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Gamesindustryz escribió:At X06 in Barcelona last year, Microsoft showed the first teaser for Rare's next Xbox 360 project - the latest instalment in the Banjo Kazooie series. As you'd expect from such a well-loved franchise, it's the sort of announcement that has dedicated gamers foaming at the mouth; and it's not just the loyal fans who are excited, either.
"The team that are doing it are the guys that did the original Banjo Kazooie, so they're probably more passionate about it than the kids that have bought the game," observes Schuneman.
"[Creative director] Gregg Mayles had the same position on the original Banjo-Kazooie, he did it on Banjo-Tooie, and now he's doing it again on the new Banjo title. He's passionate to maintain the Banjo vibe and what it was all about, but also to bring in something entirely new, which is going to be interesting. There are elements that are going to be very different; I don't think people are going to expect it."
According to Schuneman, "We've got a lot of work to do on getting the new ideas that the team have come up with to be right and playable and fun. And the team is making good progress with that. There's other stuff that we're doing too and when we're ready to talk about it, we'll talk."
Rare's titles have always had a unique style; you don't need to see the title screen to know you're looking at one of their games. And in an industry where some titles are barely distinguishable from another, it's important to have a clear sense of identity and individual design philosophy. But is there a danger that the staffers at Rare are making games for themselves, rather than a wider audience?
"When we look at all the Rare games, going back ten or 15 years, we've always enjoyed being that country in the middle. Of all the games we've done we've never thought 'This is for the US' or 'This is for Japan'," states Schuneman.
"We've just always thought that we want the biggest market. That was the way with the Nintendo games and it's exactly the same now. We want the UK, the US, the Europeans and the Japanese consumers."
The concept of not targeting a particular audience may have marketing departments sweating over their promotional budgets, but Rare isn't phased. The studio is confident enough to assume that a quality game will find an appreciative audience - regardless of decisions made on spreadsheets.
"We never think, 'Let's make a worldwide product.' But in our minds the approach to design - the approach to playing a game and the feel of it - has always been thought of in terms of mass appeal," says Schuneman.
"We've got a legacy in the UK for creating games with a British sense of humour, but we all grew up on Japanese Manga and Japanese NES and SNES games, and then with our little UK mix we've created games with a worldwide appeal.
"That's part of the Rare appeal," he concludes.