Rare's Kameo slips yet again
Two years on and Microsoft's $375 million deal for the UK studio is looking more expensive by the day...
Rare's long-awaited Xbox-exclusive Kameo: Elements Of Power has slipped indefinitely, with a statement on the developer's website revealing the firm's decision with publisher Microsoft to push back the launch of the title to make "several changes" to the game.
The full statement, posted late yesterday afternoon reads: "Here's one you didn't see coming! After a lot of thought and discussion, Rare and Microsoft Game Studios have decided to push back the launch of Kameo: Elements of Power in order to incorporate several changes and new features (some minor, some not so minor)."
It continued "We realise this is frustrating in the short term to all those of you avidly following the game's progress and itching to bust some Troll heads, and we can only apologise for keeping you in suspense, but rest assured that every last one of these new developments is designed to enhance and expand the overall experience. We want this to be the best game possible, so like any delays we may have instigated in the past (surely not) we have every confidence that this one will ultimately work out for the best. Stay tuned for further updates."
Like the Grolsch
We're all for developers not rushing out product before it's good enough, and Rare is in the luxurious position of being able to tweak, revise and hone every last line of code in order to make the game a classic. But on a business level, Microsoft bought Rare not as a R&D firm, not as a firm to release whimsical experimental projects but to make and release triple A blockbuster games that sell millions and to ultimately provide a return on that investment.
The chilling fact is that since the Redmond giant bought Rare in a blaze of publicity back in September 2002 for $375 million, the midlands-based company has actually released more Game Boy Advance titles than Xbox titles: two to one in fact, with the low-selling Sabre Wulf (which is a shame because it's excellent) and Banjo: Grunty's Revenge having been released in the last year, with only the virtually ignored Grabbed By The Ghoulies to show for its Xbox efforts.
And what of GBTG? Released in the run up to Christmas 2003, it was a cute, slick and somewhat under-rated beat 'em up set in a haunted house. Few critics really 'got the game', and muted reviews followed - the public, though, were even harsher on the game and all but a few Rare loyalists bothered. Either Microsoft was plain misguided or supremely arrogant to not see this coming, though. Rare had long lost its superstar status in the business since its '90s GoldenEye/ Donkey Kong heyday, and its last days at Nintendo weren't providing the hits of yesteryear. To believe a title as quirky as GBTG would succeed in the ruthless Christmas market was an incredible leap of faith, and not only did it fail, it tanked so badly that serious questions needed to be asked of Microsoft's entire Xbox development strategy.
Expensive luxuries
But yet here we are, another year on from that debacle (that fortunately for Microsoft passed without much comment from the industry), and another devastating blow for Microsoft Games Studios - with one of the jewels in its crown yet again demanding more time for a game that has already been redesigned from the ground up at least once since it was shown off in fully playable form back at E3 in 2003. We're getting into Duke Nukem Forever territory at this point - but at least 3D Realms funds itself.
It would also be interesting to find out what's become of Rare's other projects that have been ongoing and shown off in the past; namely Conker: Live and Reloaded. There's little evidence to suggest that this furry shooter is creating a buzz among gamers, while the enigmatic Perfect Dark Zero at this point, four and a half years on from the N64 original, will only be of interest to a determined hardcore audience. Whispers of a Sabre Wulf Racing title and a new Banjo-based title persist, but nothing has emerged from the ultra secretive Rare HQ. The sad fact is that it's more likely that we'll see another GBA title from Rare before we see another Xbox game. Next up on the schedule is in-joke title 'It's Mr Pants'. Another quirky THQ-published GBA game. Microsoft must be thrilled.
What must be worrying for Microsoft is that the return on its huge investment is not only paltry, but costing it more with every passing month. Whatever it paid for Rare, you can bet the running costs of a studio with Rare's headcount won’t come cheap. Pre-Microsoft, you could generally rely on Rare to produce at least one, maybe two big-name titles every single year. It seems an entire lifetime ago when Rare, as Ultimate Play The Game, managed to release four chart toppers a year for four years running. This author recalls the utter joy of playing Atic Atac, Sabre Wulf, Knight Lore and Underwurlde in one six month period in 1984. In the case of the latter game, an entire wall was taken up mapping this gigantic game out.
Those innovative, dewey eyed wonder-years are gone forever, but what we would give for just one Rare classic. Rare for art thou?
