-stock-market-and-financial-advice |archive-date=28 January 2016 |access-date=22 January 2016 |magazine=] |publisher=]}}</ref> Rare eventually acquired Zippo Games and renamed them to Rare Manchester.<ref name="Documentary 1" /> According to Ste Pickford, a Rare team member through the late 80s and the early 90s, Rare just "wanted to make as many games as they could in their 'window of opportunity'".<ref name="NES Bit">{{Cite web |title=Interview with Ste Pickford |url=http://www.nes-bit.com/?p=4328 |access-date=14 March 2011 |website=NES-Bit}}</ref> The huge library of games made large profits, but none became a critical success for the company while less creativity and innovation were shown in them.<ref name="IGN history" /> | |||
When the ] was conceived, Rare was not yet ready for the change. Rare limited their releases to some '']'' games and decided to invest their significant NES profit in purchasing expensive ] workstations to make ] models. This move made Rare the most technologically advanced developer in the UK, and situated them high in the international market.<ref name="IGN history" /> Their priority also changed at that time, as the team decided to focus on quality instead of quantity.<ref name="Documentary 2" /> | |||
===Partnership with Nintendo (1994–2002)=== | ===Partnership with Nintendo (1994–2002)=== | ||
Rare, using the ] systems, created a boxing ] and presented it to Nintendo.<ref name="Documentary 2">{{Cite web |date=3 October 2011 |title=Rare: Part 2: In Demand |url=https://www.youtube.com/watch?v=oZqMTj1t-Ng | archive-url=https://web.archive.org/web/20111004230734/https://www.youtube.com/watch?v=oZqMTj1t-Ng| archive-date=2011-10-04 | url-status=dead|access-date=26 December 2015 |website=]}}</ref> As the SNES at that time could not render all of the SGI graphics at once, Rare used the SGI graphics to produce 3D models and graphics, before pre-rendering these graphics onto the cartridge of the SNES system,<ref name="Documentary 2" /> a process known as "Advanced Computer Modelling".<ref name="IGN History 2" /> Their progress with the 3D graphics on the SGI systems impressed Nintendo, and in 1994, Nintendo bought a 25% stake in the company that gradually increased to 49%, making Rare a ] for Nintendo.<ref name="IGN history" /> Rare maintained autonomous operations, green-lighting and designing projects without significant involvement from Nintendo.<ref name=NGen38>{{cite magazine |title=Nintendo's 'Super Stamper Bros.' |magazine=] |
Rare, using the ] systems, created a boxing ] and presented it to Nintendo.<ref name="Documentary 2">{{Cite web |date=3 October 2011 |title=Rare: Part 2: In Demand |url=https://www.youtube.com/watch?v=oZqMTj1t-Ng | archive-url=https://web.archive.org/web/20111004230734/https://www.youtube.com/watch?v=oZqMTj1t-Ng| archive-date=2011-10-04 | url-status=dead|access-date=26 December 2015 |website=]}}</ref> As the SNES at that time could not render all of the SGI graphics at once, Rare used the SGI graphics to produce 3D models and graphics, before pre-rendering these graphics onto the cartridge of the SNES system,<ref name="Documentary 2" /> a process known as "Advanced Computer Modelling".<ref name="IGN History 2" /> Their progress with the 3D graphics on the SGI systems impressed Nintendo, and in 1994, Nintendo bought a 25% stake in the company that gradually increased to 49%, making Rare a ] for Nintendo.<ref name="IGN history" /> Rare maintained autonomous operations, green-lighting and designing projects without significant involvement from Nintendo.<ref name="NGen38">{{cite magazine |date=February 1998 |title=Nintendo's 'Super Stamper Bros.' |magazine=] |publisher=] |pages=14–18 |issue=38}}</ref> | ||
During this period, Rare started selling their games under the ] name "Rareware". The company was considered one of Nintendo's key developers and had enough recognition that Nintendo offered Rare the Nintendo catalogue of characters to create a 3D ] game.<ref name="IGN history" /> The Stampers asked for ]. The resulting game was '']'', which was developed by a total of 20 people and enjoyed an 18-month ].<ref name=GPro65>{{Cite magazine |date=December 1994 |title=Gorilla Game Design |pages=54–55 |magazine=] |publisher=] |issue=65}}</ref> Rare staff also visited ], observing and videotaping real gorillas.<ref name=GPro65 /><ref>{{Cite web |last=McFarren |first=Damien |title=Month Of Kong: The Making Of Donkey Kong Country |url=http://www.nintendolife.com/news/2014/02/month_of_kong_the_making_of_donkey_kong_country |url-status=live |archive-url=https://web.archive.org/web/20160131130533/http://www.nintendolife.com/news/2014/02/month_of_kong_the_making_of_donkey_kong_country |archive-date=31 January 2016 |access-date=12 April 2015 |website=]|date=27 February 2014 }}</ref> The game was a critical success, with critics praising the game's highly advanced visuals and artstyle.<ref name="Documentary 2" /> ''Donkey Kong Country'' sold over nine million copies worldwide, making it the third ].<ref name="IGN history" /> The game received several ] honours and was followed by two sequels, '']'' and '']'', as well as several handheld spin-offs such as the '']'' series.<ref name="IGN history" /> | During this period, Rare started selling their games under the ] name "Rareware". The company was considered one of Nintendo's key developers and had enough recognition that Nintendo offered Rare the Nintendo catalogue of characters to create a 3D ] game.<ref name="IGN history" /> The Stampers asked for ]. The resulting game was '']'', which was developed by a total of 20 people and enjoyed an 18-month ].<ref name=GPro65>{{Cite magazine |date=December 1994 |title=Gorilla Game Design |pages=54–55 |magazine=] |publisher=] |issue=65}}</ref> Rare staff also visited ], observing and videotaping real gorillas.<ref name=GPro65 /><ref>{{Cite web |last=McFarren |first=Damien |title=Month Of Kong: The Making Of Donkey Kong Country |url=http://www.nintendolife.com/news/2014/02/month_of_kong_the_making_of_donkey_kong_country |url-status=live |archive-url=https://web.archive.org/web/20160131130533/http://www.nintendolife.com/news/2014/02/month_of_kong_the_making_of_donkey_kong_country |archive-date=31 January 2016 |access-date=12 April 2015 |website=]|date=27 February 2014 }}</ref> The game was a critical success, with critics praising the game's highly advanced visuals and artstyle.<ref name="Documentary 2" /> ''Donkey Kong Country'' sold over nine million copies worldwide, making it the third ].<ref name="IGN history" /> The game received several ] honours and was followed by two sequels, '']'' and '']'', as well as several handheld spin-offs such as the '']'' series.<ref name="IGN history" /> | ||
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Nintendo's stake purchase allowed Rare to expand significantly. The number of staff members increased from 84 to 250, and Rare moved out from their headquarters at the Manor Farmhouse.<ref name="IGN History 2" /> Rare also developed a CGI arcade ], '']'', on their own custom-built ].<ref name="IGN history" /> ''Killer Instinct'' was set to be released for Nintendo's own ] system, the ] in 1995, but was forced to release the game for the ] SNES system, and had to downgrade the game's graphics. ''Killer Instinct'' sold 3.2 million copies, and was followed by a sequel, '']''.<ref>{{Cite web |last=Yin-Poole |first=Wesley |date=13 October 2011 |title=Ex-Rare devs talk Killer Instinct, Perfect Dark |url=http://www.eurogamer.net/articles/2011-10-13-ex-rare-devs-talk-killer-instinct-perfect-dark-interview?page=3 |url-status=live |archive-url=https://web.archive.org/web/20160127025656/http://www.eurogamer.net/articles/2011-10-13-ex-rare-devs-talk-killer-instinct-perfect-dark-interview?page=3 |archive-date=27 January 2016 |access-date=26 December 2015 |website=]}}</ref> '']'', the console version of ''Killer Instinct 2'', suffered from a graphical downgrade due to the compression technology used to fit the arcade version onto the smaller Nintendo 64 cartridge.<ref name="RGInt" /> | Nintendo's stake purchase allowed Rare to expand significantly. The number of staff members increased from 84 to 250, and Rare moved out from their headquarters at the Manor Farmhouse.<ref name="IGN History 2" /> Rare also developed a CGI arcade ], '']'', on their own custom-built ].<ref name="IGN history" /> ''Killer Instinct'' was set to be released for Nintendo's own ] system, the ] in 1995, but was forced to release the game for the ] SNES system, and had to downgrade the game's graphics. ''Killer Instinct'' sold 3.2 million copies, and was followed by a sequel, '']''.<ref>{{Cite web |last=Yin-Poole |first=Wesley |date=13 October 2011 |title=Ex-Rare devs talk Killer Instinct, Perfect Dark |url=http://www.eurogamer.net/articles/2011-10-13-ex-rare-devs-talk-killer-instinct-perfect-dark-interview?page=3 |url-status=live |archive-url=https://web.archive.org/web/20160127025656/http://www.eurogamer.net/articles/2011-10-13-ex-rare-devs-talk-killer-instinct-perfect-dark-interview?page=3 |archive-date=27 January 2016 |access-date=26 December 2015 |website=]}}</ref> '']'', the console version of ''Killer Instinct 2'', suffered from a graphical downgrade due to the compression technology used to fit the arcade version onto the smaller Nintendo 64 cartridge.<ref name="RGInt" /> | ||
Rare then developed '']'' for the ]. The game sold one million copies, which was considered disappointing by Rare.<ref name="dev 86">{{Cite web |last=Crossley |first=Rob |date=August 2007 |title=The Making of Blast Corps |url=http://www.nowgamer.com/the-making-of-blast-corps/ |url-status=live |archive-url=https://web.archive.org/web/20150929042641/http://www.nowgamer.com/the-making-of-blast-corps/ |archive-date=29 September 2015 |access-date=14 July 2015 |website=] |publisher=] |page=86 |issue=41}}</ref> At that time, Rare was split into several teams, working on different projects. A large-scaled platformer was set to be released afterwards but was delayed. As a result, Rare changed their schedule and released their smaller projects first. The first project was '']'', a game based on the '']'' film '']''. The project was led by ] and development was conducted by an inexperienced team.<ref name="Nowgamer Interview">{{Cite web |last=Paul Drury |date=15 May 2011 |title=The Making of Goldeneye |url=http://www.nowgamer.com/features/921602/the_making_of_goldeneye.html |url-status=live |archive-url=https://web.archive.org/web/20120402052610/http://www.nowgamer.com/features/921602/the_making_of_goldeneye.html |archive-date=2 April 2012 |access-date=26 August 2011 |website=NowGamer}}</ref> Inspired by ]'s '']'', ''Goldeneye 007'' had originally been an ] before the team decided to expand the gameplay and turn it into a free-roaming ]. New elements, such as ], ] mechanics and ], were introduced. A ] multiplayer was added to the game by the end of its development. ''GoldenEye 007'' was the first console ] developed by Rare and it was released two years after the release of the film. The game received critical praise and received numerous awards. ''Goldeneye 007'' remained one of the best-selling games for two years, and sold more than eight million units worldwide.<ref name="IGN history" /> | Rare then developed '']'' for the ]. The game sold one million copies, which was considered disappointing by Rare.<ref name="dev 86">{{Cite web |last=Crossley |first=Rob |date=August 2007 |title=The Making of Blast Corps |url=http://www.nowgamer.com/the-making-of-blast-corps/ |url-status=live |archive-url=https://web.archive.org/web/20150929042641/http://www.nowgamer.com/the-making-of-blast-corps/ |archive-date=29 September 2015 |access-date=14 July 2015 |website=] |publisher=] |page=86 |issue=41}}</ref> At that time, Rare was split into several teams, working on different projects. A large-scaled platformer was set to be released afterwards but was delayed. As a result, Rare changed their schedule and released their smaller projects first. The first project was '']'', a game based on the '']'' film '']''. The project was led by ] and development was conducted by an inexperienced team.<ref name="Nowgamer Interview">{{Cite web |last=Paul Drury |date=15 May 2011 |title=The Making of Goldeneye |url=http://www.nowgamer.com/features/921602/the_making_of_goldeneye.html |url-status=live |archive-url=https://web.archive.org/web/20120402052610/http://www.nowgamer.com/features/921602/the_making_of_goldeneye.html |archive-date=2 April 2012 |access-date=26 August 2011 |website=NowGamer}}</ref> Inspired by ]'s '']'', ''Goldeneye 007'' had originally been an ] before the team decided to expand the gameplay and turn it into a free-roaming ]. New elements, such as ], ] mechanics and ], were introduced. A ] multiplayer was added to the game by the end of its development. ''GoldenEye 007'' was the first console ] developed by Rare and it was released two years after the release of the film. The game received critical praise and received numerous awards. ''Goldeneye 007'' remained one of the best-selling games for two years, and sold more than eight million units worldwide.<ref name="IGN history" /> | ||
Rare then developed '']'', their first self-published game.<ref name="IGN History 2" /> Originally intended as a ] game involving cavemen, the game was re-imagined into a ] prior to its release in 1997. It was one of the fastest selling games at the time, as recorded by ].<ref name="IGN history" /> ''Diddy Kong Racing'' also features protagonists from some future Rare games, including ] and ].<ref name="GPro History" /> At the time, Rare was still working on the large-scale platform game. Originally codenamed '']'', it was a game featuring a young boy named Edison and pirates.<ref name="Dream">{{Cite web |last=McWhertor |first=Michael |date=22 December 2015 |title=Get a glimpse at Rare's canceled role-playing game Dream |url=http://www.polygon.com/2015/12/22/10647676/rare-dream-land-of-giants-snes-n64-banjo-kazooie |url-status=live |archive-url=https://web.archive.org/web/20160121053612/http://www.polygon.com/2015/12/22/10647676/rare-dream-land-of-giants-snes-n64-banjo-kazooie |archive-date=21 January 2016 |access-date=26 December 2015 |website=]}}</ref> The protagonist was then replaced by a bear known as Banjo, and Rare expanded the role of ]. The two characters were inspired by characters from ] films and Rare hoped that they could appeal to a younger audience.<ref name="N64 Magazine Issue 16">{{Cite journal |date=June 1998 |title=Playing the banjo... |journal=] |publisher=] |issue=16 |page=13}}</ref> '']'' was released in June 1998 to critical acclaim. A sequel, '']'', was released in 2000.<ref name="IGN history" /> It was a critical success and it outsold the first game, selling 3 million copies.<ref name="Sales">{{Cite magazine |title=Happy Birthday Banjo! (Page 2) |url=http://www.computerandvideogames.com/193489/interviews/happy-birthday-banjo/?page=2 |url-status=live |magazine=] |archive-url=https://web.archive.org/web/20130727181444/http://www.computerandvideogames.com/193489/interviews/happy-birthday-banjo/?page=2#top_banner |archive-date=27 July 2013 |access-date=12 March 2014}}</ref> | Rare then developed '']'', their first self-published game.<ref name="IGN History 2" /> Originally intended as a ] game involving cavemen, the game was re-imagined into a ] prior to its release in 1997. It was one of the fastest selling games at the time, as recorded by ].<ref name="IGN history" /> ''Diddy Kong Racing'' also features protagonists from some future Rare games, including ] and ].<ref name="GPro History" /> At the time, Rare was still working on the large-scale platform game. Originally codenamed '']'', it was a game featuring a young boy named Edison and pirates.<ref name="Dream">{{Cite web |last=McWhertor |first=Michael |date=22 December 2015 |title=Get a glimpse at Rare's canceled role-playing game Dream |url=http://www.polygon.com/2015/12/22/10647676/rare-dream-land-of-giants-snes-n64-banjo-kazooie |url-status=live |archive-url=https://web.archive.org/web/20160121053612/http://www.polygon.com/2015/12/22/10647676/rare-dream-land-of-giants-snes-n64-banjo-kazooie |archive-date=21 January 2016 |access-date=26 December 2015 |website=]}}</ref> The protagonist was then replaced by a bear known as Banjo, and Rare expanded the role of ]. The two characters were inspired by characters from ] films and Rare hoped that they could appeal to a younger audience.<ref name="N64 Magazine Issue 16">{{Cite journal |date=June 1998 |title=Playing the banjo... |journal=] |publisher=] |issue=16 |page=13}}</ref> '']'' was released in June 1998 to critical acclaim. A sequel, '']'', was released in 2000.<ref name="IGN history" /> It was a critical success and it outsold the first game, selling 3 million copies.<ref name="Sales">{{Cite magazine |title=Happy Birthday Banjo! (Page 2) |url=http://www.computerandvideogames.com/193489/interviews/happy-birthday-banjo/?page=2 |url-status=live |magazine=] |archive-url=https://web.archive.org/web/20130727181444/http://www.computerandvideogames.com/193489/interviews/happy-birthday-banjo/?page=2#top_banner |archive-date=27 July 2013 |access-date=12 March 2014}}</ref> | ||
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===Microsoft era (2002–present)=== | ===Microsoft era (2002–present)=== | ||
