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Because the Famicom was more advanced than the ZX Spectrum, the Stamper brothers saw potential in the console. In , the brothers formed a subdivision of Ultimate Play the Game, called Rare, which was dedicated reverse-engineering the Famicom.

With successful results and with the help of Joel Hochberg , the Stamper brothers were arranged to meet Nintendo executive Minoru Arakawa in Kyoto, Japan. At the time, Nintendo had a quality-control measure that restricted its third-party developers to the number of games that they could produce for the Famicom, or the Nintendo Entertainment System , in a given year.

Nintendo was impressed with Rare's results and granted them a license to release as many games as they wanted. Rare would become one of the first companies outside of Japan to develop games for the Nintendo Entertainment System. Several of these games were licensed properties, but Rare would also develop some of their own intellectual properties, such as R. Rare eventually bought out the studio, and they were renamed to "Rare Manchester".

When the Super Nintendo Entertainment System was released, Rare was not immediately ready for the transition. Around the same time, Rare began to limit their releases and focused mainly on creating more Battletoads ganes. With the profit earned from their NES library, Rare purchased expensive Silicon Graphics workstations to create three-dimensional models while developing games.

This move made Rare the most technologically advanced developer in the UK, and situated them high in the international market. Using the Silicon Graphics workstations, Rare created a boxing game demo and presented it to Nintendo.

Rare decided to create a game named Donkey Kong Country , which became one of the best-selling Super Nintendo games and rooted the lucrative relationship between Rare and Nintendo. Around this time, Rare also developed a fighting game, Killer Instinct , on their own custom-built arcade machine. It was released for Super Nintendo a year later.

Nintendo's stake purchase of Rare allowed them to expand significantly. The number of staff members increased from 84 to , and Rare moved out from their headquarters at the Manor Farmhouse.

In , Killer Instinct 2 had a Nintendo 64 release, Killer Instinct Gold , which was their first release on that console. Rare's first original release for Nintendo 64 was Blast Corps , which, to Rare's disappointment, only sold one million copies. The first project was GoldenEye , which was based on the GoldenEye film; the project was led by Martin Hollis and development was done by an inexperienced team.

Upon its release, Diddy Kong Racing became one of the fastest-selling games of its time, according to Guinness World Records.

It was a pirate-themed game starring a young boy named Edson. During development, Dream moved over to the Nintendo Edson was replaced by Banjo, who would receive a sidekick named Kazooie , and Banjo-Kazooie was released in June The game went through a few delays before being planned for an October release.

At the time, the game was criticized for being too family-friendly and similar to Banjo-Kazooie. The game was canceled without announcement, and a year later, it was reannounced in January as a Mature-rated title, Conker's Bad Fur Day.

Although the game was well-received, it sold poorly due to being released near the end of the Nintendo 64's lifespan and receiving minimal promotion from Nintendo. The game was originally meant to be a tie-in for Tomorrow Never Dies , although 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 became Perfect Dark. Around the same time, numerous employees left the company and formed new studios. With major project leads departing, a new team took over Perfect Dark 's development and diminished the role of lighting in the game, making it a more straightforward first-person shooter. Perfect Dark was released in mid In , Nintendo signed an agreement with Disney, and assigned Rare to develop racing-adventure games starring Mickey Mouse.

In , some time after Dinosaur Planet was shown E3 , Shigeru Miyamoto approached the team and suggested for them to recreate the game as a Star Fox game for the Nintendo GameCube.

After two more years of development, the game was released in as Star Fox Adventures , which retained a The Legend of Zelda -type gameplay even though Star Fox was established for its rail shooter gameplay. It marked the end of their partnership with Nintendo. Game development costs gradually increased, and Nintendo did not provide Rare with more capital nor did they purchase the company's remaining stake.

Tim and Chris Stamper were surprised that Nintendo did not directly acquire the studio. In the early s, workers from Activision and Microsoft began visiting Rare with purchase offers. Rare was interested in Activision's offer, but the deal collapsed. Rare retained the rights to their intellectual properties, such as Banjo-Kazooie , Perfect Dark , and Conker , and Nintendo retained the right to the Donkey Kong and Star Fox franchises. Nearly all of the money made goes to the people who designed them.

We think it's a great place for fans to effectively sell their own vision of Sea of Thieves. Duncan adds: "And then you get nice moments where if we do something on camera, and we happen to be wearing one, you get people going: 'Oh, Joe was wearing my t-shirt on the last video. Sea of Thieves hasn't been entirely plain sailing.

From the outset, Rare suffered server teething problems and ended up throwing out much of its post-release content strategy. The company then put out a series of major expansions, but that created internal challenges, and now it has switched to smaller, monthly updates.

We wanted to get into more of a rhythm with Sea of Thieves where we delivered frequently to our players, but also gave our team a more sustainable way of working. It removes some of the peaks and troughs. Team sustainability and doing things that are right for that team, right for the culture and right for the players, is really important.

Another difference between the Rare today and the Rare of yesteryear is how the teams work together. Back in the s, Rare's various development teams were famously kept apart and encouraged to compete with one another.

Duncan says that although the Everwild and Sea of Thieves teams are effectively studios in their own rights, they're still invested in each other's success. It was just the Conker team and we weren't really with anyone else. It meant I got very close with that team, and we still call each other the Conker team. But what's different now, is we know everybody. We can wander around all of the barns. That's when I really noticed how much Rare has changed. A couple of us did a little talk about what we're working on, and the support we got was incredible.

It was genuinely caring. Joe [Neate, Sea of Thieves executive producer] is super excited about what we're doing with Everwild, and we are super excited about what they are doing. Back in the day, it was quite competitive. We wanted to beat the rest. It's not like that anymore. Duncan adds: "It's an easy trap to fall into, where 'that's their team, it's not our team'. It's hard to get it so that everybody is invested in everyone else's success. If you can get that right in a multi-game studio, you are onto something really special.

During our visit to Rare, Duncan was eager to show us the firm's new mantra on the wall of its boardroom. One that opens with: "Rare create the kind of games the world doesn't have". All of the people we spoke to at Rare, either intentionally or accidentally, referred to the studio as being about 'new IP'.

And to a certain generation of Rare fan, that will be disappointing to hear. And to these fans, Rare is meant to be secretive, and internally competitive.

This company seems vastly different to the one Eurogamer was lamenting in its article. O'Connor even admits that it feels like she's been at multiple different studios during her year stay. Duncan agrees: "Rare has redefined their future and redefined genres and done different things throughout their history.

People who have been with the studio through all these different iterations know fundamentally what makes Rare what it is, and they've been part of this journey. Many of those 'relatively new' people were also fans of the studio growing up, Duncan adds, so they also understand what the studio is all about. Meanwhile, when it comes to its classic brands, Rare insists it hasn't abandoned them.

Which brings us onto a different part of Rare, the part that doesn't make games and doesn't get a whole lot of media attention.

And then we connected our teams, because we thought it seemed like a great opportunity. There was myself, Gregg Mayles Andrew Wensley, who runs our business team. And a chap called Paul Cunningham, who runs our partnerships. Within 7 months of release it sold more than 3 million units, making it the best-selling Kinect game and Rare's most commercially successful game since its acquisition in This edit will also create new pages on Giant Bomb for:.

Until you earn points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved. Overview Rare has a long and detailed history which stretches back into the early history of computer and video games. Tweet Clean. Cancel Update. What size image should we insert? This will not affect the original upload Small Medium How do you want the image positioned around text?

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