Entrevista a PlayTonic games (Hablan sobre RARE)
#1
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Playtonic: 'We know what Rare is working on. We may even collaborate'


The small Midlands studio is building the ÔÇÿspiritual successorÔÇÖ to Nintendo 64 classic Banjo-Kazooie. But the team still has one eye on its old employer, Rare






Fledgling game studio Playtonic, currently working on a ÔÇ£spiritual successorÔÇØ to classic Nintendo 64 platformer Banjo-Kazooie, says it knows what Rare is working on ÔÇô and that fans will be satisfied.

Purchased by Microsoft in 2002, the legendary developer had been creating titles in the Kinect Sports series, but many gamers have been desperate to see Rare return to its glory days, when it produced lively platform adventures such as Donkey Kong Country, Banjo-Kazooie and ConkerÔÇÖs Bad Fur Day. Playtonic, formed by six ex-employees of Rare, still has contact with its old employer, which is based only a few miles away.

ÔÇ£I still chat to them, I know what they were working on when I left last year,ÔÇØ says PlaytonicÔÇÖs studio head, Gavin Price, who worked for Rare for 20 years, having joined as a tester in the 1990s. ÔÇ£It sounds really good.ÔÇØ

Xbox chief Phil Spencer has been teasing gamers by suggesting that Rare may be about to move away from the Kinect Sports titles onto an IP more befitting the teamÔÇÖs skills and heritage. Last year, the exec tweeted that he had played the studioÔÇÖs new project, claiming it was an example of ÔÇ£Rare building a uniquely Rare game, as it should be.ÔÇØ In January, RareÔÇÖs head of music Robin Beanland tweeted that 2015 would be a huge year for Rare and made a reference to Banjo-Kazooie.

ÔÇ£I want them to do well,ÔÇØ says Price. ÔÇ£TheyÔÇÖre mates and we left them behind to come and do this. IÔÇÖm looking forward to what theyÔÇÖre doing next ÔÇô people will be really happy to see it.ÔÇØ Asked whether it would be a Kinect-focused title, like the studioÔÇÖs other recent projects, he replied: ÔÇ£I canÔÇÖt say for sure what they are or arenÔÇÖt doing with that piece of hardware that Microsoft isnÔÇÖt supporting much anymore.ÔÇØ

Playtonic recently announced its first title, currently named Project Ukulele, a 3D platform adventure that will stay true to the creative ideals of the old Rare titles. The team has yet to reveal the gameÔÇÖs lead characters, but the action will take place in a series of brightly coloured worlds, that will be open for wider exploration than the old N64 titles.

To this end Playtonic has introduced a new collectible, known as ÔÇÿPagiesÔÇÖ. Each world in the game is accessed via its own magical story book which resides in the hub area; as players collect Pagies, they unlock new areas to the environment ÔÇô the more pagies you put into a book, the more you expand the world. However, players can choose to go off an open new books and experience new worlds rather than expand current ones.

ÔÇ£You donÔÇÖt just go into the worlds, milk them and move on,ÔÇØ says Price. ÔÇ£It will be more open and expansive. There is freedom to go where you want. You can go into another world or you can spend Pagies on your current world and expand it with new areas. I wanted to take away the linearity of the old experiences as much as possible. These days, people want to find their own way through games ÔÇô and if you go off and explore and donÔÇÖt get rewarded for it youÔÇÖre like: ÔÇÿshit, IÔÇÖve just wasted my timeÔÇÖ.ÔÇØ

The team has also talked about including a vast range of non-player characters in Project Ukulele, who will then star in their own spin-off titles. Intriguingly, they have even expressed an interest in working with Rare again in some capacity. ÔÇ£You never know, there are some good old mates of ours down the road, they may might want to do a little multi-studio collaboration,ÔÇØ says Price. ÔÇ£WeÔÇÖre just going to be open minded. WeÔÇÖre not trying to look too far ahead. WeÔÇÖll make the right decision when we get there.ÔÇØ

On the subject of old Rare, the popular story is that when Microsoft took control of the studio, it restricted the teamÔÇÖs creativity, and insisted on a more corporate approach, killing the unique atmosphere. Playtonic denies this.