Game development costs gradually increased,<ref name="Stampersbusiness">{{Cite magazine |last=Batchelor |first=James |date=3 August 2015 |title=Return of a Legend: Rare co-founder Tim Stamper on the past, present and future |url=http://www.develop-online.net/interview/return-of-a-legend-rare-co-founder-tim-stamper-on-the-past-present-and-future/0209651 |url-status=live |archive-url=https://web.archive.org/web/20160123003946/http://www.develop-online.net/interview/return-of-a-legend-rare-co-founder-tim-stamper-on-the-past-present-and-future/0209651 |archive-date=23 January 2016 |access-date=14 January 2016 |website=]}}</ref><ref name="Doc 5">{{Cite web |date=24 October 2011 |title=Rare Part 5: Unique |url=https://www.youtube.com/watch?v=xkuwOOA5h5A | archive-url=https://web.archive.org/web/20111027120517/http://www.youtube.com/watch?v=xkuwOOA5h5A&gl=US&hl=en| archive-date=2011-10-27 | url-status=dead|access-date=29 December 2015 |website=]}}</ref> and Nintendo did not provide Rare with more capital nor did they purchase the company's remaining stake. The Stampers were surprised that Nintendo did not directly acquire the studio.<ref>{{Cite web |last=McFerran |first=Damien |date=4 August 2015 |title=Rare Co-Founder Has No Idea Why Nintendo Didn't Buy The Studio Outright |url=http://www.nintendolife.com/news/2015/08/rare_co-founder_has_no_idea_why_nintendo_didnt_buy_the_studio_outright |url-status=live |archive-url=https://web.archive.org/web/20160127030726/http://www.nintendolife.com/news/2015/08/rare_co-founder_has_no_idea_why_nintendo_didnt_buy_the_studio_outright |archive-date=27 January 2016 |access-date=22 January 2016 |website=]}}</ref> Rare looked for potential buyers.<ref name="Killed">{{Cite web |last=Parkin |first=Simon |date=8 February 2012 |title=Who Killed Rare: Did Microsoft ruin Britain's greatest game studio? |url=http://www.eurogamer.net/articles/2012-02-08-who-killed-rare |url-status=live |archive-url=https://web.archive.org/web/20160128020926/http://www.eurogamer.net/articles/2012-02-08-who-killed-rare |archive-date=28 January 2016 |access-date=29 December 2015 |website=]}}</ref> In early 2000, workers from ] and ] began visiting Rare with purchase offers.<ref name="1UP Activision">{{Cite web |last=Pigna |first=Kris |date=27 October 2010 |title=Activision Initially Almost Bought Rare |url=http://www.1up.com/news/activision-initially-almost-bought-rare |url-status=dead |archive-url=https://web.archive.org/web/20160305002558/http://www.1up.com/news/activision-initially-almost-bought-rare |archive-date=5 March 2016 |access-date=18 March 2011 |website=]}}</ref> According to Microsoft's ], Nintendo, Activision, and Microsoft then became embroiled in a ] for ownership of Rare. Rare expressed interest in Activision's offer, but Microsoft offered more money.<ref>{{Cite web |last=Sliwinski |first=Alexander |date=October 27, 2010 |title=Activision and Nintendo were involved in Rare bidding war, former Microsoft exec recounts |url=https://www.engadget.com/2010-10-27-activision-and-nintendo-were-involved-in-rare-bidding-war.html |access-date=May 1, 2020 |website=]}}</ref> On 24 September 2002, Microsoft purchased Rare for $375 million (~${{Format price|{{Inflation|index=US-GDP|value=375000000|start_year=2002}}}} in {{Inflation/year|US-GDP}}).<ref name="Microsoft">{{Cite news |date=26 September 2002 |title=Microsoft Acquires Video Game Powerhouse Rare Ltd. |publisher=] |url=https://news.microsoft.com/2002/09/24/microsoft-acquires-video-game-powerhouse-rare-ltd/ |url-status=live |access-date=14 January 2016 |archive-url=https://web.archive.org/web/20160221113108/http://news.microsoft.com/2002/09/24/microsoft-acquires-video-game-powerhouse-rare-ltd/ |archive-date=21 February 2016}}</ref><ref>{{Cite web |last=Crossley |first=Rob |date=27 October 2010 |title=Activision's deal to steal Rare |url=http://www.develop-online.net/news/activision-s-deal-to-steal-rare-collapsed/0108032 |url-status=dead |archive-url=https://web.archive.org/web/20160124110251/http://www.develop-online.net/news/activision-s-deal-to-steal-rare-collapsed/0108032 |archive-date=24 January 2016 |access-date=29 December 2015 |website=]}}</ref> Rare became a ] for Microsoft's ]. Character trademarks from games developed by Rare for Nintendo consoles, such as Conker of '']'' and Banjo of the '']'' series, were retained by Rare; intellectual property created by Nintendo, such as '']'' and '']'', were retained by Nintendo.<ref name="video games daily">{{Cite web |last=Doree |first=Adam |date=17 February 2003 |title=The Rareware Interview |url=http://archive.videogamesdaily.com/features/rareware_int.asp |access-date=16 March 2011 |publisher=Video Games Daily}}</ref> This left '']'', due for release for the GameCube, unreleased.<ref name="IGN history" /><ref name="HG">{{Cite web |last=Carlson |first=Alex |date=18 July 2014 |title=Rare's Problem Is Not Microsoft |url=http://www.hardcoregamer.com/2014/07/18/rares-problem-is-not-microsoft/94459/ |url-status=live |archive-url=https://web.archive.org/web/20151226190031/http://www.hardcoregamer.com/2014/07/18/rares-problem-is-not-microsoft/94459/ |archive-date=26 December 2015 |access-date=29 December 2015 |website=Hardcore Gamer}}</ref> 30 employees left Rare during the transition.<ref name="Blomberg" /> | Game development costs gradually increased,<ref name="Stampersbusiness">{{Cite magazine |last=Batchelor |first=James |date=3 August 2015 |title=Return of a Legend: Rare co-founder Tim Stamper on the past, present and future |url=http://www.develop-online.net/interview/return-of-a-legend-rare-co-founder-tim-stamper-on-the-past-present-and-future/0209651 |url-status=live |archive-url=https://web.archive.org/web/20160123003946/http://www.develop-online.net/interview/return-of-a-legend-rare-co-founder-tim-stamper-on-the-past-present-and-future/0209651 |archive-date=23 January 2016 |access-date=14 January 2016 |website=]}}</ref><ref name="Doc 5">{{Cite web |date=24 October 2011 |title=Rare Part 5: Unique |url=https://www.youtube.com/watch?v=xkuwOOA5h5A | archive-url=https://web.archive.org/web/20111027120517/http://www.youtube.com/watch?v=xkuwOOA5h5A&gl=US&hl=en| archive-date=2011-10-27 | url-status=dead|access-date=29 December 2015 |website=]}}</ref> and Nintendo did not provide Rare with more capital nor did they purchase the company's remaining stake. The Stampers were surprised that Nintendo did not directly acquire the studio.<ref>{{Cite web |last=McFerran |first=Damien |date=4 August 2015 |title=Rare Co-Founder Has No Idea Why Nintendo Didn't Buy The Studio Outright |url=http://www.nintendolife.com/news/2015/08/rare_co-founder_has_no_idea_why_nintendo_didnt_buy_the_studio_outright |url-status=live |archive-url=https://web.archive.org/web/20160127030726/http://www.nintendolife.com/news/2015/08/rare_co-founder_has_no_idea_why_nintendo_didnt_buy_the_studio_outright |archive-date=27 January 2016 |access-date=22 January 2016 |website=]}}</ref> Rare looked for potential buyers.<ref name="Killed">{{Cite web |last=Parkin |first=Simon |date=8 February 2012 |title=Who Killed Rare: Did Microsoft ruin Britain's greatest game studio? |url=http://www.eurogamer.net/articles/2012-02-08-who-killed-rare |url-status=live |archive-url=https://web.archive.org/web/20160128020926/http://www.eurogamer.net/articles/2012-02-08-who-killed-rare |archive-date=28 January 2016 |access-date=29 December 2015 |website=]}}</ref> In early 2000, workers from ] and ] began visiting Rare with purchase offers.<ref name="1UP Activision">{{Cite web |last=Pigna |first=Kris |date=27 October 2010 |title=Activision Initially Almost Bought Rare |url=http://www.1up.com/news/activision-initially-almost-bought-rare |url-status=dead |archive-url=https://web.archive.org/web/20160305002558/http://www.1up.com/news/activision-initially-almost-bought-rare |archive-date=5 March 2016 |access-date=18 March 2011 |website=]}}</ref> According to Microsoft's ], Nintendo, Activision, and Microsoft then became embroiled in a ] for ownership of Rare. Rare expressed interest in Activision's offer, but Microsoft offered more money.<ref>{{Cite web |last=Sliwinski |first=Alexander |date=October 27, 2010 |title=Activision and Nintendo were involved in Rare bidding war, former Microsoft exec recounts |url=https://www.engadget.com/2010-10-27-activision-and-nintendo-were-involved-in-rare-bidding-war.html |access-date=May 1, 2020 |website=]}}</ref> On 24 September 2002, Microsoft purchased Rare for $375 million (~${{Format price|{{Inflation|index=US-GDP|value=375000000|start_year=2002}}}} in {{Inflation/year|US-GDP}}).<ref name="Microsoft">{{Cite news |date=26 September 2002 |title=Microsoft Acquires Video Game Powerhouse Rare Ltd. |publisher=] |url=https://news.microsoft.com/2002/09/24/microsoft-acquires-video-game-powerhouse-rare-ltd/ |url-status=live |access-date=14 January 2016 |archive-url=https://web.archive.org/web/20160221113108/http://news.microsoft.com/2002/09/24/microsoft-acquires-video-game-powerhouse-rare-ltd/ |archive-date=21 February 2016}}</ref><ref>{{Cite web |last=Crossley |first=Rob |date=27 October 2010 |title=Activision's deal to steal Rare |url=http://www.develop-online.net/news/activision-s-deal-to-steal-rare-collapsed/0108032 |url-status=dead |archive-url=https://web.archive.org/web/20160124110251/http://www.develop-online.net/news/activision-s-deal-to-steal-rare-collapsed/0108032 |archive-date=24 January 2016 |access-date=29 December 2015 |website=]}}</ref> Rare became a ] for Microsoft's ]. Character trademarks from games developed by Rare for Nintendo consoles, such as Conker of '']'' and Banjo of the '']'' series, were retained by Rare; intellectual property created by Nintendo, such as '']'' and '']'', were retained by Nintendo.<ref name="video games daily">{{Cite web |last=Doree |first=Adam |date=17 February 2003 |title=The Rareware Interview |url=http://archive.videogamesdaily.com/features/rareware_int.asp |access-date=16 March 2011 |publisher=Video Games Daily}}</ref> This left '']'', due for release for the GameCube, unreleased.<ref name="IGN history" /><ref name="HG">{{Cite web |last=Carlson |first=Alex |date=18 July 2014 |title=Rare's Problem Is Not Microsoft |url=http://www.hardcoregamer.com/2014/07/18/rares-problem-is-not-microsoft/94459/ |url-status=live |archive-url=https://web.archive.org/web/20151226190031/http://www.hardcoregamer.com/2014/07/18/rares-problem-is-not-microsoft/94459/ |archive-date=26 December 2015 |access-date=29 December 2015 |website=Hardcore Gamer}}</ref> 30 employees left Rare during the transition.<ref name="Blomberg" /> | ||
] | ] | ||
Since Microsoft was not part of the handheld video-game console market, Rare continued to develop games for Nintendo ] after the acquisition.<ref name="IGN GBA">{{Cite web |last=Harris |first=Craig |date=7 November 2002 |title=Rare Still On for GBA |url=http://uk.gameboy.ign.com/articles/376/376678p1.html |url-status=dead |archive-url=https://web.archive.org/web/20140821221634/http://www.ign.com/articles/2002/11/07/rare-still-on-for-gba |archive-date=21 August 2014 |access-date=17 March 2011 |website=]}}</ref> In August 2003, Rare and Microsoft entered an agreement with ] for THQ to publish Rare's games for the ], including '']'', a game based on an ] character; '']'', initially intended as a ] game<ref>{{Cite web |last=McFerran |first=Damien |date=5 October 2015 |title=Lost Game Boy Color Banjo-Kazooie Game Unearthed In Design Documents |url=http://www.nintendolife.com/news/2015/10/lost_game_boy_color_banjo-kazooie_game_unearthed_in_design_documents |url-status=live |archive-url=https://web.archive.org/web/20160304091511/http://www.nintendolife.com/news/2015/10/lost_game_boy_color_banjo-kazooie_game_unearthed_in_design_documents |archive-date=4 March 2016 |access-date=29 December 2015 |website=Nintendo Life}}</ref> and '']'', a puzzle game originally developed as ''Donkey Kong: Coconut Crackers''.<ref name="IGN THQ">{{Cite web |date=11 August 2003 |title=Rare Line-up Revealed |url=http://uk.gameboy.ign.com/articles/433/433166p1.html |url-status=dead |archive-url=https://web.archive.org/web/20160322070054/http://www.ign.com/articles/2003/08/11/rare-line-up-revealed |archive-date=22 March 2016 |access-date=18 March 2011 |website=]}}</ref> January 2005 saw the completion of this deal with the release of '']'', known as ''Diddy Kong Pilot'' before the Microsoft acquisition.<ref>{{Cite web |last=Parish |first=Jeremy |title=10 Interesting Things About Donkey Kong |url=http://www.1up.com/features/10-interesting-donkey-kong?pager.offset=1 |url-status=dead |archive-url=https://web.archive.org/web/20160128094908/http://www.1up.com/features/10-interesting-donkey-kong?pager.offset=1 |archive-date=28 January 2016 |access-date=29 December 2015 |website=]}}</ref> | Since Microsoft was not part of the handheld video-game console market, Rare continued to develop games for Nintendo ] after the acquisition.<ref name="IGN GBA">{{Cite web |last=Harris |first=Craig |date=7 November 2002 |title=Rare Still On for GBA |url=http://uk.gameboy.ign.com/articles/376/376678p1.html |url-status=dead |archive-url=https://web.archive.org/web/20140821221634/http://www.ign.com/articles/2002/11/07/rare-still-on-for-gba |archive-date=21 August 2014 |access-date=17 March 2011 |website=]}}</ref> In August 2003, Rare and Microsoft entered an agreement with ] for THQ to publish Rare's games for the ], including '']'', a game based on an ] character; '']'', initially intended as a ] game<ref>{{Cite web |last=McFerran |first=Damien |date=5 October 2015 |title=Lost Game Boy Color Banjo-Kazooie Game Unearthed In Design Documents |url=http://www.nintendolife.com/news/2015/10/lost_game_boy_color_banjo-kazooie_game_unearthed_in_design_documents |url-status=live |archive-url=https://web.archive.org/web/20160304091511/http://www.nintendolife.com/news/2015/10/lost_game_boy_color_banjo-kazooie_game_unearthed_in_design_documents |archive-date=4 March 2016 |access-date=29 December 2015 |website=Nintendo Life}}</ref> and '']'', a puzzle game originally developed as ''Donkey Kong: Coconut Crackers''.<ref name="IGN THQ">{{Cite web |date=11 August 2003 |title=Rare Line-up Revealed |url=http://uk.gameboy.ign.com/articles/433/433166p1.html |url-status=dead |archive-url=https://web.archive.org/web/20160322070054/http://www.ign.com/articles/2003/08/11/rare-line-up-revealed |archive-date=22 March 2016 |access-date=18 March 2011 |website=]}}</ref> January 2005 saw the completion of this deal with the release of '']'', known as ''Diddy Kong Pilot'' before the Microsoft acquisition.<ref>{{Cite web |last=Parish |first=Jeremy |title=10 Interesting Things About Donkey Kong |url=http://www.1up.com/features/10-interesting-donkey-kong?pager.offset=1 |url-status=dead |archive-url=https://web.archive.org/web/20160128094908/http://www.1up.com/features/10-interesting-donkey-kong?pager.offset=1 |archive-date=28 January 2016 |access-date=29 December 2015 |website=]}}</ref> | ||
In 2003, Rare released their first Microsoft game, '']'', a humorous action-adventure game set in a haunted mansion full of supernatural creatures. Originally intended as a ] game, it was significantly streamlined in design and concept to attract a larger, more casual audience. The game received mixed reviews from critics, and was considered Rare's worst and least-popular game.<ref>{{Cite web |last=Towell |first=Justin |date=22 October 2015 |title=Why Rare's supposedly worst, least popular game is actually my favourite |url=https://www.gamesradar.com/why-rares-supposedly-worst-least-popular-game-actually-my-favourite/?tag=grsocial-20 |url-status=live |archive-url=https://web.archive.org/web/20160129102415/http://www.gamesradar.com/why-rares-supposedly-worst-least-popular-game-actually-my-favourite/?tag=grsocial-20 |archive-date=29 January 2016 |access-date=29 December 2015 |website=]}}</ref> At ], Microsoft's ] said that Rare had obtained ] ]s and was working on two games for the Nintendo DS. Shortly afterwards, Microsoft issued a statement that the company and its studios had no plans for Nintendo DS development. However, in July 2005, Rare posted job openings for Nintendo DS development on its website and said that it was creating "key" DS games.<ref>{{Cite web |date=8 July 2005 |title=Rare DS Development Reconfirmed |url=http://www.gamezone.com/originals/rare-ds-development-re-confirmed |url-status=live |archive-url=https://web.archive.org/web/20160127185839/http://www.gamezone.com/originals/rare-ds-development-re-confirmed |archive-date=27 January 2016 |access-date=29 December 2015 |website=GameZone}}</ref> Only two were ever released, with the first one being '']'', a ] of the ] title '']'' which was released in February 2007,<ref>{{Cite web |last=Purchese |first=Robert |date=26 February 2007 |title=Diddy Kong Racing dated |url=http://www.eurogamer.net/articles/diddy-kong-racing-dated |url-status=live |archive-url=https://web.archive.org/web/20160128084433/http://www.eurogamer.net/articles/diddy-kong-racing-dated |archive-date=28 January 2016 |access-date=29 December 2015 |website=]}}</ref> and the second being '']'', a ], released |