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Comments (62) Latest comment 8 years ago
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I may have missed something but all we have been getting since MS's acquisition is 75%-ers
It troubles me that this is the company Microsoft is relying on to provide Xbox 2's launch title.
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Sounds to me like they're in trouble at a technical level. Methinks the talent left and Microsoft bought an expensive shell with a decent history.
Surely some of that money could have been used to buy talent. I guess that obviously wasn't top of the list.
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I have to say, I'm not even remotely surprised by this news. It's been on the cards so long that if they actually released it and it was anything less than 'stellar' it would be a complete embarassment. That said, the fact that they've delayed it yet again for an 'unspecified period' makes me wonder just how rubbish the game really is? They should just can it and have done with it. It's obviously never going to work.
Microsoft really need to kick some arse round at Rare. For a company who are supposed to be the 'best the UK has to offer' and who came with a multi-million price tag, they certainly haven't gotten their money's worth. The whole thing's just been one huge catalogue of errors - Nintendo must be laughing their gonads off.
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How many copes did GBTG actually sell, then?
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Going from a notoriously difficult architecture (Gamecube) to a relatively simple one (Xbox) should (in theory) have allowed them to concentrate on design for any existing titles. MS would have pulled out all the stops to help them technically (and MS are pretty good at that anyway).
So I agree with Blerk really, Rare look less and less capable all the time. The shame is that I am not convinced that Nintendo have invested the $375m very well. More Pokemon? ...
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Maybe so, but we judge developers by their results, don't we! What else is there to go on?
The fact is that MS bought Rare in a blaze of publicity a few years back and they have subsequently produced nothing that lived up to the lofty expectations that were set back then.
The "best the UK has to offer"? I bet Microsoft wish they'd spent a few million on a pre-GTA3 DMA Design four and a bit years ago...
We all asked how Nintendo could let Rare go at the time - now we know.
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I was always under the impression that the Cube was actually piss easy to develop for, atleast thats what people where saying in the Equip Special.....Not too mention in dev interviews on IGN. Perhaps the ArtX and Power PC architecture to Nvidia and x86 swap over is causing more headaches than anticipated. Or perhaps as I've thought ever since the 2nd half of PD that all the talent has left Rare a long time ago........
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Okay, it's easy to say this with hindsight, but you do have to wonder what it was that Microsoft thought they were buying in Rare in terms of marketable product. Games typically have a couple of years lead time, so the decision must surely have been made based upon what was in the pipeline. Or were they really just buying the reputation...?
Edits: Gah! I can't type this morning...
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Wow, that's horrible. I got it myself, it's really not that bad. But taking into account Rare's track record and the money Microsoft has spent so far on them.... daaaamn.
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What they should have done is begin with a 'clean slate'. When they bought Rare they should have scrapped everything currently in development and started again from scratch on projects that would match the Xbox's strengths rather than trying to shoehorn half-done Gamecube stuff into the new hardware. And quite what they were thinking allowing them to continue with the GBA games, I have no idea. They should've been in the bin for definite from day one.
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As people have pointed out, they peaked - a long, long time ago - and have been going downhill ever since.
I think I can understand Rare's reticence to put a game out though. Games (the cream of the crop, this is) have moved on from Rare's trademark gameplay/style and I imagine this, along with living up to their reputation is giving them cold-feet. They tried to do things 'their way' with GBTG and it just didn't score with the public.
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It might be! However, no one mentioned the PS2 ...
And I thought that the cube was a bit of a bugger - not necessarily because of any hardware limitations but because Nintendo are bloody awful at supporting dev teams. Guess that probably didn't happen to rare because they were never 3rd party, really.
Is there a developer in the house?
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You are grossly misinformed thamahucha!
The Cube is the easiest to develop for and has some excellent tools which makes it as simple as possible for the developer. You're thinking of the PS2!
When MS bought Rare over from Nintendo, I was very worried; I loved the previous Rare stuff and was eagerly awaiting more from them for the Cube. But it seems that the Big N knew exactly what it was doing when they sold em off....they couldn't have had a better deal...must have been laughing their arses off all the way to the bank.
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The Gamecube is stupidly easy to develop for, and the Xbox is just a PC, the PS2 is the notoriously difficult architecture your thinking of here.
"GBTG sold about 12,000 units here in the UK, probably about 50,000 across Europe. No idea about US."