ÔÇ£For me, it was more about [Rare founders] Tim and Chris Stamper leaving,ÔÇØ says Playtonic technical director Jens Restemeier, who worked at Rare handling handheld conversions of key titles. ÔÇ£There was no sense of progression about what the company was going to do from that point on. The story people want to hear is that Microsoft came in and destroyed everything. It wasnÔÇÖt like that. They gave us freedom, almost more freedom than Nintendo gave us.ÔÇØ

Chris Sutherland, a 25-year Rare veteran and now project director at Playtonic, agrees. ÔÇ£When any company grows, youÔÇÖre going to hit problems,ÔÇØ he explains. ÔÇ£At Playtonic, we donÔÇÖt have an upfront design document, but if youÔÇÖve got a company with 50 people then youÔÇÖre suddenly burning money away and you have to give them something to do and itÔÇÖs got to be something you know youÔÇÖll use.

ÔÇ£Planning up front means you know those people are working, but the downside is youÔÇÖre locked into a way of working. ThatÔÇÖs fine when youÔÇÖre writing a sequel to something, but if youÔÇÖre trying to do something original and creative from the start, itÔÇÖs quite tricky to ask ÔÇÿwhatÔÇÖs this person going to be working on in three weeksÔÇÖ. Well, I donÔÇÖt know what the game is going to be in three weeks! ThatÔÇÖs as much of an issue. You see that in any large organisation.ÔÇØ

Playtonic is starting a Kickstarter in May to help fund Project Ukulele. It could be that the game launches within the same window as RareÔÇÖs own take on those classic platforming years. Price, however, is adamant that thereÔÇÖs no rivalry. ÔÇ£TheyÔÇÖre really nice clever guys, cleverer than all of us,ÔÇØ he says. ÔÇ£TheyÔÇÖll do well.ÔÇØ

Fuente: The Guardian



Lo que hablan sobre RARE en español
- Playtonic sabe en que está trabajando Rare desde el pasado año y están convencidos que los fans quedaremos complacidos.
- El nuevo estudio sigue abierto a colaborar con sus antiguos compañeros(RARE) llegado el momento.
- No lo dicen claramente, pero a su manera confirman que lo nuevo de Rare NO va dirigido a Kinect.
- Desmienten tajantemente las historias de los foros acerca de la libertad creativa (o la falta de ella) que les ha proporcionado Microsoft. Dicen que con esta han tenido tanta o más que con Nintendo.
#2
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Si me dicen que han tenido libertad y que Microsoft no les ha obligado a nada y han hecho Kinect Animals y cía por decisión propia... JUAS XD

En Playtonic hay más talento que en RARE, lo que queda de ella.
#3
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(23-03-2015 18:39)Rivera link escribió:Si me dicen que han tenido libertad y que Microsoft no les ha obligado a nada y han hecho Kinect Animals y cía por decisión propia... JUAS XD

En Playtonic hay más talento que en RARE, lo que queda de ella.
Rivera Rare no hizo Kinectimal, los únicos juegos de Kinect hechos por RARE son dos Kinect sport de XBOX 360 y KINECT SPORT Rivals de XBOX one este ultimo es el mejor juego de cacharro,aunque no deja de ser un juego de Kinect
#4
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Pues ya son tres juegos para el cacharro. Y vamos, parece obvio que RARE no ha hecho eso por decisión propia.

¿Qué queda en RARE si casi todos los que estuvieron en la época dorada de Nintendo 64 están en PlayTonic?

#5
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(23-03-2015 18:54)Rivera link escribió:Pues ya son tres juegos para el cacharro. Y vamos, parece obvio que RARE no ha hecho eso por decisión propia.

¿Qué queda en RARE si casi todos los que estuvieron en la época dorada de Nintendo 64 están en PlayTonic?
Son dos juegos Kinect sport y Kinect sport rivals .

De vandal:


Un antiguo trabajador de Rare asegura que los fans estarán muy contentos con el nuevo juego del estudio

Se espera que Microsoft lo anuncie este año.

Carlos Leiva ┬À 18:28 23/3/2015 ┬À XBOne



Gavin Prince, antiguo empleado de Rare que estuvo trabajando 20 años en el estudio, ha asegurado que los fans de la compañía estarán "muy contentos" con el próximo juego en el que están trabajando.

"Quiero que lo hagan bien", dijo Price. "Eran compañeros y los dejamos atrás para venir y hacer esto. Estoy esperando muy ilusionado lo que están haciendo, la gente va a estar muy contenta cuando lo vean".

De momento, no ha podido dar más detalles al respecto, aunque el estudio ya trabajaba en este juego cuando Price abandonó la compañía el año pasado.

Os recordamos que Phil Spencer, el jefe de la división de Xbox de Microsoft, ha dicho ya varias veces que este año Rare cumple 30 años y que lo van a celebrar tal y como se merece, de modo que probablemente descubramos de qué se trata en el E3.