In 2003, Rare released their first Microsoft game, '']'', a humorous action-adventure game set in a haunted mansion full of supernatural creatures. Originally intended as a ] game, it was significantly streamlined in design and concept to attract a larger, more casual audience. The game received mixed reviews from critics, and was considered Rare's worst and least-popular game.<ref>{{Cite web |last=Towell |first=Justin |date=22 October 2015 |title=Why Rare's supposedly worst, least popular game is actually my favourite |url=https://www.gamesradar.com/why-rares-supposedly-worst-least-popular-game-actually-my-favourite/?tag=grsocial-20 |url-status=live |archive-url=https://web.archive.org/web/20160129102415/http://www.gamesradar.com/why-rares-supposedly-worst-least-popular-game-actually-my-favourite/?tag=grsocial-20 |archive-date=29 January 2016 |access-date=29 December 2015 |website=]}}</ref> At ], Microsoft's ] said that Rare had obtained ] ]s and was working on two games for the Nintendo DS. Shortly afterwards, Microsoft issued a statement that the company and its studios had no plans for Nintendo DS development. However, in July 2005, Rare posted job openings for Nintendo DS development on its website and said that it was creating "key" DS games.<ref>{{Cite web |date=8 July 2005 |title=Rare DS Development Reconfirmed |url=http://www.gamezone.com/originals/rare-ds-development-re-confirmed |url-status=live |archive-url=https://web.archive.org/web/20160127185839/http://www.gamezone.com/originals/rare-ds-development-re-confirmed |archive-date=27 January 2016 |access-date=29 December 2015 |website=GameZone}}</ref> Only two were ever released, with the first one being '']'', a ] of the ] title '']'' which was released in February 2007,<ref>{{Cite web |last=Purchese |first=Robert |date=26 February 2007 |title=Diddy Kong Racing dated |url=http://www.eurogamer.net/articles/diddy-kong-racing-dated |url-status=live |archive-url=https://web.archive.org/web/20160128084433/http://www.eurogamer.net/articles/diddy-kong-racing-dated |archive-date=28 January 2016 |access-date=29 December 2015 |website=]}}</ref> and the second being '']'', a ], released in September 2008.<ref>{{cite web |url=http://www.thq-games.com/uk/game/show/4311/Viva%20Pinata:%20Pocket%20Paradise |title=THQ Press Release |publisher=Thq-games.com |access-date=2022-06-17 |archive-url=https://web.archive.org/web/20090718174925/http://www.thq-games.com/uk/game/show/4311/Viva%20Pinata:%20Pocket%20Paradise |archive-date=2009-07-18 |url-status=dead }}</ref> Both games support the Nintendo DS ]. | ||
Rare released '']'', a remake of '']'', in 2005 with updated graphics and a reworked multiplayer option. The game received generally favourable reviews<ref>{{Cite web |last=Goldstein |first=Hilary |date=12 April 2005 |title=Conker: Playing With Yourself |url=https://www.ign.com/articles/2005/04/12/conker-playing-with-yourself |url-status=live |archive-url=https://web.archive.org/web/20160128082202/http://www.ign.com/articles/2005/04/12/conker-playing-with-yourself |archive-date=28 January 2016 |access-date=29 December 2015 |website=]}}</ref> but, similar to ''Bad Fur Day'', was a commercial failure.<ref name="Doc 5" /> Xbox successor ] was released in 2005, and two of its ]s were developed by Rare: '']'' and '']''. ''Zero'', a prequel to the first ''Perfect Dark'', was originally intended for GameCube before its redesign as an Xbox 360 game. Rare removed several features to meet the game's release deadline in 2005.<ref>{{Cite web |last=Ransom-Wiley |first=James |date=27 September 2005 |title=Perfect Dark scaled down to meet launch deadline |url=https://www.engadget.com/2005/09/27/perfect-dark-scaled-down-to-meet-launch-deadline/ |url-status=live |archive-url=https://web.archive.org/web/20121018145233/http://www.joystiq.com/2005/09/27/perfect-dark-scaled-down-to-meet-launch-deadline/ |archive-date=18 October 2012 |access-date=29 December 2015 |website=]}}</ref> ''Kameo: Elements of Power'' was also intended for the GameCube. A new ], in it the player character ] to solve puzzles. Although both received generally positive reviews from critics and sold more than a million copies,<ref name="IGN history" /> they were considered disappointments.<ref name="Doc 5" /> | Rare released '']'', a remake of '']'', in 2005 with updated graphics and a reworked multiplayer option. The game received generally favourable reviews<ref>{{Cite web |last=Goldstein |first=Hilary |date=12 April 2005 |title=Conker: Playing With Yourself |url=https://www.ign.com/articles/2005/04/12/conker-playing-with-yourself |url-status=live |archive-url=https://web.archive.org/web/20160128082202/http://www.ign.com/articles/2005/04/12/conker-playing-with-yourself |archive-date=28 January 2016 |access-date=29 December 2015 |website=]}}</ref> but, similar to ''Bad Fur Day'', was a commercial failure.<ref name="Doc 5" /> Xbox successor ] was released in 2005, and two of its ]s were developed by Rare: '']'' and '']''. ''Zero'', a prequel to the first ''Perfect Dark'', was originally intended for GameCube before its redesign as an Xbox 360 game. Rare removed several features to meet the game's release deadline in 2005.<ref>{{Cite web |last=Ransom-Wiley |first=James |date=27 September 2005 |title=Perfect Dark scaled down to meet launch deadline |url=https://www.engadget.com/2005/09/27/perfect-dark-scaled-down-to-meet-launch-deadline/ |url-status=live |archive-url=https://web.archive.org/web/20121018145233/http://www.joystiq.com/2005/09/27/perfect-dark-scaled-down-to-meet-launch-deadline/ |archive-date=18 October 2012 |access-date=29 December 2015 |website=]}}</ref> ''Kameo: Elements of Power'' was also intended for the GameCube. A new ], in it the player character ] to solve puzzles. Although both received generally positive reviews from critics and sold more than a million copies,<ref name="IGN history" /> they were considered disappointments.<ref name="Doc 5" /> | ||
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Rare unveiled work on ], '']'' (the next game in the ''] '' series), and '']'' in 2008. Made by the core team that developed the first ''Banjo-Kazooie'',<ref>{{Cite web |last=Minkley |first=Johnny |date=10 February 2006 |title=N64 team working on Banjo 360 |url=http://www.eurogamer.net/article.php?article_id=68284 |url-status=live |archive-url=https://web.archive.org/web/20061007041058/http://www.eurogamer.net/article.php?article_id=68284 |archive-date=7 October 2006 |access-date=2 October 2006 |website=]}}</ref> ''Nuts & Bolts'' received significant criticism from players due to its focus on vehicle construction rather than traditional platforming.<ref name="RR">{{Cite web |last=Berghammer |first=Billy |title=A Rare Look At Rare |url=http://www.1up.com/features/rare-rare?pager.offset=4 |url-status=dead |archive-url=https://web.archive.org/web/20160128014446/http://www.1up.com/features/rare-rare?pager.offset=4 |archive-date=28 January 2016 |access-date=30 December 2015 |website=]}}</ref> Though generally receiving positive reviews, the company's games for Microsoft sold poorly and Microsoft decided to restructure the studio at the end of the decade.<ref name="GS Rare restructures">{{Cite web |last=Tor Thorsen |date=17 February 2009 |title=Rare restructures, Microsoft warns of earnings slip |url=http://www.gamespot.com/articles/rare-restructures-microsoft-warns-of-earnings-slip/1100-6204772/ |url-status=live |archive-url=https://web.archive.org/web/20160307002142/http://www.gamespot.com/articles/rare-restructures-microsoft-warns-of-earnings-slip/1100-6204772/ |archive-date=7 March 2016 |access-date=16 April 2011 |website=]}}</ref> In March 2010, Rare opened a new facility at Fazeley Studios in ], ].<ref name="newfacility">{{Cite web |last=Garratt |first=Patrick |date=2 March 2010 |title=Rare announces "new studio facility" in Birmingham |url=http://www.vg247.com/2010/03/02/rare-announces-new-studio-facility-in-birmingham/ |url-status=live |archive-url=https://web.archive.org/web/20160127161843/http://www.vg247.com/2010/03/02/rare-announces-new-studio-facility-in-birmingham/ |archive-date=27 January 2016 |access-date=22 January 2016 |website=]}}</ref> Later that year, Microsoft confirmed that Scott Henson, a developer who had worked on the hardware and software designs of the Xbox 360 console and ] for Xbox 360, replaced Mark Betteridge as studio manager and announced a focus on Xbox Live avatars.<ref name="Edge Scott Henson">{{Cite magazine |last=David Valjalo |date=28 October 2010 |title=Scott Henson Appointed Studio Manager Of Rare |url=http://www.edge-online.com/news/scott-henson-appointed-studio-manager-rare |archive-url=https://web.archive.org/web/20120418225405/http://www.edge-online.com/news/scott-henson-appointed-studio-manager-rare |archive-date=18 April 2012 |access-date=2 April 2011 |magazine=]}}</ref> Rare also shifted their focus to Kinect.<ref>{{Cite web |last=Hanson |first=Steven |date=16 December 2015 |title=Microsoft didn't push for Kinect development, Rare chose it |url=http://www.destructoid.com/microsoft-didn-t-push-for-kinect-development-rare-chose-it-327384.phtml |url-status=live |archive-url=https://web.archive.org/web/20160119031052/http://www.destructoid.com/microsoft-didn-t-push-for-kinect-development-rare-chose-it-327384.phtml |archive-date=19 January 2016 |access-date=31 December 2015 |website=]}}</ref><ref name="Fall of Kinect">{{Cite web |last=Evans-Thirlwell |first=Edwin |date=16 December 2015 |title=Rare and the rise and fall of Kinect |url=http://www.eurogamer.net/articles/2015-12-16-rare-kinect-rise-and-fall |url-status=live |archive-url=https://web.archive.org/web/20160203091731/http://www.eurogamer.net/articles/2015-12-16-rare-kinect-rise-and-fall |archive-date=3 February 2016 |access-date=16 December 2015 |website=]}}</ref> According to Henson, "Kinect will be the main focus for Rare going forwards as it's a very rich canvas. This is just the beginning of an experience that will touch millions of people".<ref name="Digital Spy">{{Cite web |last=Matthew Reynolds |date=28 October 2010 |title=Rare: 'Kinect will be our main focus' |url=http://www.digitalspy.co.uk/gaming/news/a284690/rare-kinect-will-be-our-main-focus.html?rss |url-status=live |archive-url=https://web.archive.org/web/20151224140900/http://www.digitalspy.com/gaming/news/a284690/rare-kinect-will-be-our-main-focus/ |archive-date=24 December 2015 |access-date=2 April 2011 |website=]}}</ref> Rare's first Kinect project, '']'', was released in November 2010. Originally titled ''Sports Star'', a more-complex sports ], the game was streamlined into what Microsoft executive ] hoped would be the Kinect equivalent of '']''. According to a former Rare employee, the team was worried about the game during its development because of Kinect's limitations.<ref name="Fall of Kinect" /> Its reviews were average,<ref name="MC Kinect Sports">{{Cite web |title=Kinect Sports critic reviews |url=https://www.metacritic.com/game/kinect-sports/critic-reviews/?platform=xbox-360 |url-status=live |archive-url=https://web.archive.org/web/20160124050244/http://www.metacritic.com/game/xbox-360/kinect-sports |archive-date=24 January 2016 |access-date=27 March 2011 |website=]}}</ref> but it was a commercial success, selling three million units by May 2011.<ref name="Kinect Sports sales">{{Cite web |last=Tom Magrino |date=12 May 2011 |title=Xbox 360 tops April console sales, Kinect library to triple in 2011 |url=http://www.gamespot.com/articles/xbox-360-tops-april-console-sales-kinect-library-to-triple-in-2011/1100-6313539/ |url-status=live |archive-url=https://web.archive.org/web/20180124135513/https://www.gamespot.com/articles/xbox-360-tops-april-console-sales-kinect-library-to-triple-in-2011/1100-6313539/ |archive-date=24 January 2018 |access-date=13 May 2011 |website=]}}</ref> Rare and ], another Microsoft studio, collaborated on the development of a sequel, '']''.<ref name="Fall of Kinect" /> | Rare unveiled work on ], '']'' (the next game in the ''] '' series), and '']'' in 2008. Made by the core team that developed the first ''Banjo-Kazooie'',<ref>{{Cite web |last=Minkley |first=Johnny |date=10 February 2006 |title=N64 team working on Banjo 360 |url=http://www.eurogamer.net/article.php?article_id=68284 |url-status=live |archive-url=https://web.archive.org/web/20061007041058/http://www.eurogamer.net/article.php?article_id=68284 |archive-date=7 October 2006 |access-date=2 October 2006 |website=]}}</ref> ''Nuts & Bolts'' received significant criticism from players due to its focus on vehicle construction rather than traditional platforming.<ref name="RR">{{Cite web |last=Berghammer |first=Billy |title=A Rare Look At Rare |url=http://www.1up.com/features/rare-rare?pager.offset=4 |url-status=dead |archive-url=https://web.archive.org/web/20160128014446/http://www.1up.com/features/rare-rare?pager.offset=4 |archive-date=28 January 2016 |access-date=30 December 2015 |website=]}}</ref> Though generally receiving positive reviews, the company's games for Microsoft sold poorly and Microsoft decided to restructure the studio at the end of the decade.<ref name="GS Rare restructures">{{Cite web |last=Tor Thorsen |date=17 February 2009 |title=Rare restructures, Microsoft warns of earnings slip |url=http://www.gamespot.com/articles/rare-restructures-microsoft-warns-of-earnings-slip/1100-6204772/ |url-status=live |archive-url=https://web.archive.org/web/20160307002142/http://www.gamespot.com/articles/rare-restructures-microsoft-warns-of-earnings-slip/1100-6204772/ |archive-date=7 March 2016 |access-date=16 April 2011 |website=]}}</ref> In March 2010, Rare opened a new facility at Fazeley Studios in ], ].<ref name="newfacility">{{Cite web |last=Garratt |first=Patrick |date=2 March 2010 |title=Rare announces "new studio facility" in Birmingham |url=http://www.vg247.com/2010/03/02/rare-announces-new-studio-facility-in-birmingham/ |url-status=live |archive-url=https://web.archive.org/web/20160127161843/http://www.vg247.com/2010/03/02/rare-announces-new-studio-facility-in-birmingham/ |archive-date=27 January 2016 |access-date=22 January 2016 |website=]}}</ref> Later that year, Microsoft confirmed that Scott Henson, a developer who had worked on the hardware and software designs of the Xbox 360 console and ] for Xbox 360, replaced Mark Betteridge as studio manager and announced a focus on Xbox Live avatars.<ref name="Edge Scott Henson">{{Cite magazine |last=David Valjalo |date=28 October 2010 |title=Scott Henson Appointed Studio Manager Of Rare |url=http://www.edge-online.com/news/scott-henson-appointed-studio-manager-rare |archive-url=https://web.archive.org/web/20120418225405/http://www.edge-online.com/news/scott-henson-appointed-studio-manager-rare |archive-date=18 April 2012 |access-date=2 April 2011 |magazine=]}}</ref> Rare also shifted their focus to Kinect.<ref>{{Cite web |last=Hanson |first=Steven |date=16 December 2015 |title=Microsoft didn't push for Kinect development, Rare chose it |url=http://www.destructoid.com/microsoft-didn-t-push-for-kinect-development-rare-chose-it-327384.phtml |url-status=live |archive-url=https://web.archive.org/web/20160119031052/http://www.destructoid.com/microsoft-didn-t-push-for-kinect-development-rare-chose-it-327384.phtml |archive-date=19 January 2016 |access-date=31 December 2015 |website=]}}</ref><ref name="Fall of Kinect">{{Cite web |last=Evans-Thirlwell |first=Edwin |date=16 December 2015 |title=Rare and the rise and fall of Kinect |url=http://www.eurogamer.net/articles/2015-12-16-rare-kinect-rise-and-fall |url-status=live |archive-url=https://web.archive.org/web/20160203091731/http://www.eurogamer.net/articles/2015-12-16-rare-kinect-rise-and-fall |archive-date=3 February 2016 |access-date=16 December 2015 |website=]}}</ref> According to Henson, "Kinect will be the main focus for Rare going forwards as it's a very rich canvas. This is just the beginning of an experience that will touch millions of people".<ref name="Digital Spy">{{Cite web |last=Matthew Reynolds |date=28 October 2010 |title=Rare: 'Kinect will be our main focus' |url=http://www.digitalspy.co.uk/gaming/news/a284690/rare-kinect-will-be-our-main-focus.html?rss |url-status=live |archive-url=https://web.archive.org/web/20151224140900/http://www.digitalspy.com/gaming/news/a284690/rare-kinect-will-be-our-main-focus/ |archive-date=24 December 2015 |access-date=2 April 2011 |website=]}}</ref> Rare's first Kinect project, '']'', was released in November 2010. Originally titled ''Sports Star'', a more-complex sports ], the game was streamlined into what Microsoft executive ] hoped would be the Kinect equivalent of '']''. According to a former Rare employee, the team was worried about the game during its development because of Kinect's limitations.<ref name="Fall of Kinect" /> Its reviews were average,<ref name="MC Kinect Sports">{{Cite web |title=Kinect Sports critic reviews |url=https://www.metacritic.com/game/kinect-sports/critic-reviews/?platform=xbox-360 |url-status=live |archive-url=https://web.archive.org/web/20160124050244/http://www.metacritic.com/game/xbox-360/kinect-sports |archive-date=24 January 2016 |access-date=27 March 2011 |website=]}}</ref> but it was a commercial success, selling three million units by May 2011.<ref name="Kinect Sports sales">{{Cite web |last=Tom Magrino |date=12 May 2011 |title=Xbox 360 tops April console sales, Kinect library to triple in 2011 |url=http://www.gamespot.com/articles/xbox-360-tops-april-console-sales-kinect-library-to-triple-in-2011/1100-6313539/ |url-status=live |archive-url=https://web.archive.org/web/20180124135513/https://www.gamespot.com/articles/xbox-360-tops-april-console-sales-kinect-library-to-triple-in-2011/1100-6313539/ |archive-date=24 January 2018 |access-date=13 May 2011 |website=]}}</ref> Rare and ], another Microsoft studio, collaborated on the development of a sequel, '']''.<ref name="Fall of Kinect" /> | ||
