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	<title>perfect dark core &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Ex-Rare Developer: &#8220;Microsoft Wanted to Make Rare into What it was With Nintendo&#8221;</title>
		<link>https://gamingbolt.com/ex-rare-developer-microsoft-wanted-to-make-rare-into-what-it-was-with-nintendo</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sat, 24 Nov 2012 06:28:31 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[Microsoft Games Studio]]></category>
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		<category><![CDATA[perfect dark core]]></category>
		<category><![CDATA[Rare]]></category>
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					<description><![CDATA[Lackluster sales of Perfect Dark and the presence of Halo made Microsoft reconsider Rare's role.]]></description>
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Chris Seavor is a pretty chilled out guy. He worked at Rare for 17 years, overseeing many a legendary title like Killer Instinct, Perfect Dark and Conker&#8217;s Bad Fur Day (before and after it became the most risque game on a Nintendo console at the time). He also worked on a ton of canned games like Perfect Dark Core, a darker version of the title inspired by Deus-Ex; Urchin, a dark fantasy game focusing on &#8220;dirty fighting&#8221;; and Ordinary Joe, a horror title.</p>
<p>In an interview with <a href="http://www.eurogamer.net/articles/2012-11-22-the-man-who-made-conker-rares-most-adult-game">Eurogamer</a>, where he spoke at length about the titles and his departure from Rare, Seavor also talked about why Perfect Dark Core was shut down, and Microsoft&#8217;s vision for Rare.</p>
<p>&#8220;Microsoft were reassessing the market at the time. They were looking at the whole spread of games they had across Game Studios. And they had Halo, which was a pillar game. They were thinking, well, we&#8217;ve got that. We&#8217;ve covered our bases with that. So why do we need another game that&#8217;s like Halo? Really, that was it. And they just went, look, close it down.</p>
<p>&#8220;They were looking to make Rare into what Nintendo had Rare as but for Microsoft. They were saying, okay, why aren&#8217;t we doing these cuter games? That&#8217;s what Rare does &#8211; which is actually not true. But that&#8217;s the way it was seen. So they pushed the Banjo game and they just got everyone on it. It was just a case of, this must be done by this date no matter what. And that was it. It was all hands on Banjo and that was the thing we did. That&#8217;s what happened.&#8221;</p>
<p>Of course, Seavor admits that as far as job satisfaction goes, some of his friends there are happy, and some are not &#8211; as is usual in a corporation. He also spoke about the success of Rare&#8217;s Kinect games and other what-if&#8217;s that occurred during his time there.</p>
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