#6
Cita
(23-03-2015 18:39)Rivera link escribió:Si me dicen que han tenido libertad y que Microsoft no les ha obligado a nada y han hecho Kinect Animals y cía por decisión propia... JUAS XD

En Playtonic hay más talento que en RARE, lo que queda de ella.
(23-03-2015 18:54)Rivera link escribió:Pues ya son tres juegos para el cacharro. Y vamos, parece obvio que RARE no ha hecho eso por decisión propia.

¿Qué queda en RARE si casi todos los que estuvieron en la época dorada de Nintendo 64 están en PlayTonic?


Alguno de los integrantes de la antigua RARE que siguen en RARE

Gregg Mayles (Jefe del estudio del Banjo Team en la antigua Rare,creador de Banjo Kazooie,Tooie y Baches y Cachivaches)
Keith Rabbette( artista de escenarios en Perfect Dark )
Louise Ridgeway( Lead animator en Conker ,kameo y Viva piñata)
Paul Cunningham (artista)
Andrew Betts (
Justin Cook
Mark Stevenson
Paul Mountain
David Wong
Huw Ward
Chris Marlow
Robin Beanland(famoso compositor musical  de RARE )
Paul Machacek
Nick Burton
Stephen Hall 
Dave Rose





Edit: Una lista mas completa de antiguos miembros de RARE que siguen en RARE

Chris Marlow - Senior gameplay engineer (joined in 1996)
Robin Beanland ÔÇô Head of Music ÔÇô 1994 onwards
Gregg Mayles ÔÇô Designer ÔÇô 1989 onwards
Nick Burton ÔÇô New Technology Development Lead ÔÇô 1998 onwards
Louise Ridgeway ÔÇô Art Director ÔÇô 1999 onwards
Andy Wilson ÔÇô Producer ÔÇô 1997 onwards
Steve Mayles ÔÇô Principal Artist ÔÇô 1992 onwards
Peter Hentze ÔÇô Lead Concept Artist ÔÇô 2000 onwards
Ryan Stevenson ÔÇô Senior Concept Artist ÔÇô 2001 onwards
Dave Rose ÔÇô Principal Environment Artist ÔÇô 1997 onwards
Paul Cunningham ÔÇô Assistant Art Director ÔÇô 1995 onwards
Brent Poynton ÔÇô Producer ÔÇô 2001 onwards
James Thomas ÔÇô Gameplay Engineer Supervisor ÔÇô 2002 onwards
Gary Talbot ÔÇô Animator ÔÇô 2000 onwards
Huw Ward ÔÇô Test Principal ÔÇô 1983 onwards
David Wong ÔÇô Senior Test Lead ÔÇô 1997 onwards
Paul Machacek ÔÇô Test Manager ÔÇô 1988 onwards
Mark Wilson - Infrastructure Engineer - 1989 onwards
Andrew Betts - Principal Artist - 1996 onwards
Rich Cousins - Live Operations Manager - 2000 onwards
Justin Cook - Principle Designer - Joined in 1999, left in 2009 to BigBig then SEGA and came back in 2012
Mark Stevenson - Lead designer - 1995 onwards
Stephen Hall - Principle Artist - 1997 onwards
Paul Mountain - Software Engineer - 1996 onwards
Dean Wilson - Art Principle - 2005
Katherine Gibson - Principal Rigger - 2003
Ben Miller - Lead Tools Engineer - 2004
Andrew Preston - Principal Designer - 2005
Shelley Preston - Senior Designer - 2006
Simon Gerges - Software Engineer - 2004
Mark Lucas - Software Engineer - 2003
Eoin O'Flynn - Senior Software Development Engineer - 2004
Robert Masella - Software Development Engineer - 2005
James Thomas - Gameplay Engineer Supervisor - 2002
Peter Campbell - Presentation Lead Engineer - 2006
Eike Umlauf - Senior Software/Gameplay Engineer - 2005
Ryo Agaries - Artist - At least 2003








#7
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A mi sinceramente me parece que en RARE no tienen la capacidad para sacar un Banjo, en parte porque muchos de sus pesos pesados se fueron del estudio, y en parte porque no me creo que Microsoft les vaya a dejar una total libertad creativa con los tiempos que corren, en el sentido de que ya no se llevan los juegos que eran la moda hace 15 años.

Los nuevos jugadores (que a fin de cuentas forman el grueso del público al que van dirigidos los juegos) cada vez demandan juegos más cinematográficos, de acción directa y menos pensar, y que no requieran de excesiva habilidad.
Esto en líneas generales, porque luego ves cosas como Dark Souls y al menos te hace no perder la esperanza de encontrar buenos juegos que supongan un reto.


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