In March 2011, Scott Henson announced that Craig Duncan, who had worked on '']'' and the '']'' series, was hired as senior studio director.<ref name="Craig Duncan">{{Cite magazine |last=Freeman |first=Will |date=21 March 2011 |title=Craig Duncan joins Rare |url=http://www.develop-online.net/news/craig-duncan-joins-rare/0108992 |url-status=live |archive-url=https://web.archive.org/web/20160128142528/http://www.develop-online.net/news/craig-duncan-joins-rare/0108992 |archive-date=28 January 2016 |access-date=10 July 2011 |website=]}}</ref> Simon Woodroffe, who had worked at several studios (including ], ], ], and ]), became the studio's creative director in April 2012.<ref name="Simon Woodroffe">{{Cite web |last=Wesley Yin-Poole |date=17 April 2012 |title=Sega design chief joins Kinect Sports dev Rare |url=http://www.eurogamer.net/articles/2012-04-17-sega-design-chief-joins-kinect-sports-dev-rare |url-status=live |archive-url=https://web.archive.org/web/20160304060233/http://www.eurogamer.net/articles/2012-04-17-sega-design-chief-joins-kinect-sports-dev-rare |archive-date=4 March 2016 |access-date=10 May 2012 |website=]}}</ref> A Rare property, '']'', was ] in 2013. The company had a supporting role in its development, assisting lead developer ].<ref>{{Cite web |last=Lien |first=Tracey |date=10 June 2013 |title=Killer Instinct coming to Xbox One |url=http://www.polygon.com/2013/6/10/4415044/killer-instinct-coming-to-xbox-one |url-status=live |archive-url=https://web.archive.org/web/20160123225835/http://www.polygon.com/2013/6/10/4415044/killer-instinct-coming-to-xbox-one |archive-date=23 January 2016 |access-date=30 December 2015 |website=]}}</ref> Another Rare mascot, Conker, was also featured in another Microsoft game, '']'' as episodic ]. Known as ''Conker's Big Reunion'', it was cancelled in 2015.<ref>{{Cite web |last=Pereira |first=Chris |date=28 September 2015 |title=Conker DLC Canceled as Project Spark Goes Completely Free (Not Free-to-Play) |url=http://www.gamespot.com/articles/conker-dlc-canceled-as-project-spark-goes-complete/1100-6430969/ |url-status=live |archive-url=https://web.archive.org/web/20160122225211/http://www.gamespot.com/articles/conker-dlc-canceled-as-project-spark-goes-complete/1100-6430969/ |archive-date=22 January 2016 |access-date=22 January 2016 |website=]}}</ref> | In March 2011, Scott Henson announced that Craig Duncan, who had worked on '']'' and the '']'' series, was hired as senior studio director.<ref name="Craig Duncan">{{Cite magazine |last=Freeman |first=Will |date=21 March 2011 |title=Craig Duncan joins Rare |url=http://www.develop-online.net/news/craig-duncan-joins-rare/0108992 |url-status=live |archive-url=https://web.archive.org/web/20160128142528/http://www.develop-online.net/news/craig-duncan-joins-rare/0108992 |archive-date=28 January 2016 |access-date=10 July 2011 |website=]}}</ref> Simon Woodroffe, who had worked at several studios (including ], ], ], and ]), became the studio's creative director in April 2012.<ref name="Simon Woodroffe">{{Cite web |last=Wesley Yin-Poole |date=17 April 2012 |title=Sega design chief joins Kinect Sports dev Rare |url=http://www.eurogamer.net/articles/2012-04-17-sega-design-chief-joins-kinect-sports-dev-rare |url-status=live |archive-url=https://web.archive.org/web/20160304060233/http://www.eurogamer.net/articles/2012-04-17-sega-design-chief-joins-kinect-sports-dev-rare |archive-date=4 March 2016 |access-date=10 May 2012 |website=]}}</ref> A Rare property, '']'', was ] in 2013. The company had a supporting role in its development, assisting lead developer ].<ref>{{Cite web |last=Lien |first=Tracey |date=10 June 2013 |title=Killer Instinct coming to Xbox One |url=http://www.polygon.com/2013/6/10/4415044/killer-instinct-coming-to-xbox-one |url-status=live |archive-url=https://web.archive.org/web/20160123225835/http://www.polygon.com/2013/6/10/4415044/killer-instinct-coming-to-xbox-one |archive-date=23 January 2016 |access-date=30 December 2015 |website=]}}</ref> Another Rare mascot, Conker, was also featured in another Microsoft game, '']'' as episodic ]. Known as ''Conker's Big Reunion'', it was cancelled in 2015.<ref>{{Cite web |last=Pereira |first=Chris |date=28 September 2015 |title=Conker DLC Canceled as Project Spark Goes Completely Free (Not Free-to-Play) |url=http://www.gamespot.com/articles/conker-dlc-canceled-as-project-spark-goes-complete/1100-6430969/ |url-status=live |archive-url=https://web.archive.org/web/20160122225211/http://www.gamespot.com/articles/conker-dlc-canceled-as-project-spark-goes-complete/1100-6430969/ |archive-date=22 January 2016 |access-date=22 January 2016 |website=]}}</ref> | ||
{{quotebox|quote=Are they gonna go: Rare is back? And what my answer would be is, Rare has never gone away. We've just changed and made different types of games.|source= — Craig Duncan, head of Rare on their "next project" in 2014.<ref name="KSR" />|width=33%}} | {{quotebox|quote=Are they gonna go: Rare is back? And what my answer would be is, Rare has never gone away. We've just changed and made different types of games.|source= — Craig Duncan, head of Rare on their "next project" in 2014.<ref name="KSR" />|width=33%}} | ||
Rare released '']'' in 2014. The game was worked on by 150 staff members and a new game engine was developed for it.<ref name="KSR" /> The game was a commercial failure and following Microsoft's announcement that Kinect would no longer be a priority, about 15 Rare employees were laid off.<ref name="KSR flop">{{Cite web |last=Yin-Poole |first=Wesley |date=19 May 2014 |title=Layoffs hit Rare following Kinect Sports Rivals flop |url=http://www.eurogamer.net/articles/2014-05-19-layoffs-hit-rare-following-kinect-sports-rivals-flop |url-status=live |archive-url=https://web.archive.org/web/20140520002818/http://www.eurogamer.net/articles/2014-05-19-layoffs-hit-rare-following-kinect-sports-rivals-flop |archive-date=20 May 2014 |access-date=8 June 2014 |website=]}}</ref> On 10 February 2015, a group of former Rare employees announced the formation of a new studio, ], and planned a "spiritual successor" to the ''Banjo-Kazooie'' franchise titled '']'', which was released on 11 April 2017 with mixed reviews.<ref>{{Cite web |last=Phillips |first=Tom |date=17 June 2015 |title=Yooka-Laylee Kickstarter concludes with £2.1m raised |url=http://www.eurogamer.net/articles/2015-06-17-yooka-laylee-kickstarter-concludes-with-2-1m-raised |url-status=live |archive-url=https://web.archive.org/web/20160128031648/http://www.eurogamer.net/articles/2015-06-17-yooka-laylee-kickstarter-concludes-with-2-1m-raised |archive-date=28 January 2016 |access-date=30 December 2015 |website=]}}</ref> According to Rare composer ], the year 2015 would be significant for the company.<ref>{{Cite web |last=Moser |first=Cassidee |date=8 January 2015 |title=Composer Teases "Huge Year" for Rare |url=https://www.ign.com/articles/2015/01/08/composer-teases-huge-year-for-rare |url-status=live |archive-url=https://web.archive.org/web/20160128022417/http://www.ign.com/articles/2015/01/08/composer-teases-huge-year-for-rare |archive-date=28 January 2016 |access-date=30 December 2015 |website=]}}</ref> At ], a new compilation game, '']'' celebrating the studio's 30th anniversary, was introduced; it was released in August.<ref>{{Cite web |last=Krupa |first=Daniel |date=15 June 2015 |title=E3 2015: Rare Replay Announced for Xbox One |url=https://www.ign.com/articles/2015/06/15/e3-2015-rare-replay-announced-for-xbox-one |url-status=live |archive-url=https://web.archive.org/web/20160123210856/http://www.ign.com/articles/2015/06/15/e3-2015-rare-replay-announced-for-xbox-one |archive-date=23 January 2016 |access-date=31 January 2016 |website=]}}</ref> The compilation's thirty titles only |
Rare released '']'' in 2014. The game was worked on by 150 staff members and a new game engine was developed for it.<ref name="KSR" /> The game was a commercial failure and following Microsoft's announcement that Kinect would no longer be a priority, about 15 Rare employees were laid off.<ref name="KSR flop">{{Cite web |last=Yin-Poole |first=Wesley |date=19 May 2014 |title=Layoffs hit Rare following Kinect Sports Rivals flop |url=http://www.eurogamer.net/articles/2014-05-19-layoffs-hit-rare-following-kinect-sports-rivals-flop |url-status=live |archive-url=https://web.archive.org/web/20140520002818/http://www.eurogamer.net/articles/2014-05-19-layoffs-hit-rare-following-kinect-sports-rivals-flop |archive-date=20 May 2014 |access-date=8 June 2014 |website=]}}</ref> On 10 February 2015, a group of former Rare employees announced the formation of a new studio, ], and planned a "spiritual successor" to the ''Banjo-Kazooie'' franchise titled '']'', which was released on 11 April 2017 with mixed reviews.<ref>{{Cite web |last=Phillips |first=Tom |date=17 June 2015 |title=Yooka-Laylee Kickstarter concludes with £2.1m raised |url=http://www.eurogamer.net/articles/2015-06-17-yooka-laylee-kickstarter-concludes-with-2-1m-raised |url-status=live |archive-url=https://web.archive.org/web/20160128031648/http://www.eurogamer.net/articles/2015-06-17-yooka-laylee-kickstarter-concludes-with-2-1m-raised |archive-date=28 January 2016 |access-date=30 December 2015 |website=]}}</ref> According to Rare composer ], the year 2015 would be significant for the company.<ref>{{Cite web |last=Moser |first=Cassidee |date=8 January 2015 |title=Composer Teases "Huge Year" for Rare |url=https://www.ign.com/articles/2015/01/08/composer-teases-huge-year-for-rare |url-status=live |archive-url=https://web.archive.org/web/20160128022417/http://www.ign.com/articles/2015/01/08/composer-teases-huge-year-for-rare |archive-date=28 January 2016 |access-date=30 December 2015 |website=]}}</ref> At ], a new compilation game, '']'' celebrating the studio's 30th anniversary, was introduced; it was released in August.<ref>{{Cite web |last=Krupa |first=Daniel |date=15 June 2015 |title=E3 2015: Rare Replay Announced for Xbox One |url=https://www.ign.com/articles/2015/06/15/e3-2015-rare-replay-announced-for-xbox-one |url-status=live |archive-url=https://web.archive.org/web/20160123210856/http://www.ign.com/articles/2015/06/15/e3-2015-rare-replay-announced-for-xbox-one |archive-date=23 January 2016 |access-date=31 January 2016 |website=]}}</ref> The compilation's thirty titles only included games to which Rare owned the intellectual property.<ref>{{Cite web |last=J. Seppala |first=Timothy |date=7 August 2015 |title='Rare Replay': gaming classics at their best-worst |url=https://www.engadget.com/2015/08/07/rare-replay-review/ |url-status=live |archive-url=https://web.archive.org/web/20160103043333/http://www.engadget.com/2015/08/07/rare-replay-review/ |archive-date=3 January 2016 |access-date=30 December 2015 |website=]}}</ref> Because of this, Rare's ] Drew Quakenbush noted it was the reason ''GoldenEye 007''<nowiki/>'s absence from the compilation.<ref>{{cite web|url=https://www.polygon.com/e3-2015/2015/6/16/8788431/rare-replay-e3-goldeneye-007-n64-xbox-one-hd-software-collection-e3|title=Rare's operations director talks about inclusion of GoldenEye N64 on Rare Replay collection|website=]|date=June 16, 2015|access-date=November 26, 2021}}</ref> ''Rare Replay'' became the most pre-ordered game shown at E3 that year and received critical acclaim upon launch.<ref>{{Cite web |last=O'Connell |first=Jason |date=29 June 2015 |title=Rare Won't Be Like it was in the '90s…Ever Again |url=http://www.hardcoregamer.com/2015/06/29/rare-wont-be-like-it-was-in-the-90sever-again/156214/ |url-status=live |archive-url=https://web.archive.org/web/20151217173341/http://www.hardcoregamer.com/2015/06/29/rare-wont-be-like-it-was-in-the-90sever-again/156214/ |archive-date=17 December 2015 |access-date=22 January 2016 |website=Hardcore Gamer}}</ref><ref name="metacritic">{{Cite web |title=Rare Replay Critic Reviews for Xbox One |url=https://www.metacritic.com/game/rare-replay/critic-reviews/?platform=xbox-one |url-status=live |archive-url=https://web.archive.org/web/20151105010729/http://www.metacritic.com/game/xbox-one/rare-replay/critic-reviews |archive-date=5 November 2015 |access-date=9 December 2015 |website=]}}</ref> A new game, '']'', a multiplayer ] marketed as "The Best Game That Rare Has Ever Made",<ref>{{Cite web |last=Makuch |first=Eddie |date=12 September 2015 |title=Xbox One's Sea of Thieves is "The Best Game That Rare Has Ever Made" |url=http://www.gamespot.com/articles/xbox-ones-sea-of-thieves-is-the-best-game-that-rar/1100-6430510/ |url-status=live |archive-url=https://web.archive.org/web/20160129195806/http://www.gamespot.com/articles/xbox-ones-sea-of-thieves-is-the-best-game-that-rar/1100-6430510/ |archive-date=29 January 2016 |access-date=22 January 2016 |website=]}}</ref> was introduced at E3 that year.<ref name="Sea of Thieves">{{Cite web |last=John Bedford |date=15 June 2015 |title=Rare announces Sea of Thieves |url=http://www.eurogamer.net/articles/2015-06-15-rare-announces-sea-of-thieves |url-status=live |archive-url=https://web.archive.org/web/20150621063216/http://www.eurogamer.net/articles/2015-06-15-rare-announces-sea-of-thieves |archive-date=21 June 2015 |access-date=2 October 2015 |website=]}}</ref> It was delayed at the following year's ] and was released on 20 March 2018. The game received mixed reviews,<ref>{{Cite web|url=https://www.engadget.com/2017/12/08/sea-of-thieves-release-date-march-20/|title = Pirate simulator 'Sea of Thieves' hits Xbox on March 20th| date=8 December 2017 }}</ref><ref>{{Cite web |title=Sea of Thieves for PC Reviews |url=https://www.metacritic.com/game/sea-of-thieves/critic-reviews/?platform=pc |access-date=22 March 2018 |website=]}}</ref> but was a commercial success; in January 2020, Microsoft declared it the most successful IP it released in the ], with more than 10 million players.<ref>{{Cite web |last=Winslow |first=Jeremy |date=8 January 2020 |title=Sea Of Thieves Is Now Xbox's "Most Successful" New IP Of The Generation |url=https://www.gamespot.com/articles/sea-of-thieves-is-now-xboxs-most-successful-new-ip/1100-6472598/ |access-date=25 March 2020 |website=]}}</ref> The game was also released on the ], marking it as Rare's first product on a ] console.<ref>{{Cite news |last=Mackenzie |first=Oliver |date=2024-04-20 |title=Sea of Thieves on PlayStation 5: the next big Xbox multi-platform game tested |url=https://www.eurogamer.net/digitalfoundry-2024-sea-of-thieves-on-playstation-5-the-next-big-xbox-multi-platform-game-tested |access-date=2024-10-27 |work=Eurogamer.net |language=en}}</ref> | ||
Since 2018, Rare has been working with ] on ] for the Xbox One and Windows, which was eventually released in 2020.<ref>{{Cite web |last=Desatoff |first=Sam |date=8 October 2018 |title=Dlala Is Looking to Add to Its Team as Development on Battletoads Continues |url=https://www.pcgamesn.com/battletoads/dlala-hiring-battletoads-rare |access-date=22 December 2019 |website=] |language=en-GB}}</ref> |
Since 2018, Rare has been working with ] on ] for the Xbox One and Windows, which was eventually released in 2020.<ref>{{Cite web |last=Desatoff |first=Sam |date=8 October 2018 |title=Dlala Is Looking to Add to Its Team as Development on Battletoads Continues |url=https://www.pcgamesn.com/battletoads/dlala-hiring-battletoads-rare |access-date=22 December 2019 |website=] |language=en-GB}}</ref> Rare would also reconnect with Nintendo in 2019 through the addition of Banjo & Kazooie as playable characters in the crossover fighting game '']'' for the ] as well as re-releases of their games on ].<ref>{{Cite web |last=Totilo |first=Stephen |date=10 June 2019 |title=Xbox Boss Phil Spencer Says Banjo In Smash Was An Easy Deal To Make |url=https://kotaku.com/xbox-boss-phil-spencer-says-banjo-in-smash-was-an-easy-1835418742 |access-date=11 June 2019 |website=] |language=en-US}}</ref><ref>{{Cite web |last=Yin-Poole |first=Wesley |date=2024-02-21 |title=Nintendo Switch Online Gets More Classic Rare Games Today |url=https://www.ign.com/articles/nintendo-switch-online-gets-more-classic-rare-games-today |access-date=2024-10-27 |website=IGN |language=en}}</ref> At the X019 event in November 2019, Rare announced it was developing '']'', an action-adventure game for Windows and ].<ref>{{Cite web |last=Warren |first=Tom |date=14 November 2019 |title=Rare unveils Everwild, a new exclusive game for Xbox and Windows 10 |url=https://www.theverge.com/2019/11/14/20965203/rare-everwild-xbox-windows-10-new-game-watch-trailer |access-date=7 April 2020 |website=]}}</ref> As of January 2020, Rare had more than 200 employees, after growing at a consistent pace for five years.<ref>{{cite web|url=https://www.gamesindustry.biz/articles/2020-01-29-who-saved-rare|title=Who saved Rare?|website=]|date=January 30, 2020|access-date=November 26, 2021|first=Christopher|last=Dring}}</ref> On October 14, 2024, Microsoft announced that Duncan will be promoted to head of Xbox Game Studios in November to succeed the outgoing Alan Hartman, with Joe Neate and Jim Horth to succeed him as studio heads.<ref>{{Cite web |last=Warren |first=Tom |date=2024-10-14 |title=Rare boss Craig Duncan promoted to Xbox Game Studios chief |url=https://www.theverge.com/2024/10/14/24269896/microsoft-xbox-game-studios-craig-duncan-promotion |access-date=2024-11-01 |website=The Verge |language=en}}</ref> | ||
==Culture== | ==Culture== | ||
According to Mark Betteridge, one of Rare's main goals is to create games people will find enjoyable rather than just to earn profit.<ref name="RR" /> The Stamper brothers gave the team considerable creative freedom, although they would intervene if a product was technically flawed or under-performing. Some employees noted that working for Rare in its early days could be difficult, with staff members allowed 30 minutes for lunch and possibly working more than 60 hours a week. Nintendo worked closely with Rare, and their relationship was described as a "creative partnership" by '']'' designer Justin Cook.<ref name="Killed" /> According to Hansen in 2010, innovation is very important to the company, thus they focus on trying out new technology, such as Xbox 360's Kinect.<ref>{{Cite web |last=Yin-Poole |first=Wesley |date=28 October 2010 |title=Rare's New Boss Reveals His Vision |url=http://www.eurogamer.net/articles/2010-10-28-rares-new-boss-reveals-his-vision-interview |access-date=23 April 2016 |website=]}}</ref> Historically the company has developed only for video game consoles, never for |