From what I gather Microsoft came to RARE with a new way of working called "deadlines", which is contary to RARE's usual "its done when its done" Microsoft seemed to think that GBTG whould be a nice experiment and said "theres your deadline, the game is finished then, and shipped". It could be that RARE are now using GBTG's sales as a reason to delay Kameo....
Nintendo ditched RARE mostly because while thier output was good (tho getting quite samey), it was felt the deveopment cycle was taking far to long, and Nintendo wanted more games more often.
As much as I have liked RARE's output over the years, I really dont think the Xbox is the platform for them, the Xbox has the most narrow demographic of the current generation of consoles, and for some players if it's not an FPS/military-based game, racing/killing game or a sports simulation then they don't want to know.
Its also interesting to note that RARE's FGBA seem to be able to devlier on time, the Mr Pants game (I'm still not sure why they are releasing something based on such a weak IP) has been finished for a long time, and has been waiting for its shipping date.
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Standard disclaimer: When I say 'everyone' I don't mean 'everyone'. I for one would recoil in horror at the thought of more Perfect Dark and quite liked the look of Kameo, but it would appear that I am in the minority.
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Well Kameo, GBTG were running on the Gamecube, infact the first xbox versions of Kameo that RARE were showing around still were using the Gamecube joypad on screen for its UI.
The Conker update was never announced on the Gamecube, but development had started before the Nintendo split, so at somepoint some of it was running on the Gamecube, tho admitadly not much of it.
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Got a chance to play Conker at a MS event a few months back. Surprised at how boring it all seemed, especially the multiplayer mode - though it was an early version, obviously.
As for GBTG, I reviewed that for EG and stand by the 8 I gave it a year ago. But it was NEVER going to be a commerical success; in fact even had it come out on the N64 it probably wouldn't have appealed to many gamers of that era, nevermind Xbox gamers.
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Bilge.
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I guess my mind still had the N64 roaming around - which was a bitch. Right?
Anyway - Rare. Gone to the dogs. Britsoft is pear shaped. Bugger.
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the Xbox has the most narrow demographic of the current generation of consoles
Bilge.
Care to expand on that? or are you trolling?
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Well, It cant of been that ground up when seemingly so many gamecube assets showing up inthe first xbox build.
Without access to the source code for both I guess we will never know one way or the other, but considering how a certain delveloper I know uses routines he orginialy wrote for the Atari ST in his PS2 code I suspect it was not totaly ground up, programers are lazy like that!
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innovation - and more importantly quality, and churning stuff out so fast you'd barely even heard that work on a game had started and it was out. That sort of ideas factory was how Rare got its reputation in the first place. It was an incredibly exciting time.
Most of those guys I've spoken to since just can't seem to work in the big teams demanded these days, and I can't say I'm surprised that the corporate ethics imposed on them results in nothing but failure.
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The old "work hard play hard" bedroom programmer is a world away from what is really required now.
One of the problems with the oft-touted comparisons with the film industry is that we simply don't have a market for "art-house" games. Every single one is built on "blockbuster" grounds, and many teams found this hard to adapt to as the increasing power (and involvement) of publishers took over.
The talent is still very much there in the UK (and Europe) but without a change in working practices, we see these recent problems.
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With online becoming the norm and next-gen consoles all (possibly) having hard drives, it would be fantastic to see companies allowing and encouraging 'homebrew' development - something like Sony's old NetYaroze scheme but available to anyone who buys a kit and is online. Titles could be downloaded to your local machine for a few quid from an official site. It'll never happen, though - they're only after the 'big bucks'.
Edit: rogue 'of'
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For me, one of the key issues here is the struggle between the narrative/cinematic aspects of modern games and their core gameplay. In the past, *gameplay* dictated how attached you got to certain characters; Mario never had much of a personality, but his world and gameplay endeared him to us. So even an apparently silly premise like the Lost Viking games had the leeway to become fun because of the gameplay. In a way, you put more of your *own* imagination into these games and they became more personal as a result.
Now, however, it's much harder to appreciate what might be decent gameplay underneath an ugly layer of poorly conceived, terribly executed aesthetics. It's much harder to get *both* aspects right now, yet developers rarely have the backing to concentrate entirely on one or the other.
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Peej
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So indies could say OK, I want to make a console game, but I don't have the money for a dev kit. They then go to this website, maybe put some deposit down and get hold of a dev kit, develop their game and have it sold dead cheap. Then joe public goes to the site, sees these nice little games going for next to no money, and yums them up. Everyone's happy.
