Rare (company)
Parent Xbox Game Studios (2002–present) | | |
Website | rare.co.uk |
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Rare Limited is a British
In 2002,
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
The Famicom's manufacturer,
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.
— Tim Stamper, founder of Rare.[7]
With the unlimited budget, Rare could work a large variety of different games.
Rare worked on licensed properties such as
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.[1] Their priority also changed at that time, as the team decided to focus on quality instead of quantity.[13]
Partnership with Nintendo (1994–2002)
Rare, using the
During this period, Rare started selling their games under the
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 then developed
Rare then developed
Upon the completion of Banjo-Kazooie's development, Hollis immediately began another project.
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.
After the completion of Diddy Kong Racing, another team was working on a new game known as Dinosaur Planet for the Nintendo 64.[28] 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.[29] 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.[26] Star Fox Adventures was the only game developed by Rare for the GameCube.[29]
Microsoft era (2002–present)
Game development costs gradually increased,
Since Microsoft was not part of the handheld video-game console market, Rare continued to develop games for Nintendo
In 2003, Rare released their first Microsoft game,
Rare released
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.
— Software engineer James Thomas, on the marketing campaign for Viva Piñata.[49]
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.[8] 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.[49] 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.[50] That year saw the release of Jetpac Refuelled, a remake of Jetpac for Xbox Live Arcade.[1]
Rare unveiled work on
In March 2011, Scott Henson announced that Craig Duncan, who had worked on
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.
— Craig Duncan, head of Rare on their "next project" in 2014.[65]
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.[65] 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.[66] 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.[67] According to Rare composer Robin Beanland, the year 2015 would be significant for the company.[68] At E3 2015, a new compilation game, Rare Replay celebrating the studio's 30th anniversary, was introduced; it was released in August.[69] The compilation's thirty titles only include games to which Rare owned the intellectual property.[70] Because of this, Rare's operations director Drew Quakenbush explains why GoldenEye 007 is not included in compilation.[71] Rare Replay became the most pre-ordered game shown at E3 that year and received critical acclaim upon launch.[72][73] A new game, Sea of Thieves, a multiplayer adventure game marketed as "The Best Game That Rare Has Ever Made",[74] was introduced at E3 that year.[75] It was delayed at the following year's conference and was released on 20 March 2018. The game received mixed reviews,[76][77] 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.[78]
Since 2018, Rare has been working with
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.[52] 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.[32] 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.[83] Historically the company has developed only for video game consoles, never for PCs or arcade units, with the Stamper brothers citing a preference for working on a stable standard format which is specifically designed for playing games.[14] 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.[65]
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.
— Gavin Price, former Rare employee and founder of Playtonic Games, about Microsoft.[57]
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 "barnes", where employees worked exclusively on their group's game.[87][37] 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.[37]
— Tim Stamper, February 2003 Video Games Daily interview
Though normally secretive, Rare allowed several exclusive tours of its studio by
Related companies
Around 1997, a number of Rare employees left to establish separate companies. The first was Eighth Wonder, underwritten by
Former Free Radical and Rare staff also formed Crash Labs, a studio specialising in developing
Games
Rare has developed a number of video games since its founding, with sales nearing 90 million copies by 2002.
The company's cancelled projects include
Awards
Rare received numerous awards, including
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{{cite web}}
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{{cite web}}
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{{cite web}}
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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)