According to Mark Betteridge, one of Rare's main goals is to create games people will find enjoyable rather than just to earn profit.<ref name="RR" /> The Stamper brothers gave the team considerable creative freedom, although they would intervene if a product was technically flawed or under-performing. Some employees noted that working for Rare in its early days could be difficult, with staff members allowed 30 minutes for lunch and possibly working more than 60 hours a week. Nintendo worked closely with Rare, and their relationship was described as a "creative partnership" by '']'' designer Justin Cook.<ref name="Killed" /> According to Hansen in 2010, innovation is very important to the company, thus they focus on trying out new technology, such as Xbox 360's Kinect.<ref>{{Cite web |last=Yin-Poole |first=Wesley |date=28 October 2010 |title=Rare's New Boss Reveals His Vision |url=http://www.eurogamer.net/articles/2010-10-28-rares-new-boss-reveals-his-vision-interview |access-date=23 April 2016 |website=]}}</ref> Historically the company has developed only for video game consoles, never for ], with the Stamper brothers citing a preference for working on a stable standard format which is specifically designed for playing games.<ref name=NGen38/> According to Duncan in 2014, Rare would only develop games that had unique ideas, and will never develop a generic game with their intellectual properties.<ref name="KSR" /> | ||
{{quotebox|quote=Everybody likes to create this narrative that Microsoft are evil, but that's not the case – they were very supportive. I guess there were a few people who have since left who thought: 'I wanted to be working on this game or my pet project, and I didn't get to.' And they've kind of painted a picture that it's all Microsoft's fault.|source = — Gavin Price, former Rare employee and founder of ], about Microsoft.<ref name="Fall of Kinect" />|width=33%}} | {{quotebox|quote=Everybody likes to create this narrative that Microsoft are evil, but that's not the case – they were very supportive. I guess there were a few people who have since left who thought: 'I wanted to be working on this game or my pet project, and I didn't get to.' And they've kind of painted a picture that it's all Microsoft's fault.|source = — Gavin Price, former Rare employee and founder of ], about Microsoft.<ref name="Fall of Kinect" />|width=33%}} | ||
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], head of Microsoft Studios' publishing division at the time of acquisition, said that the company attempted to preserve Rare's culture so its staff could continue feeling that they worked for Rare rather than Microsoft. Rare employees differed about working conditions after the Microsoft acquisition. According to '']'' lead engineer Phil Tossell, conditions became more stressful after an "imperceptible" start, and the culture of the two companies began clashing.<ref name="clash" /> Tossell said that Microsoft gradually imposed a ] structure on Rare, including more performance reviews and meetings, to which some Rare members found difficulty in adapting. Some admitted that early changes, such as permitting team members to discuss projects they were not working on and allowing staff members to use the Internet or listen to music during work hours, were beneficial to team morale.<ref name="Killed" /> Betteridge called the overall change "positive", saying that Microsoft's capital could help Rare develop their projects.<ref name="RR" /> Former Rare employee Gavin Price said that some Microsoft executives, such as ], were supportive of the developer.<ref name="Fall of Kinect" /> ], a former composer at Rare, strongly criticised Microsoft following the acquisition.<ref>{{Cite web |date=10 July 2012 |title=Former Rare employee blames Microsoft for ruining them! |url=https://screwattack.roosterteeth.com/post/51215250 |url-status=dead |archive-url=https://web.archive.org/web/20160127225838/http://www.screwattack.com/news/former-rare-employee-blames-microsoft-ruining-them |archive-date=27 January 2016 |access-date=18 January 2016 |website=]}}</ref>{{Better source needed|date=January 2023}} Former Xbox executive ] voiced his disappointment with Rare's works after the acquisition. He noted that Rare employees were attempting to "recreate the glory years", but their skills had become outdated and were no longer "applicable in today's market".<ref>{{Cite web |last=Ashcraft |first=Brian |date=17 September 2008 |title=Peter Moore On Rare: "Skills Not Applicable Today" |url=http://kotaku.com/5050970/peter-moore-on-rare-skills-not-applicable-today |url-status=live |archive-url=https://web.archive.org/web/20160128122226/http://kotaku.com/5050970/peter-moore-on-rare-skills-not-applicable-today |archive-date=28 January 2016 |access-date=22 January 2016 |website=]}}</ref> Duncan insisted that there were still a lot of talented people working at Rare, and they will have a "bright future".<ref name="KSR">{{Cite web |last=Yin-Poole |first=Wesley |date=17 March 2014 |title=The Future of Rare: After Kinect Sports, will the legendary UK developer finally give fans what they really want? |url=http://www.eurogamer.net/articles/2014-03-17-the-future-of-rare |url-status=live |archive-url=https://web.archive.org/web/20160128024538/http://www.eurogamer.net/articles/2014-03-17-the-future-of-rare |archive-date=28 January 2016 |access-date=22 January 2016 |website=]}}</ref> | ], head of Microsoft Studios' publishing division at the time of acquisition, said that the company attempted to preserve Rare's culture so its staff could continue feeling that they worked for Rare rather than Microsoft. Rare employees differed about working conditions after the Microsoft acquisition. According to '']'' lead engineer Phil Tossell, conditions became more stressful after an "imperceptible" start, and the culture of the two companies began clashing.<ref name="clash" /> Tossell said that Microsoft gradually imposed a ] structure on Rare, including more performance reviews and meetings, to which some Rare members found difficulty in adapting. Some admitted that early changes, such as permitting team members to discuss projects they were not working on and allowing staff members to use the Internet or listen to music during work hours, were beneficial to team morale.<ref name="Killed" /> Betteridge called the overall change "positive", saying that Microsoft's capital could help Rare develop their projects.<ref name="RR" /> Former Rare employee Gavin Price said that some Microsoft executives, such as ], were supportive of the developer.<ref name="Fall of Kinect" /> ], a former composer at Rare, strongly criticised Microsoft following the acquisition.<ref>{{Cite web |date=10 July 2012 |title=Former Rare employee blames Microsoft for ruining them! |url=https://screwattack.roosterteeth.com/post/51215250 |url-status=dead |archive-url=https://web.archive.org/web/20160127225838/http://www.screwattack.com/news/former-rare-employee-blames-microsoft-ruining-them |archive-date=27 January 2016 |access-date=18 January 2016 |website=]}}</ref>{{Better source needed|date=January 2023}} Former Xbox executive ] voiced his disappointment with Rare's works after the acquisition. He noted that Rare employees were attempting to "recreate the glory years", but their skills had become outdated and were no longer "applicable in today's market".<ref>{{Cite web |last=Ashcraft |first=Brian |date=17 September 2008 |title=Peter Moore On Rare: "Skills Not Applicable Today" |url=http://kotaku.com/5050970/peter-moore-on-rare-skills-not-applicable-today |url-status=live |archive-url=https://web.archive.org/web/20160128122226/http://kotaku.com/5050970/peter-moore-on-rare-skills-not-applicable-today |archive-date=28 January 2016 |access-date=22 January 2016 |website=]}}</ref> Duncan insisted that there were still a lot of talented people working at Rare, and they will have a "bright future".<ref name="KSR">{{Cite web |last=Yin-Poole |first=Wesley |date=17 March 2014 |title=The Future of Rare: After Kinect Sports, will the legendary UK developer finally give fans what they really want? |url=http://www.eurogamer.net/articles/2014-03-17-the-future-of-rare |url-status=live |archive-url=https://web.archive.org/web/20160128024538/http://www.eurogamer.net/articles/2014-03-17-the-future-of-rare |archive-date=28 January 2016 |access-date=22 January 2016 |website=]}}</ref> | ||
Unlike other software developers, Rare acquired a reputation for secrecy; the approach to their office buildings, in Manor Park near ], was monitored by cameras. The company was internally divided into different |
Unlike other software developers, Rare acquired a reputation for secrecy; the approach to their office buildings, in Manor Park near ], was monitored by cameras. The company was internally divided into different ] where employees worked exclusively on their group's game.<ref name="no secret" /><ref name="video games daily" /> According to Tim Stamper, | ||
{{Blockquote|Rare has a different philosophy. We don't really have much contact with other game development companies and we just do things the way they've evolved. We try to employ people who are great games players and games enthusiasts and they're really interested in seeing the other games we're developing in the company, so it's really a group of games enthusiasts all working together to produce the best games they can – that's Rare.<ref name="video games daily" /> |Tim Stamper|February 2003 ''Video Games Daily'' interview|source=}} | {{Blockquote|Rare has a different philosophy. We don't really have much contact with other game development companies and we just do things the way they've evolved. We try to employ people who are great games players and games enthusiasts and they're really interested in seeing the other games we're developing in the company, so it's really a group of games enthusiasts all working together to produce the best games they can – that's Rare.<ref name="video games daily" /> |Tim Stamper|February 2003 ''Video Games Daily'' interview|source=}} | ||
Though normally secretive, Rare allowed several exclusive tours of its studio by ]s Rarenet in 1999,<ref>{{Cite web |title=Infiltrating Rare HQ |url=http://www.rarenet.com/Specials/RareVisit/index.html |url-status=unfit |archive-url=https://web.archive.org/web/20010128093300/http://www.rarenet.com/Specials/RareVisit/index.html |archive-date=28 January 2001 |access-date=31 May 2016 |publisher=rarenet.com}}</ref> Rare-Extreme in 2004<ref>{{Cite web |title=Tour of Rare HQ |url=http://www.rare-extreme.com/?section=tourofrare&page=the_grand_tour.html |url-status=unfit |archive-url=https://web.archive.org/web/20050404152413/http://www.rare-extreme.com/?section=tourofrare&page=the_grand_tour.html |archive-date=4 April 2005 |access-date=31 May 2016 |publisher=rare-extreme.com}}</ref> and again in 2009,<ref>{{Cite web |title=Second Tour of Rare HQ |url=http://www.rare-extreme.com/?start=8 |url-status=unfit |archive-url=https://web.archive.org/web/20100307030928/http://www.rare-extreme.com/?start=8 |archive-date=7 March 2010 |access-date=31 May 2016 |publisher=rare-extreme.com}}</ref> as well as by the website '']'' in 2006.<ref>{{Cite web |last=Bramwell |first=Tom |date=29 November 2006 |title=A Rare pleasure |url=https://www.eurogamer.net/eg-rare-int |access-date=29 September 2023 |website=]}}</ref> In 2010, Rare declined an offer by fansite MundoRare to film a documentary about their studios at MundoRare's expense. The film, to celebrate Rare's 25th anniversary, would have been distributed on the internet and ]. Rare refused permission to shoot the film, saying that it was not "on message". MundoRare was shut down, and stated that the site could not support the company's new corporate direction.<ref name="clash">{{Cite web |last=Ponce |first=Tony |date=30 June 2013 |title=Ex-Rare dev explains culture clash with Microsoft |url=http://www.destructoid.com/ex-rare-dev-explains-culture-clash-with-microsoft-257292.phtml |url-status=live |archive-url=https://web.archive.org/web/20160127165347/http://www.destructoid.com/ex-rare-dev-explains-culture-clash-with-microsoft-257292.phtml |archive-date=27 January 2016 |access-date=30 December 2015 |website=]}}</ref><ref>{{Cite web |last=Sterling |first=Jim |date=27 July 2010 |title=Rare fan community closes due to Rare's own bullshit |url=http://www.destructoid.com/rare-fan-community-closes-due-to-rare-s-own-bullshit-179989.phtml |url-status=live |archive-url=https://web.archive.org/web/20160127180847/http://www.destructoid.com/rare-fan-community-closes-due-to-rare-s-own-bullshit-179989.phtml |archive-date=27 January 2016 |access-date=22 January 2016 |website=]}}</ref><ref>{{Cite web |last=Chan |first=Trevor |date=29 July 2011 |title=NintendoLife: MundoRare Shuts Down After Losing Faith in Rare's New Direction |url=http://www.nintendolife.com/news/2010/07/mundorare_shuts_down_after_losing_faith_in_rares_new_direction |access-date=30 December 2015 |website=]}}</ref> Rare's secrecy was criticised by ''Hardcore Gamer''{{'}}s Alex Carlson, as they thought that it made them "disconnected", and prompted them to develop games that "their fans don't want".<ref name="HG" /> When Duncan took over as the studio's head, he intended to change the culture of the studio. Rare's office was completely remodeled so as to facilitate idea sharing between team members. The studio also adopted a more open attitude to its community, with the studio inviting fans to take part in the development project of their latest game '']''.<ref name="no secret">{{Cite magazine |last=Reeves |first=Ben |date=17 November 2017 |title=How Rare Cast Away Its Developmental Process For Sea Of Thieves |url=https://www.gameinformer.com/b/features/archive/2017/11/17/how-rare-cast-away-its-developmental-process-for-sea-of-thieves.aspx |access-date=14 June 2018 |magazine=]}}</ref> | Though normally secretive, Rare allowed several exclusive tours of its studio by ]s Rarenet in 1999,<ref>{{Cite web |title=Infiltrating Rare HQ |url=http://www.rarenet.com/Specials/RareVisit/index.html |url-status=unfit |archive-url=https://web.archive.org/web/20010128093300/http://www.rarenet.com/Specials/RareVisit/index.html |archive-date=28 January 2001 |access-date=31 May 2016 |publisher=rarenet.com}}</ref> Rare-Extreme in 2004<ref>{{Cite web |title=Tour of Rare HQ |url=http://www.rare-extreme.com/?section=tourofrare&page=the_grand_tour.html |url-status=unfit |archive-url=https://web.archive.org/web/20050404152413/http://www.rare-extreme.com/?section=tourofrare&page=the_grand_tour.html |archive-date=4 April 2005 |access-date=31 May 2016 |publisher=rare-extreme.com}}</ref> and again in 2009,<ref>{{Cite web |title=Second Tour of Rare HQ |url=http://www.rare-extreme.com/?start=8 |url-status=unfit |archive-url=https://web.archive.org/web/20100307030928/http://www.rare-extreme.com/?start=8 |archive-date=7 March 2010 |access-date=31 May 2016 |publisher=rare-extreme.com}}</ref> as well as by the website '']'' in 2006.<ref>{{Cite web |last=Bramwell |first=Tom |date=29 November 2006 |title=A Rare pleasure |url=https://www.eurogamer.net/eg-rare-int |access-date=29 September 2023 |website=]}}</ref> In 2010, Rare declined an offer by fansite MundoRare to film a documentary about their studios at MundoRare's expense. The film, to celebrate Rare's 25th anniversary, would have been distributed on the internet and ]. Rare refused permission to shoot the film, saying that it was not "on message". MundoRare was shut down, and stated that the site could not support the company's new corporate direction.<ref name="clash">{{Cite web |last=Ponce |first=Tony |date=30 June 2013 |title=Ex-Rare dev explains culture clash with Microsoft |url=http://www.destructoid.com/ex-rare-dev-explains-culture-clash-with-microsoft-257292.phtml |url-status=live |archive-url=https://web.archive.org/web/20160127165347/http://www.destructoid.com/ex-rare-dev-explains-culture-clash-with-microsoft-257292.phtml |archive-date=27 January 2016 |access-date=30 December 2015 |website=]}}</ref><ref>{{Cite web |last=Sterling |first=Jim |date=27 July 2010 |title=Rare fan community closes due to Rare's own bullshit |url=http://www.destructoid.com/rare-fan-community-closes-due-to-rare-s-own-bullshit-179989.phtml |url-status=live |archive-url=https://web.archive.org/web/20160127180847/http://www.destructoid.com/rare-fan-community-closes-due-to-rare-s-own-bullshit-179989.phtml |archive-date=27 January 2016 |access-date=22 January 2016 |website=]}}</ref><ref>{{Cite web |last=Chan |first=Trevor |date=29 July 2011 |title=NintendoLife: MundoRare Shuts Down After Losing Faith in Rare's New Direction |url=http://www.nintendolife.com/news/2010/07/mundorare_shuts_down_after_losing_faith_in_rares_new_direction |access-date=30 December 2015 |website=]}}</ref> Rare's secrecy was criticised by ''Hardcore Gamer''{{'}}s Alex Carlson, as they thought that it made them "disconnected", and prompted them to develop games that "their fans don't want".<ref name="HG" /> When Duncan took over as the studio's head, he intended to change the culture of the studio. Rare's office was completely remodeled so as to facilitate idea sharing between team members. The studio also adopted a more open attitude to its community, with the studio inviting fans to take part in the development project of their latest game '']''.<ref name="no secret">{{Cite magazine |last=Reeves |first=Ben |date=17 November 2017 |title=How Rare Cast Away Its Developmental Process For Sea Of Thieves |url=https://www.gameinformer.com/b/features/archive/2017/11/17/how-rare-cast-away-its-developmental-process-for-sea-of-thieves.aspx |archive-url=https://web.archive.org/web/20171119110957/http://www.gameinformer.com/b/features/archive/2017/11/17/how-rare-cast-away-its-developmental-process-for-sea-of-thieves.aspx |url-status=dead |archive-date=19 November 2017 |access-date=14 June 2018 |magazine=]}}</ref> | ||
==Related companies== | ==Related companies== | ||
{{main|Zoonami|Free Radical Design|Lift London|Playtonic Games}} | |||
⚫ | |||