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I seem to remember another FPS years on from it's mac original managing to appeal to non-hardcore players ;o)
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I think the bedroom coding days are still with us with Flash games, certain smaller PC titles like Trackmania and the Xbox freeware scene (XBMC MAMEoX and the rest). It's a shame that the legitimate console environment is so closed and well guarded though.
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'Someone' is just taking the piss saying Kameo has nothing special graphically or gameplay wise. Take a gander at TeamXbox's gameplay videos and you should see something really quite exciting. The graphics are easily in Xbox's top five best looking games so that's utter nonsense.
Conker's had a very positive response from the (unfortunately) shooter orientated Xbox crowd in America. IGN's run a lot of coverage and people seem to be drawn to the Halo 2 matching or even beating visuals in single player, humour and *groan* XBOX LIVE play! Those two words seem to excite people that don't even have Live, it's gotta have Live.
Class based gameplay in third person is new to me and if they can nail the vehicle physics so they all feel unique like Halo's rather than all being no friction floaty pieces of crap like UT2004's, I'll be in heaven.
I loved Grabbed by the Ghoulies too. Superb graphics, wonderful controls, the best menu presentation ever, amusing, happy characters, sound and music. If GbtG doesn't make you grin, what's wrong with you?
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Thier early N64 titles were truely amazing the pinicle of thier output bieng Blast Dozer and Goldeneye, two games that still get regular play to this day. not to mention Diddy Kong Racing which got more play than Mario Kart 64 ever did at my house.
Towards the end of their N64 days a lot of thier output was getting very samey, Banjo, Banjo 2, DK64, JFG and even Conker were all very simular platform games, all excelent games but still nothing in the inovation stakes, the one thing that kept me playing was the plot and the humor.
Starfox Adventures carried on this tradition (orignaly it started life as a N64 game called <a href=http://ign64.ign.com/objects/014/014516.html>Dinosaur Planet</a> which from playing at E3 seemed very JFG-ish to me) and was for the most part boring as there was very little of the trademark Rare humor in evidance, and quite a lot of going back and forth to collect ever more gems and what have you.
Grabbed by the Ghoulies was more like RARE games of old with a high humor content and lots of references to old RARE games/characters, however by design it was never going to suceed with the Xbox's demographic, and to be honest I did at times find it a chore to play, as the game went on it seemed to get very repative with little variation to the monsters/levels. I've still not completed it I was palying it at the weekend, nearly finished tho, I'm at the fight with the Barron.
I am looking forward to Conker & Kameo I will certianly be buying both of them, but I'm not really sure how many others will.
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Death of the XBox predicted.
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Mario - Banjo Kazooie/Donkey Kong 64
Zelda - Starfox Adventures
Luigi's Mansion - Grabbed by the Ghoulies (well it is, isn't it)
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Im a flash developer and have made games in the past. Once you know how to use it its vey simple but yet powerful (for 2d games). The only real limitation is processing power. If Macromedia could come up with a player for next gen machines, that supported joystick input, id definately be dabling. Simple games for simple prices could be instantly at the hands of developers and consumers. Not everything has to be in 3D with pro voice actors and hrs of cutscenes.
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An amusing play on words, but the literal translation is 'why' are you Romeo, not 'where' are you Romeo. As in, Juliet musing on the fact her love for Romeo is doomed because of the family feud.
I'm sure you needed to know that.
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Well that didn't exactly work out did it? The last AAA Nintendo titles I bought were Metroid Prime and Wind Waker.
Ah yes, you spotted the irony there, Nintendo have been promoting a "shorter games, more often" idealoigy that whould allow them to bump up thier game count, but I've not really seen many signs of this incrase in productivity.
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Nintendo aren't doing this anymore, as reviews of Pikmin 2 point out, and they seem to be taking their time with the likes of LoZ, Mario 128, Star Fox, Geist so as not to fall into the same trap.
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I find it hard to believe anyone expected Killzone to be as crisp as its screenshots and that the blur filter would be so effective for things in motion.
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Goldeneye was great, you're wrong about that, Diddy Kong Racing was also ace.
So they used to be good. I think the point people are making about Rare is that they arent any good now, which I would agree with.
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I would definitely buy an updated top-down view pseudo3D Atic Atac. For a while I thought that's what GBTG would be, but it was apparently more of a puzzle game.
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