I did bits and bobs of work for this that and the other, and then we started doing Conker Twelve Tails, and then that all fell apart. That's when it really grew and lost its intimacy. Donkey Kong, then Killer Instinct, then it just absolutely exploded as a company. It was like a really tight unit in the first couple of years I was there, and then it started to expand. Tim's dad always used to do stuff for us. It sounds a bit creepy but it was actually quite good. Tim and Chris (Stamper) and the whole family, you were included in that family. Rare was a family business - very much so at the time. Not like now, when it takes three years at least. Those were the days when we used to do big games really quick. It was Martin Hollis who came up with the name one day, and everyone went, oh, that's good! We'll never get that. What was it called before it was called Killer Instinct?Ĭhris Seavor: Brute Force was the original codename. Donkey Kong was halfway done, and then Williams wanted this fighting game, so Rare said, yeah, okay, we'll do that. It was in the first month of getting the gig. I came to Rare in the beginning of 1994 straight from college, and I was straight in at the deep end onto Killer Instinct, which was not called that at the time. I did a bit of travelling.Ĭhris Seavor: It was all right, yeah. I took a year off and just dossed around really. It was quite a lot in one go, for whatever reason, which I'm still not even clear about. Well, redundancies I guess you could call it. It was probably a good time to go because there were quite a lot of changes going on that certainly didn't sit that well with me.Ĭhris Seavor: They sacked a load of artists, and I was among them. They made me an offer I couldn't refuse and that was that really. As you can see, I don't take the industry at all seriously :)Ĭhris Seavor: I left Rare under duress as it were. Here, in a wide-ranging interview with Eurogamer, Seavor recounts the glory days at Rare and discusses the many games he and others worked on that never saw the light of day. After taking a year off he founded indie developer Gory Detail and in eight months built Parashoot Stan, a top down endless runner for iOS devices out next month. Now, he is master of his own universe once again. He saw Kameo 2, a motion control game called Savannah and more fall by the wayside. Conker 2, Perfect Dark Core, Ordinary Joe and Urchin, among others. We haven't seen a game in the series since.Īfter that, Seavor headed up multiple Xbox 360 projects that never saw the light of day, some much discussed, some never discussed. Conker: Live & Reloaded launched in 2005 with dumbed down content and Live-enabled multiplayer. But he's best known for taking the cute Twelve Tales: Conker 64 and turning it into the profanity and poo packed N64 adventure Conker's Bad Fur Day - Rare's last game for a system that had never seen anything like it.Īfter the studio he so loved was bought by Microsoft he remade Conker's Bad Fur day for the Xbox. While there he worked on most of the studio's games: Killer Instinct, Perfect Dark and Banjo-Kazooie included. This week, with the Conker-starring Project Spark finally releasing, we go back to Wes' interview with the man behind Rare's foul-mouthed mascot.Ĭhris Seavor left Rare in January 2011 after 17 years at the legendary UK developer. Every Sunday we present an article from our archive - giving you a chance to discover something for the first time, or maybe just to get reacquainted.
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