Around 1997, a number of Rare employees left to establish separate companies. The first was Eighth Wonder, underwritten by ] Europe, which did not produce any games before it closed.<ref>{{Cite web |date=12 April 1997 |title=Rare Staff Deflects To Sony |url=https://www.ign.com/articles/1997/04/23/rare-staff-defects-to-sony |access-date=31 December 2015 |website=]}}</ref> After Martin Hollis left Rare, he joined Nintendo before founding his own company ], releasing '']'', '']'' and '']''.<ref>{{Cite web |last=Pearson |first=Dan |date=25 October 2010 |title=Zoonami Keeper |url=http://www.gamesindustry.biz/articles/2010-10-22-zoonami-keeper-interview |url-status=live |archive-url=https://web.archive.org/web/20160131064445/http://www.gamesindustry.biz/articles/2010-10-22-zoonami-keeper-interview |archive-date=31 January 2016 |access-date=31 December 2015 |website=Gameindustry.biz}}</ref> | |||
⚫ | Several '']'' team members, including ] and Steve Ellis, founded ] and created the '']'' series. The studio would be acquired by ] and renamed ] before its 2014 closure, with most of its staff moving to ].<ref>{{Cite web |last=Stanton |first=Rich |date=4 May 2012 |title=Free Radical vs. the Monsters |url=http://www.eurogamer.net/articles/2012-05-04-free-radical-vs-the-monsters |url-status=live |archive-url=https://web.archive.org/web/20160304023842/http://www.eurogamer.net/articles/2012-05-04-free-radical-vs-the-monsters |archive-date=4 March 2016 |access-date=31 December 2015 |website=]}}</ref><ref>{{Cite web |last=Martin |first=Matt |date=26 April 2012 |title=The Collapse of Free Radical Design |url=http://www.gamesindustry.biz/articles/2012-04-26-the-collapse-of-free-radical-design |access-date=31 December 2015 |website=Gameindustry.biz}}</ref><ref>{{Cite web |last=Sarker |first=Samit |date=30 June 2014 |title=Deep Silver buys Homefront from Crytek, moves Homefront: The Revolution to new studio |url=http://www.polygon.com/2014/7/30/5951985/deep-silver-homefront-the-revolution-ip-dambuster-studios |url-status=live |archive-url=https://web.archive.org/web/20160304051723/http://www.polygon.com/2014/7/30/5951985/deep-silver-homefront-the-revolution-ip-dambuster-studios |archive-date=4 March 2016 |access-date=31 December 2015 |website=]}}</ref> Deep Silver briefly reestablished Free Radical Design from 2021 to 2023, with original founding members Steve Ellis and David Doak heading up the studio.<ref>{{Cite web|last=Phillips|first=Tom|date=20 May 2021|access-date=7 November 2021|title=Deep Silver founds new Free Radical Design to work on TimeSplitters|url=https://www.eurogamer.net/articles/2021-05-20-deep-silver-has-founded-a-new-free-radical-design-to-work-on-timesplitters|website=EuroGamer}}</ref> Other former Free Radical and Rare staff formed Crash Labs, a studio specialising in developing ] games.<ref>{{Cite web |last=Nunneley |first=Stephany |date=25 April 2012 |title=Ex-Free Radical and Rare developers form iOS studio Crash Lab |url=https://www.vg247.com/2012/04/25/ex-free-radical-and-rare-developers-from-ios-studio-crash-lab/ |url-status=live |archive-url=https://web.archive.org/web/20160127073841/https://www.vg247.com/2012/04/25/ex-free-radical-and-rare-developers-from-ios-studio-crash-lab/ |archive-date=27 January 2016 |access-date=22 January 2016 |website=]}}</ref> | ||
Chris Seavor, director of ''Conker's Bad Fur Day'', founded the Gory Detail studio along with Rare employee Shawn Pile. They released ''Parashoot Stan'' for mobile devices,<ref>{{cite web |url=https://www.eurogamer.net/former-rare-developer-and-designer-of-the-conker-series-chris-seavor-returns-to-games-with-parashoot-stan |title=Former Rare developer and designer of the Conker series Chris Seavor returns to games with Parashoot Stan |date=22 November 2012 |website=]}}</ref> as well as ''The Unlikely Legend of Rusty Pup'' on Steam.<ref>{{Cite web |last=Pitcher |first=Jenna |date=11 September 2013 |title=The Unlikely Legend of Rusty Pup footage revealed by former Conker dev |url=http://www.polygon.com/2013/9/11/4721764/the-unlikely-legend-of-rusty-pup-footage-revealed |url-status=live |archive-url=https://web.archive.org/web/20160127171926/http://www.polygon.com/2013/9/11/4721764/the-unlikely-legend-of-rusty-pup-footage-revealed |archive-date=27 January 2016 |access-date=31 December 2015 |website=]}}</ref><ref>{{cite web |url=https://www.nintendolife.com/news/2019/08/conkers_creator_needs_a_break_from_the_unlikely_legend_of_rusty_pup |title=Conker's Creator Needs A Break From The Unlikely Legend Of Rusty Pup |date=22 August 2019 |website=]}}</ref> Starfire Studios were founded by four former Rare employees and released ''Fusion Genesis'', an ] game published by Microsoft Game Studios.<ref>{{Cite web |last=Yin-Poole |first=Wesley |date=13 October 2011 |title=XBLA game Fusion: Genesis announced |url=http://www.eurogamer.net/articles/2011-10-13-xbla-game-fusion-genesis-announced |url-status=live |archive-url=https://web.archive.org/web/20160122064915/http://www.eurogamer.net/articles/2011-10-13-xbla-game-fusion-genesis-announced |archive-date=22 January 2016 |access-date=31 December 2015 |website=]}}</ref> Another group of former Rare employees formed a mobile-game studio, Flippin Pixels.<ref>{{Cite web |last=Hinkle |first=David |date=1 July 2013 |title=Five ex-Rare vets form new mobile studio Flippin Pixels |url=https://www.engadget.com/2013/01/07/five-ex-rare-vets-form-new-mobile-studio-flippin-pixels/ |url-status=live |archive-url=https://web.archive.org/web/20160127015115/http://www.engadget.com/2013/01/07/five-ex-rare-vets-form-new-mobile-studio-flippin-pixels/ |archive-date=27 January 2016 |access-date=31 December 2015 |website=]}}</ref> Former Rare employee Lee Schuneman headed ], a Microsoft studio.<ref>{{Cite web |last=Pearson |first=Dan |date=4 March 2015 |title=Microsoft confirms merger of Lift London and Soho Productions |url=http://www.gamesindustry.biz/articles/2015-03-04-redundancies-at-microsofts-lift-london-as-its-merged-with-soho |url-status=live |archive-url=https://web.archive.org/web/20160305193806/http://www.gamesindustry.biz/articles/2015-03-04-redundancies-at-microsofts-lift-london-as-its-merged-with-soho |archive-date=5 March 2016 |access-date=31 December 2015 |website=Gameindustry.biz}}</ref> Phil Tossell and Jennifer Schneidereit founded Nyamyam and released '']''.<ref>{{Cite web |last=McFerren |first=Damien |date=1 May 2013 |title=Exclusive: Tengami Confirmed For Wii U Release |url=http://www.nintendolife.com/news/2013/04/exclusive_tengami_confirmed_for_wii_u_release |url-status=live |archive-url=https://web.archive.org/web/20160127053711/http://www.nintendolife.com/news/2013/04/exclusive_tengami_confirmed_for_wii_u_release |archive-date=27 January 2016 |access-date=31 December 2015 |website=]}}</ref> | |||
] was founded by several former Rare employees in 2014. They are best known for the '']'' series, with the first game being a ] to ''Banjo-Kazooie''.<ref>{{Cite web |last=McFerren |first=Damien |date=11 February 2015 |title=Meet Playtonic, A Studio Of Ex-Rare Staff That Wants To Work With Nintendo |url=http://www.nintendolife.com/news/2015/02/meet_playtonic_a_studio_of_ex-rare_staff_that_wants_to_work_with_nintendo |url-status=live |archive-url=https://web.archive.org/web/20160127061536/http://www.nintendolife.com/news/2015/02/meet_playtonic_a_studio_of_ex-rare_staff_that_wants_to_work_with_nintendo |archive-date=27 January 2016 |access-date=31 December 2015 |website=]}}</ref> Rare founders Chris and Tim Stamper joined FortuneFish, a mobile game company founded by Tim's son, Joe Stamper.<ref name="Stampersbusiness" /> Their first game is ''That Bouncy Thing! The Rubbishiest Game Ever'' for ].<ref>{{Cite magazine |last=Turi |first=Tim |date=22 December 2014 |title=Rare Co-Founder's New Game Bounces To Android |url=http://www.gameinformer.com/b/news/archive/2014/12/22/rare-co-founders-new-game-bounces-to-android.aspx |url-status=dead |archive-url=https://web.archive.org/web/20151018001448/http://www.gameinformer.com/b/news/archive/2014/12/22/rare-co-founders-new-game-bounces-to-android.aspx |archive-date=18 October 2015 |access-date=18 January 2016 |magazine=]}}</ref> | |||
==Games== | ==Games== | ||
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Rare has developed a number of video games since its founding, with sales nearing 90 million copies by 2002.<ref name="Microsoft" /> The company is best known for its ]s, which include the '']'', '']'', and '']'' series, and for its Nintendo 64 first-person shooters '']'' and '']''. Rare does not adhere to a few specific video-game genres. They have also developed ]s, including '']'' and '']''; ]s, such as the '']'' series; ]s, such as '']'' and '']'', and ]-] games such as '']'' and '']''. Since Rare has usually been associated with a video-game console manufacturer (such as ] and ]), most of their games have been developed as exclusives for a particular ].{{citation needed|date=January 2021}} In 2018, Rare released '']'', a pirate-themed ] ] for ] and ]. At Microsoft's X019 event, a fantasy action-adventure title called ''Everwild'' was announced.<ref>{{Cite web |last=Robinson |first=Andy |date=14 November 2019 |title=Rare announces Everwild, a "truly original" new IP led by Conker artist |url=https://www.videogameschronicle.com/news/rare-announces-everwild-a-truly-original-new-ip-led-by-conker-artist/ |url-status=live |archive-url=https://web.archive.org/web/20191115181940/https://www.videogameschronicle.com/news/rare-announces-everwild-a-truly-original-new-ip-led-by-conker-artist/ |archive-date=15 November 2019 |access-date=19 November 2019 |website=Video Games Chronicle |publisher=Gamer Network}}</ref> | Rare has developed a number of video games since its founding, with sales nearing 90 million copies by 2002.<ref name="Microsoft" /> The company is best known for its ]s, which include the '']'', '']'', and '']'' series, and for its Nintendo 64 first-person shooters '']'' and '']''. Rare does not adhere to a few specific video-game genres. They have also developed ]s, including '']'' and '']''; ]s, such as the '']'' series; ]s, such as '']'' and '']'', and ]-] games such as '']'' and '']''. Since Rare has usually been associated with a video-game console manufacturer (such as ] and ]), most of their games have been developed as exclusives for a particular ].{{citation needed|date=January 2021}} In 2018, Rare released '']'', a pirate-themed ] ] for ] and ]. At Microsoft's X019 event, a fantasy action-adventure title called ''Everwild'' was announced.<ref>{{Cite web |last=Robinson |first=Andy |date=14 November 2019 |title=Rare announces Everwild, a "truly original" new IP led by Conker artist |url=https://www.videogameschronicle.com/news/rare-announces-everwild-a-truly-original-new-ip-led-by-conker-artist/ |url-status=live |archive-url=https://web.archive.org/web/20191115181940/https://www.videogameschronicle.com/news/rare-announces-everwild-a-truly-original-new-ip-led-by-conker-artist/ |archive-date=15 November 2019 |access-date=19 November 2019 |website=Video Games Chronicle |publisher=Gamer Network}}</ref> | ||
The company's cancelled projects include '']'', which became ''Banjo-Kazooie'';<ref name="Dream" /> '']'', originally the sequel to the first ''Perfect Dark''; ''Black Widow'', an ] game that tasks players to control an eight-legged robot; ''Sundown'', which featured a horde-like survival mode; ''The Fast and the Furriest'', a mascot racer; ''Tailwind'', an ] featuring ];<ref>{{Cite web |last=Machkovech |first=Sam |date=6 August 2015 |title=Canceled Rare game details emerge thanks to Rare Replay achievement hunters |url=https://arstechnica.com/gaming/2015/08/canceled-rare-game-details-emerge-thanks-to-rare-replay-achievement-hunters/ |url-status=live |archive-url=https://web.archive.org/web/20151231000713/http://arstechnica.com/gaming/2015/08/canceled-rare-game-details-emerge-thanks-to-rare-replay-achievement-hunters/ |archive-date=31 December 2015 |access-date=22 January 2016 |website=]}}</ref> ''Urchin'', a '']''-style game which began development after the completion of ''Live & Reloaded''; ''Ordinary Joe''; ''Savannah'', a Kinect-based game; Kinect equivalents of '']'' and '']'',<ref name="Fall of Kinect" /> a sequel to ''Diddy Kong Racing'',<ref>{{Cite magazine |last=Reeves |first=Ben |date=28 February 2014 |title=Rare Details On Canceled Diddy Kong Racing Sequel |url=http://www.gameinformer.com/b/news/archive/2014/02/28/rare-development-details-on-canceled-diddy-kong-racing-sequel.aspx |url-status= |
The company's cancelled projects include '']'', which became ''Banjo-Kazooie'';<ref name="Dream" /> '']'', originally the sequel to the first ''Perfect Dark''; ''Black Widow'', an ] game that tasks players to control an eight-legged robot; ''Sundown'', which featured a horde-like survival mode; ''The Fast and the Furriest'', a mascot racer; ''Tailwind'', an ] featuring ];<ref>{{Cite web |last=Machkovech |first=Sam |date=6 August 2015 |title=Canceled Rare game details emerge thanks to Rare Replay achievement hunters |url=https://arstechnica.com/gaming/2015/08/canceled-rare-game-details-emerge-thanks-to-rare-replay-achievement-hunters/ |url-status=live |archive-url=https://web.archive.org/web/20151231000713/http://arstechnica.com/gaming/2015/08/canceled-rare-game-details-emerge-thanks-to-rare-replay-achievement-hunters/ |archive-date=31 December 2015 |access-date=22 January 2016 |website=]}}</ref> ''Urchin'', a '']''-style game which began development after the completion of ''Live & Reloaded''; ''Ordinary Joe''; ''Savannah'', a Kinect-based game; Kinect equivalents of '']'' and '']'',<ref name="Fall of Kinect" /> a sequel to ''Diddy Kong Racing'',<ref>{{Cite magazine |last=Reeves |first=Ben |date=28 February 2014 |title=Rare Details On Canceled Diddy Kong Racing Sequel |url=http://www.gameinformer.com/b/news/archive/2014/02/28/rare-development-details-on-canceled-diddy-kong-racing-sequel.aspx |url-status=dead |archive-url=https://web.archive.org/web/20161223004331/http://www.gameinformer.com/b/news/archive/2014/02/28/rare-development-details-on-canceled-diddy-kong-racing-sequel.aspx |archive-date=23 December 2016 |access-date=22 January 2016 |magazine=]}}</ref> and a sequel to ''Kameo: Elements of Power''.<ref>{{Cite web |last=Yin-Poole |first=Wesley |date=12 October 2014 |title=The man who made Conker – Rare's most adult game |url=http://www.eurogamer.net/articles/2012-11-22-the-man-who-made-conker-rares-most-adult-game |url-status=live |archive-url=https://web.archive.org/web/20160416052655/http://www.eurogamer.net/articles/2012-11-22-the-man-who-made-conker-rares-most-adult-game |archive-date=16 April 2016 |access-date=31 December 2015 |website=]}}</ref> | ||
==Awards== | ==Awards== | ||
Rare received numerous awards, including ] award for "Best UK Developer" for its work on ''GoldenEye 007''.<ref name="BAFTA Awards">{{Cite web |date=4 November 1998 |title=GoldenEye Wins BAFTA Awards |url=http://uk.ign64.ign.com/articles/065/065583p1.html |url-status=dead |archive-url=https://web.archive.org/web/20160306171714/http://www.ign.com/articles/1998/11/05/goldeneye-wins-bafta-awards |archive-date=6 March 2016 |access-date=28 August 2011 |website=]}}</ref> In 1997, '']'' named Rare "Most Promising Game Company", citing their high rate of success in putting out ]s for the Nintendo 64.<ref>{{Cite magazine |date=March 1998 |title=The Good the Bad and the Silly |magazine=1998 Video Game Buyer's Guide |publisher=] |page=34}}</ref> Rare was awarded the BAFTA Interactive Entertainment Moving Images Award in 2000 for developing ''Perfect Dark''.<ref name="PD-bafta">{{Cite web |title=Rare company awards |url=http://www.rareware.com/company/awards.html |archive-url=https://web.archive.org/web/20060511023434/http://www.rareware.com/company/awards/awards_content.html |archive-date=11 May 2006 |access-date=29 December 2008}}</ref> ] were named as Development Legends in the 2015 '']'' Industry Excellence Awards.<ref>{{Cite web |last=McFarren |first=Damien |date=2 July 2015 |title=Rare Founders To Be Honoured At The Develop Industry Excellence Awards |url=http://www.nintendolife.com/news/2015/07/rare_founders_to_be_honoured_at_the_develop_industry_excellence_awards |url-status=live |archive-url=https://web.archive.org/web/20150905131511/http://www.nintendolife.com/news/2015/07/rare_founders_to_be_honoured_at_the_develop_industry_excellence_awards |archive-date=5 September 2015 |access-date=22 January 2016 |website=]}}</ref> Rare was included as ]'s Top 30 Developers of All Time,<ref>{{Cite web |date=25 July 2014 |title=Top 30 Developers of All Time |url=http://www.gamasutra.com/view/feature/194855/top_30_developers_of_all_time.php?page=4 |url-status=live |archive-url=https://web.archive.org/web/20160203182900/http://www.gamasutra.com/view/feature/194855/top_30_developers_of_all_time.php?page=4 |archive-date=3 February 2016 |access-date=22 January 2016 |website=]}}</ref> and was ranked as the 36th best video game maker by ].<ref>{{Cite web |title=Top 50 Video Game Makes#36: Rare |url=https://www.ign.com/top/video-game-makers/36 |url-status=live |archive-url=https://web.archive.org/web/20160128004349/http://www.ign.com/top/video-game-makers/36 |archive-date=28 January 2016 |access-date=22 January 2016 |website=]}}</ref> The ] curated a retrospective of the company's work in 2018.<ref>{{Cite web |last=McFerran |first=Damien |date=4 August 2018 |title=Feature: Take A Peek Behind The Curtain At Rare With This New Exhibit |url=http://www.nintendolife.com/news/2018/08/feature_take_a_peek_behind_the_curtain_at_rare_with_this_new_exhibit |access-date=4 August 2018 |website=Nintendo Life |language=en-GB}}</ref> | Rare received numerous awards, including ] award for "Best UK Developer" for its work on ''GoldenEye 007''.<ref name="BAFTA Awards">{{Cite web |date=4 November 1998 |title=GoldenEye Wins BAFTA Awards |url=http://uk.ign64.ign.com/articles/065/065583p1.html |url-status=dead |archive-url=https://web.archive.org/web/20160306171714/http://www.ign.com/articles/1998/11/05/goldeneye-wins-bafta-awards |archive-date=6 March 2016 |access-date=28 August 2011 |website=]}}</ref> In 1997, '']'' named Rare "Most Promising Game Company", citing their high rate of success in putting out ]s for the Nintendo 64.<ref>{{Cite magazine |date=March 1998 |title=The Good the Bad and the Silly |magazine=1998 Video Game Buyer's Guide |publisher=] |page=34}}</ref> Rare was awarded the BAFTA Interactive Entertainment Moving Images Award in 2000 for developing ''Perfect Dark''.<ref name="PD-bafta">{{Cite web |title=Rare company awards |url=http://www.rareware.com/company/awards.html |archive-url=https://web.archive.org/web/20060511023434/http://www.rareware.com/company/awards/awards_content.html |archive-date=11 May 2006 |access-date=29 December 2008}}</ref> ] were named as Development Legends in the 2015 '']'' Industry Excellence Awards.<ref>{{Cite web |last=McFarren |first=Damien |date=2 July 2015 |title=Rare Founders To Be Honoured At The Develop Industry Excellence Awards |url=http://www.nintendolife.com/news/2015/07/rare_founders_to_be_honoured_at_the_develop_industry_excellence_awards |url-status=live |archive-url=https://web.archive.org/web/20150905131511/http://www.nintendolife.com/news/2015/07/rare_founders_to_be_honoured_at_the_develop_industry_excellence_awards |archive-date=5 September 2015 |access-date=22 January 2016 |website=]}}</ref> Rare was included as ]'s Top 30 Developers of All Time,<ref>{{Cite web |date=25 July 2014 |title=Top 30 Developers of All Time |url=http://www.gamasutra.com/view/feature/194855/top_30_developers_of_all_time.php?page=4 |url-status=live |archive-url=https://web.archive.org/web/20160203182900/http://www.gamasutra.com/view/feature/194855/top_30_developers_of_all_time.php?page=4 |archive-date=3 February 2016 |access-date=22 January 2016 |website=]}}</ref> and was ranked as the 36th best video game maker by ].<ref>{{Cite web |title=Top 50 Video Game Makes#36: Rare |url=https://www.ign.com/top/video-game-makers/36 |url-status=live |archive-url=https://web.archive.org/web/20160128004349/http://www.ign.com/top/video-game-makers/36 |archive-date=28 January 2016 |access-date=22 January 2016 |website=]}}</ref> The ] curated a retrospective of the company's work in 2018.<ref>{{Cite web |last=McFerran |first=Damien |date=4 August 2018 |title=Feature: Take A Peek Behind The Curtain At Rare With This New Exhibit |url=http://www.nintendolife.com/news/2018/08/feature_take_a_peek_behind_the_curtain_at_rare_with_this_new_exhibit |access-date=4 August 2018 |website=Nintendo Life |language=en-GB}}</ref> | ||
==References== | ==References== |
Latest revision as of 22:29, 9 December 2024
British video game developer
Headquarters in Twycross | |
Company type | Subsidiary |
---|---|
Industry | Video games |
Predecessor | Ultimate Play the Game |
Founded | 1985; 39 years ago (1985) |
Founders | |
Headquarters | Twycross, England |
Key people |
|
Products | List of video games developed by Rare |
Number of employees | 200+ (2020) |
Parent | Xbox Game Studios (2002–present) |
Website | rare.co.uk |
Rare Limited is a British video game developer and a studio of Xbox Game Studios based in Twycross, Leicestershire. Rare's games span the platform, first-person shooter, action-adventure, fighting, and racing genres. Its most popular games include the Battletoads, Donkey Kong, and Banjo-Kazooie series, as well as games like GoldenEye 007 (1997), Perfect Dark (2000), Conker's Bad Fur Day (2001), Viva Piñata (2006), and Sea of Thieves (2018).
Tim and Chris Stamper, who also founded Ultimate Play the Game, established Rare in 1985. During its early years, Rare was backed by a generous budget from Nintendo, primarily concentrated on Nintendo Entertainment System (NES) games. During this time, Rare created successful games such as Wizards & Warriors (1987), R.C. Pro-Am (1988), and Battletoads (1991). Rare became a prominent second-party developer for Nintendo, which came to own a large minority stake in the company, with the release of Donkey Kong Country (1994). Throughout the 1990s, Rare started selling their games under the trademark name "Rareware" and received international recognition and critical acclaim for games such as the Donkey Kong Country series, Killer Instinct (1994), GoldenEye 007, Banjo-Kazooie (1998), Perfect Dark (2000), and Conker's Bad Fur Day (2001).
In 2002, Microsoft acquired Rare, which retained its original brand, logo, and most intellectual properties. Rare has since focused on developing games exclusively for Microsoft's video game consoles, including Grabbed by the Ghoulies (2003), Kameo (2005), Perfect Dark Zero (2005), and Viva Piñata (2006). In 2007, the Stampers left Rare to pursue other opportunities and, in 2010, the company's focus shifted to the Xbox Live Avatar and Kinect, releasing three Kinect Sports games. In 2015, Rare developed Rare Replay, an Xbox One-exclusive compilation containing 30 of its games to celebrate its 30th anniversary. Rare's most recent game, Sea of Thieves, was released in 2018.
Several former Rare employees have formed their own companies, such as Free Radical Design, best known for producing the TimeSplitters series, and Playtonic Games, best known for Yooka-Laylee (2017). Rare is widely acknowledged in the video game industry and has received numerous accolades from critics and journalists. Rare is also known as a secretive and seclusive studio. Several Rare games, such as Donkey Kong Country and GoldenEye 007, have been cited as among the greatest and most influential games of all time, though some fans and former employees have been critical of the company's output under Microsoft.
History
Founding (1985–1993)
Rare evolved from the company Ultimate Play the Game, which was founded in Ashby-de-la-Zouch, Leicestershire by former arcade game developers Tim and Chris Stamper. After multiple critically and commercially successful releases including Jetpac, Atic Atac, Sabre Wulf, and Knight Lore, Ultimate Play The Game was one of the biggest UK-based video game development companies. The ZX Spectrum home computer, the platform the company usually developed games for, was only popular in the UK, and they believed that working on that platform would not be beneficial to the company's growth as they considered it a "dead end". Meanwhile, the company inspected an imported console from Japan, the Famicom, and believed that it would be an ideal future platform of choice for the company as it was more sophisticated than the Spectrum, it had a worldwide market, and its cartridges had no load times. As a result, Rare was established in 1985. Its main goal was to reverse-engineer the console and investigate the codes for Famicom's games to learn more about the console's programming. With successful results, the company decided to sell the Ultimate brand to U.S. Gold, and ceased game development for the ZX Spectrum in the following year.
The Famicom's manufacturer, Nintendo, claimed that it was impossible to reverse engineer the console. Using the information the Ultimate Play the Game team acquired from Rare, the team prepared several tech demos and showed them to the Nintendo executive Minoru Arakawa in Kyoto. Impressed with their efforts, Nintendo decided to grant the Ultimate Play the Game team an unlimited budget for them to work on games for the Famicom platform. After they returned to England, they moved from Ashby-de-la-Zouch to Twycross, and established a new studio through Rare. They set their headquarters in a Manor Farmhouse. Rare also set up another company known as Rare, Inc., in Miami, Florida. Headed by Joel Hochberg, the American company was involved in maintaining Rare's operation in the US and contacting major US publishers. Hochberg was previously the vice president of American arcade manufacturer Centuri. The Famicom was eventually released in North America and Europe under the name Nintendo Entertainment System (NES).
— Tim Stamper, founder of Rare.My goal at Rare was to bring products that you wouldn't see for six to eight years and make it available as soon as possible.
With the unlimited budget, Rare could work a large variety of different games. The first project Rare worked on was Slalom, a downhill skiing game. The company then worked with various gaming publishers that included Tradewest, Acclaim Entertainment, Electronic Arts, Sega, Mindscape, and Gametek to produce over 60 games for the NES and several additional Game Boy conversions. They helped in creating new and original intellectual properties, including R.C. Pro-Am, a racing game with vehicular combat elements, and Snake Rattle 'n' Roll, an action platform game with Tim Stamper developing the game's graphics. Rare also developed Battletoads, a beat'em up inspired by the Teenage Mutant Ninja Turtles franchise. The game became known for its extreme difficulty, and upon seeing success, publisher Tradewest published multiple ports for the game, and tasked Rare to develop sequels. Tradewest also gave their own Double Dragon licence to Rare, allowing them to develop a crossover game between the two franchises. Rare released three Battletoads games in 1993, including Battletoads / Double Dragon: The Ultimate Team, Battletoads in Ragnarok's World and Battletoads in Battlemaniacs. The last Battletoads game from that era was released for the arcade in 1994. Several Battletoads games were also ported to some Sega's systems like the Mega Drive/Genesis.
Rare worked on licensed properties such as A Nightmare on Elm Street and Hollywood Squares, and ports including Marble Madness, Narc, and Sid Meier's Pirates!. The development of four of Rare's games were outsourced to Zippo Games, including Wizards & Warriors and the third instalment of the Jetpac series, Solar Jetman: Hunt for the Golden Warship. Rare eventually acquired Zippo Games and renamed them to Rare Manchester. According to Ste Pickford, a Rare team member through the late 80s and the early 90s, Rare just "wanted to make as many games as they could in their 'window of opportunity'". The huge library of games made large profits, but none became a critical success for the company while less creativity and innovation were shown in them.
When the Super Nintendo Entertainment System was conceived, Rare was not yet ready for the change. Rare limited their releases to some Battletoads games and decided to invest their significant NES profit in purchasing expensive Silicon Graphics workstations to make three-dimensional models. This move made Rare the most technologically advanced developer in the UK, and situated them high in the international market. Their priority also changed at that time, as the team decided to focus on quality instead of quantity.
Partnership with Nintendo (1994–2002)
Rare, using the SGI systems, created a boxing game demo and presented it to Nintendo. As the SNES at that time could not render all of the SGI graphics at once, Rare used the SGI graphics to produce 3D models and graphics, before pre-rendering these graphics onto the cartridge of the SNES system, a process known as "Advanced Computer Modelling". Their progress with the 3D graphics on the SGI systems impressed Nintendo, and in 1994, Nintendo bought a 25% stake in the company that gradually increased to 49%, making Rare a second-party developer for Nintendo. Rare maintained autonomous operations, green-lighting and designing projects without significant involvement from Nintendo.
During this period, Rare started selling their games under the trademark name "Rareware". The company was considered one of Nintendo's key developers and had enough recognition that Nintendo offered Rare the Nintendo catalogue of characters to create a 3D CGI game. The Stampers asked for Donkey Kong. The resulting game was Donkey Kong Country, which was developed by a total of 20 people and enjoyed an 18-month development cycle. Rare staff also visited Twycross Zoo, observing and videotaping real gorillas. The game was a critical success, with critics praising the game's highly advanced visuals and artstyle. Donkey Kong Country sold over nine million copies worldwide, making it the third best-selling game in the SNES library. The game received several Game of the Year honours and was followed by two sequels, Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Country 3: Dixie Kong's Double Trouble!, as well as several handheld spin-offs such as the Donkey Kong Land series.
Nintendo's stake purchase allowed Rare to expand significantly. The number of staff members increased from 84 to 250, and Rare moved out from their headquarters at the Manor Farmhouse. Rare also developed a CGI arcade fighting game, Killer Instinct, on their own custom-built arcade machine. Killer Instinct was set to be released for Nintendo's own 64-bit system, the Nintendo 64 in 1995, but was forced to release the game for the 16-bit SNES system, and had to downgrade the game's graphics. Killer Instinct sold 3.2 million copies, and was followed by a sequel, Killer Instinct 2. Killer Instinct Gold, the console version of Killer Instinct 2, suffered from a graphical downgrade due to the compression technology used to fit the arcade version onto the smaller Nintendo 64 cartridge.
Rare then developed Blast Corps for the Nintendo 64. The game sold one million copies, which was considered disappointing by Rare. At that time, Rare was split into several teams, working on different projects. A large-scaled platformer was set to be released afterwards but was delayed. As a result, Rare changed their schedule and released their smaller projects first. The first project was GoldenEye 007, a game based on the James Bond film GoldenEye. The project was led by Martin Hollis and development was conducted by an inexperienced team. Inspired by Sega's Virtua Cop, Goldeneye 007 had originally been an on-rails shooter before the team decided to expand the gameplay and turn it into a free-roaming first-person shooter. New elements, such as stealth, headshot mechanics and reloading, were introduced. A split-screen multiplayer was added to the game by the end of its development. GoldenEye 007 was the first console first-person shooter developed by Rare and it was released two years after the release of the film. The game received critical praise and received numerous awards. Goldeneye 007 remained one of the best-selling games for two years, and sold more than eight million units worldwide.
Rare then developed Diddy Kong Racing, their first self-published game. Originally intended as a real-time strategy game involving cavemen, the game was re-imagined into a racing game prior to its release in 1997. It was one of the fastest selling games at the time, as recorded by The Guinness Book of Records. Diddy Kong Racing also features protagonists from some future Rare games, including Banjo and Conker. At the time, Rare was still working on the large-scale platform game. Originally codenamed Dream: Land of Giants, it was a game featuring a young boy named Edison and pirates. The protagonist was then replaced by a bear known as Banjo, and Rare expanded the role of Kazooie the bird. The two characters were inspired by characters from Walt Disney Animation Studios films and Rare hoped that they could appeal to a younger audience. Banjo-Kazooie was released in June 1998 to critical acclaim. A sequel, Banjo-Tooie, was released in 2000. It was a critical success and it outsold the first game, selling 3 million copies.
Upon the completion of Banjo-Kazooie's development, Hollis immediately began another project. Originally set to be a tie-in for Tomorrow Never Dies, Rare was significantly outbid by another publisher, forcing Rare to develop a new concept with new characters. With a major emphasis on lighting, the game was named Perfect Dark. Hollis left Rare for Nintendo 14 months after the start of Perfect Dark's development. Around the same time, numerous employees left the company and formed new studios. With major project leads departing, a new team took over its development and diminished the role of lighting in the game, making it a more straightforward first-person shooter. The game's troubled development did not affect the progress of Rare's other teams. When Perfect Dark was still in development, Rare released two other games, Jet Force Gemini and Donkey Kong 64. In 1999, Nintendo signed an agreement with Disney, and assigned Rare to develop several racing and adventure games featuring Mickey Mouse. The project later became Mickey's Speedway USA and Mickey's Racing Adventure. Perfect Dark eventually resurfaced and it was released in 2000 to critical acclaim. The game sold approximately 2 million copies.
Conker the Squirrel also had his own game, originally named Conker's Quest. It was later renamed Twelve Tales: Conker 64; however, the new game was criticised for being too family-friendly and too similar to Banjo-Kazooie. As a result, the team renamed the game Conker's Bad Fur Day and it was re-revealed in 2000. Conker's Bad Fur Day, unlike Banjo-Kazooie, was intended for a mature audience, and features violence, profanity and scatological humour. The game received positive reviews from critics, but was a commercial failure as the game was released at the end of the Nintendo 64's life cycle and was not actively promoted by Nintendo due to its crude content.
After the completion of Diddy Kong Racing, another team was working on a new game known as Dinosaur Planet for the Nintendo 64. However, Nintendo Senior Managing Director Shigeru Miyamoto suggested the team redesign the game as part of the Star Fox series for Nintendo's new console, the GameCube. Unlike previous Star Fox games, Star Fox Adventures focuses on ground-based, open world exploration. The game received positive reviews upon its launch in 2002. Star Fox Adventures was the only game developed by Rare for the GameCube.
Microsoft era (2002–present)
Game development costs gradually increased, and Nintendo did not provide Rare with more capital nor did they purchase the company's remaining stake. The Stampers were surprised that Nintendo did not directly acquire the studio. Rare looked for potential buyers. In early 2000, workers from Activision and Microsoft began visiting Rare with purchase offers. According to Microsoft's Ed Fries, Nintendo, Activision, and Microsoft then became embroiled in a bidding war for ownership of Rare. Rare expressed interest in Activision's offer, but Microsoft offered more money. On 24 September 2002, Microsoft purchased Rare for $375 million (~$607 million in 2023). Rare became a first-party developer for Microsoft's Xbox. Character trademarks from games developed by Rare for Nintendo consoles, such as Conker of Conker's Bad Fur Day and Banjo of the Banjo-Kazooie series, were retained by Rare; intellectual property created by Nintendo, such as Donkey Kong and Star Fox, were retained by Nintendo. This left Donkey Kong Racing, due for release for the GameCube, unreleased. 30 employees left Rare during the transition.
Since Microsoft was not part of the handheld video-game console market, Rare continued to develop games for Nintendo handheld consoles after the acquisition. In August 2003, Rare and Microsoft entered an agreement with THQ for THQ to publish Rare's games for the Game Boy Advance, including Sabre Wulf, a game based on an Ultimate character; Banjo-Kazooie: Grunty's Revenge, initially intended as a Game Boy Color game and It's Mr. Pants!, a puzzle game originally developed as Donkey Kong: Coconut Crackers. January 2005 saw the completion of this deal with the release of Banjo-Pilot, known as Diddy Kong Pilot before the Microsoft acquisition.
In 2003, Rare released their first Microsoft game, Grabbed by the Ghoulies, a humorous action-adventure game set in a haunted mansion full of supernatural creatures. Originally intended as a free-roaming game, it was significantly streamlined in design and concept to attract a larger, more casual audience. The game received mixed reviews from critics, and was considered Rare's worst and least-popular game. At E3 2004, Microsoft's Ken Lobb said that Rare had obtained Nintendo DS development kits and was working on two games for the Nintendo DS. Shortly afterwards, Microsoft issued a statement that the company and its studios had no plans for Nintendo DS development. However, in July 2005, Rare posted job openings for Nintendo DS development on its website and said that it was creating "key" DS games. Only two were ever released, with the first one being Diddy Kong Racing DS, a remake of the Nintendo 64 title Diddy Kong Racing which was released in February 2007, and the second being Viva Piñata: Pocket Paradise, a life simulation game, released in September 2008. Both games support the Nintendo DS Rumble Pak.
Rare released Conker: Live & Reloaded, a remake of Conker's Bad Fur Day, in 2005 with updated graphics and a reworked multiplayer option. The game received generally favourable reviews but, similar to Bad Fur Day, was a commercial failure. Xbox successor Xbox 360 was released in 2005, and two of its launch games were developed by Rare: Perfect Dark Zero and Kameo: Elements of Power. Zero, a prequel to the first Perfect Dark, was originally intended for GameCube before its redesign as an Xbox 360 game. Rare removed several features to meet the game's release deadline in 2005. Kameo: Elements of Power was also intended for the GameCube. A new intellectual property, in it the player character shape-shifts to solve puzzles. Although both received generally positive reviews from critics and sold more than a million copies, they were considered disappointments.
— Software engineer James Thomas, on the marketing campaign for Viva Piñata.Yet, so much of the money went towards Gears of War, which is going to sell millions anyway. It was a bit of like, "What about the other franchise?" I think we got left in the wake somewhat.
In 2006, the company released Viva Piñata, a game involving gardening. Incorporating elements of several franchises including The Sims, Animal Crossing, and Harvest Moon, it was acclaimed as innovative. The game's commercial performance was a disappointment, however, and some Rare team members questioned Microsoft Studios' large marketing budget for Gears of War and its relative neglect of Viva Piñata. On 2 January 2007, Rare founders Chris and Tim Stamper left the company to "pursue other opportunities". Former lead designer Gregg Mayles became Rare's creative director and Mark Betteridge the company's studio director. That year saw the release of Jetpac Refuelled, a remake of Jetpac for Xbox Live Arcade.
Rare unveiled work on Xbox Live avatars, Viva Piñata: Trouble in Paradise (the next game in the Viva Piñata series), and Banjo-Kazooie: Nuts & Bolts in 2008. Made by the core team that developed the first Banjo-Kazooie, Nuts & Bolts received significant criticism from players due to its focus on vehicle construction rather than traditional platforming. Though generally receiving positive reviews, the company's games for Microsoft sold poorly and Microsoft decided to restructure the studio at the end of the decade. In March 2010, Rare opened a new facility at Fazeley Studios in Digbeth, Birmingham. Later that year, Microsoft confirmed that Scott Henson, a developer who had worked on the hardware and software designs of the Xbox 360 console and Kinect for Xbox 360, replaced Mark Betteridge as studio manager and announced a focus on Xbox Live avatars. Rare also shifted their focus to Kinect. According to Henson, "Kinect will be the main focus for Rare going forwards as it's a very rich canvas. This is just the beginning of an experience that will touch millions of people". Rare's first Kinect project, Kinect Sports, was released in November 2010. Originally titled Sports Star, a more-complex sports simulation game, the game was streamlined into what Microsoft executive Don Mattrick hoped would be the Kinect equivalent of Wii Sports. According to a former Rare employee, the team was worried about the game during its development because of Kinect's limitations. Its reviews were average, but it was a commercial success, selling three million units by May 2011. Rare and BigPark, another Microsoft studio, collaborated on the development of a sequel, Kinect Sports: Season Two.
In March 2011, Scott Henson announced that Craig Duncan, who had worked on Sonic & Sega All-Stars Racing and the Colin McRae Rally series, was hired as senior studio director. Simon Woodroffe, who had worked at several studios (including Adventure Soft, Midway Games, Ubisoft, and Sega), became the studio's creative director in April 2012. A Rare property, Killer Instinct, was revived in 2013. The company had a supporting role in its development, assisting lead developer Double Helix Games. Another Rare mascot, Conker, was also featured in another Microsoft game, Project Spark as episodic downloadable content. Known as Conker's Big Reunion, it was cancelled in 2015.
— Craig Duncan, head of Rare on their "next project" in 2014.Are they gonna go: Rare is back? And what my answer would be is, Rare has never gone away. We've just changed and made different types of games.
Rare released Kinect Sports Rivals in 2014. The game was worked on by 150 staff members and a new game engine was developed for it. The game was a commercial failure and following Microsoft's announcement that Kinect would no longer be a priority, about 15 Rare employees were laid off. On 10 February 2015, a group of former Rare employees announced the formation of a new studio, Playtonic Games, and planned a "spiritual successor" to the Banjo-Kazooie franchise titled Yooka-Laylee, which was released on 11 April 2017 with mixed reviews. According to Rare composer Robin Beanland, the year 2015 would be significant for the company. At E3 2015, a new compilation game, Rare Replay celebrating the studio's 30th anniversary, was introduced; it was released in August. The compilation's thirty titles only included games to which Rare owned the intellectual property. Because of this, Rare's operations director Drew Quakenbush noted it was the reason GoldenEye 007's absence from the compilation. Rare Replay became the most pre-ordered game shown at E3 that year and received critical acclaim upon launch. A new game, Sea of Thieves, a multiplayer adventure game marketed as "The Best Game That Rare Has Ever Made", was introduced at E3 that year. It was delayed at the following year's conference and was released on 20 March 2018. The game received mixed reviews, but was a commercial success; in January 2020, Microsoft declared it the most successful IP it released in the eighth generation, with more than 10 million players. The game was also released on the PlayStation 5, marking it as Rare's first product on a PlayStation console.
Since 2018, Rare has been working with Dlala Studios on a Battletoads revival for the Xbox One and Windows, which was eventually released in 2020. Rare would also reconnect with Nintendo in 2019 through the addition of Banjo & Kazooie as playable characters in the crossover fighting game Super Smash Bros. Ultimate for the Nintendo Switch as well as re-releases of their games on Nintendo Switch Online. At the X019 event in November 2019, Rare announced it was developing Everwild, an action-adventure game for Windows and Xbox Series X/S. As of January 2020, Rare had more than 200 employees, after growing at a consistent pace for five years. On October 14, 2024, Microsoft announced that Duncan will be promoted to head of Xbox Game Studios in November to succeed the outgoing Alan Hartman, with Joe Neate and Jim Horth to succeed him as studio heads.
Culture
According to Mark Betteridge, one of Rare's main goals is to create games people will find enjoyable rather than just to earn profit. The Stamper brothers gave the team considerable creative freedom, although they would intervene if a product was technically flawed or under-performing. Some employees noted that working for Rare in its early days could be difficult, with staff members allowed 30 minutes for lunch and possibly working more than 60 hours a week. Nintendo worked closely with Rare, and their relationship was described as a "creative partnership" by Viva Piñata designer Justin Cook. According to Hansen in 2010, innovation is very important to the company, thus they focus on trying out new technology, such as Xbox 360's Kinect. Historically the company has developed only for video game consoles, never for personal computers, with the Stamper brothers citing a preference for working on a stable standard format which is specifically designed for playing games. According to Duncan in 2014, Rare would only develop games that had unique ideas, and will never develop a generic game with their intellectual properties.
— Gavin Price, former Rare employee and founder of Playtonic Games, about Microsoft.Everybody likes to create this narrative that Microsoft are evil, but that's not the case – they were very supportive. I guess there were a few people who have since left who thought: 'I wanted to be working on this game or my pet project, and I didn't get to.' And they've kind of painted a picture that it's all Microsoft's fault.
Ed Fries, head of Microsoft Studios' publishing division at the time of acquisition, said that the company attempted to preserve Rare's culture so its staff could continue feeling that they worked for Rare rather than Microsoft. Rare employees differed about working conditions after the Microsoft acquisition. According to Star Fox Adventures lead engineer Phil Tossell, conditions became more stressful after an "imperceptible" start, and the culture of the two companies began clashing. Tossell said that Microsoft gradually imposed a corporate structure on Rare, including more performance reviews and meetings, to which some Rare members found difficulty in adapting. Some admitted that early changes, such as permitting team members to discuss projects they were not working on and allowing staff members to use the Internet or listen to music during work hours, were beneficial to team morale. Betteridge called the overall change "positive", saying that Microsoft's capital could help Rare develop their projects. Former Rare employee Gavin Price said that some Microsoft executives, such as Phil Spencer, were supportive of the developer. Grant Kirkhope, a former composer at Rare, strongly criticised Microsoft following the acquisition. Former Xbox executive Peter Moore voiced his disappointment with Rare's works after the acquisition. He noted that Rare employees were attempting to "recreate the glory years", but their skills had become outdated and were no longer "applicable in today's market". Duncan insisted that there were still a lot of talented people working at Rare, and they will have a "bright future".
Unlike other software developers, Rare acquired a reputation for secrecy; the approach to their office buildings, in Manor Park near Twycross, was monitored by cameras. The company was internally divided into different barns where employees worked exclusively on their group's game. According to Tim Stamper,
Rare has a different philosophy. We don't really have much contact with other game development companies and we just do things the way they've evolved. We try to employ people who are great games players and games enthusiasts and they're really interested in seeing the other games we're developing in the company, so it's really a group of games enthusiasts all working together to produce the best games they can – that's Rare.
— Tim Stamper, February 2003 Video Games Daily interview
Though normally secretive, Rare allowed several exclusive tours of its studio by fansites Rarenet in 1999, Rare-Extreme in 2004 and again in 2009, as well as by the website Eurogamer in 2006. In 2010, Rare declined an offer by fansite MundoRare to film a documentary about their studios at MundoRare's expense. The film, to celebrate Rare's 25th anniversary, would have been distributed on the internet and Xbox Live. Rare refused permission to shoot the film, saying that it was not "on message". MundoRare was shut down, and stated that the site could not support the company's new corporate direction. Rare's secrecy was criticised by Hardcore Gamer's Alex Carlson, as they thought that it made them "disconnected", and prompted them to develop games that "their fans don't want". When Duncan took over as the studio's head, he intended to change the culture of the studio. Rare's office was completely remodeled so as to facilitate idea sharing between team members. The studio also adopted a more open attitude to its community, with the studio inviting fans to take part in the development project of their latest game Sea of Thieves.
Related companies
Main articles: Zoonami, Free Radical Design, Lift London, and Playtonic GamesAround 1997, a number of Rare employees left to establish separate companies. The first was Eighth Wonder, underwritten by Sony Computer Entertainment Europe, which did not produce any games before it closed. After Martin Hollis left Rare, he joined Nintendo before founding his own company Zoonami, releasing Zendoku, Go! Puzzle and Bonsai Barber.
Several Perfect Dark team members, including David Doak and Steve Ellis, founded Free Radical Design and created the TimeSplitters series. The studio would be acquired by Crytek and renamed Crytek UK before its 2014 closure, with most of its staff moving to Deep Silver Dambuster Studios. Deep Silver briefly reestablished Free Radical Design from 2021 to 2023, with original founding members Steve Ellis and David Doak heading up the studio. Other former Free Radical and Rare staff formed Crash Labs, a studio specialising in developing iOS games.
Chris Seavor, director of Conker's Bad Fur Day, founded the Gory Detail studio along with Rare employee Shawn Pile. They released Parashoot Stan for mobile devices, as well as The Unlikely Legend of Rusty Pup on Steam. Starfire Studios were founded by four former Rare employees and released Fusion Genesis, an Xbox Live Arcade game published by Microsoft Game Studios. Another group of former Rare employees formed a mobile-game studio, Flippin Pixels. Former Rare employee Lee Schuneman headed Lift London, a Microsoft studio. Phil Tossell and Jennifer Schneidereit founded Nyamyam and released Tengami.
Playtonic Games was founded by several former Rare employees in 2014. They are best known for the Yooka-Laylee series, with the first game being a spiritual successor to Banjo-Kazooie. Rare founders Chris and Tim Stamper joined FortuneFish, a mobile game company founded by Tim's son, Joe Stamper. Their first game is That Bouncy Thing! The Rubbishiest Game Ever for Android.
Games
Main article: List of video games developed by RareRare has developed a number of video games since its founding, with sales nearing 90 million copies by 2002. The company is best known for its platform games, which include the Donkey Kong Country, Banjo-Kazooie, and Conker series, and for its Nintendo 64 first-person shooters GoldenEye 007 and Perfect Dark. Rare does not adhere to a few specific video-game genres. They have also developed action-adventure games, including Star Fox Adventures and Kameo: Elements of Power; fighting games, such as the Killer Instinct series; racing games, such as R.C. Pro-Am and Diddy Kong Racing, and beat 'em up-shoot 'em up games such as Battletoads and Captain Skyhawk. Since Rare has usually been associated with a video-game console manufacturer (such as Nintendo and Microsoft), most of their games have been developed as exclusives for a particular platform. In 2018, Rare released Sea of Thieves, a pirate-themed open world sandbox game for Xbox One and Windows 10. At Microsoft's X019 event, a fantasy action-adventure title called Everwild was announced.
The company's cancelled projects include Dream: Land of Giants, which became Banjo-Kazooie; Perfect Dark Core, originally the sequel to the first Perfect Dark; Black Widow, an open world game that tasks players to control an eight-legged robot; Sundown, which featured a horde-like survival mode; The Fast and the Furriest, a mascot racer; Tailwind, an action game featuring helicopters; Urchin, a Fable-style game which began development after the completion of Live & Reloaded; Ordinary Joe; Savannah, a Kinect-based game; Kinect equivalents of Wii Fit and Professor Layton, a sequel to Diddy Kong Racing, and a sequel to Kameo: Elements of Power.
Awards
Rare received numerous awards, including BAFTA award for "Best UK Developer" for its work on GoldenEye 007. In 1997, Electronic Gaming Monthly named Rare "Most Promising Game Company", citing their high rate of success in putting out killer apps for the Nintendo 64. Rare was awarded the BAFTA Interactive Entertainment Moving Images Award in 2000 for developing Perfect Dark. Tim and Chris Stamper were named as Development Legends in the 2015 Develop Industry Excellence Awards. Rare was included as Gamasutra's Top 30 Developers of All Time, and was ranked as the 36th best video game maker by IGN. The Herbert Art Gallery and Museum curated a retrospective of the company's work in 2018.
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- "Former Rare developer and designer of the Conker series Chris Seavor returns to games with Parashoot Stan". Eurogamer. 22 November 2012.
- Pitcher, Jenna (11 September 2013). "The Unlikely Legend of Rusty Pup footage revealed by former Conker dev". Polygon. Archived from the original on 27 January 2016. Retrieved 31 December 2015.
- "Conker's Creator Needs A Break From The Unlikely Legend Of Rusty Pup". Nintendo Life. 22 August 2019.
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- McFerren, Damien (1 May 2013). "Exclusive: Tengami Confirmed For Wii U Release". Nintendo Life. Archived from the original on 27 January 2016. Retrieved 31 December 2015.
- McFerren, Damien (11 February 2015). "Meet Playtonic, A Studio Of Ex-Rare Staff That Wants To Work With Nintendo". Nintendo Life. Archived from the original on 27 January 2016. Retrieved 31 December 2015.
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- Yin-Poole, Wesley (12 October 2014). "The man who made Conker – Rare's most adult game". Eurogamer. Archived from the original on 16 April 2016. Retrieved 31 December 2015.
- "GoldenEye Wins BAFTA Awards". IGN. 4 November 1998. Archived from the original on 6 March 2016. Retrieved 28 August 2011.
- "The Good the Bad and the Silly". 1998 Video Game Buyer's Guide. Ziff Davis. March 1998. p. 34.
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Further reading
- Dawley, Heidi (29 May 1995). "Killer Instinct for Hire". Bloomberg Businessweek. Archived from the original on 2 June 2017. Retrieved 17 July 2017.
External links
- Official website
- Rareware at the Wayback Machine (archive index)
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