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Rare (company)

British video game developer

Rare Limited is a British video game developer and a studio of Xbox Game Studios based in Twycross, Leicestershire. Rare's games span the platform, first-person shooter, action-adventure, fighting, and racing genres. Its most popular games include the Battletoads, Donkey Kong, and Banjo-Kazooie series, as well as games like GoldenEye 007 (1997), Perfect Dark (2000), Conker's Bad Fur Day (2001), Viva Piñata (2006), and Sea of Thieves (2018).

Tim and Chris Stamper, who also founded Ultimate Play the Game, established Rare in 1985. During its early years, Rare was backed by a generous budget from Nintendo, primarily concentrated on Nintendo Entertainment System (NES) games. During this time, Rare created successful games such as Wizards & Warriors (1987), R.C. Pro-Am (1988), and Battletoads (1991). Rare became a prominent second-party developer for Nintendo, which came to own a large minority stake in the company, with the release of Donkey Kong Country (1994). Throughout the 1990s, Rare started selling their games under the trademark name "Rareware" and received international recognition and critical acclaim for games such as the Donkey Kong Country series, Killer Instinct (1994), GoldenEye 007, Banjo-Kazooie (1998), Perfect Dark (2000), and Conker's Bad Fur Day (2001).

In 2002, Microsoft acquired Rare, which retained its original brand, logo, and most intellectual properties. Rare has since focused on developing games exclusively for Microsoft's video game consoles, including Grabbed by the Ghoulies (2003), Kameo (2005), Perfect Dark Zero (2005), and Viva Piñata (2006). In 2007, the Stampers left Rare to pursue other opportunities and, in 2010, the company's focus shifted to the Xbox Live Avatar and Kinect, releasing three Kinect Sports games. In 2015, Rare developed Rare Replay, an Xbox One-exclusive compilation containing 30 of its games to celebrate its 30th anniversary. Rare's most recent game, Sea of Thieves, was released in 2018.

Several former Rare employees have formed their own companies, such as Free Radical Design, best known for producing the TimeSplitters series, and Playtonic Games, best known for Yooka-Laylee (2017). Rare is widely acknowledged by the gaming industry and has received numerous accolades from critics and journalists. Rare is also known as a secretive and seclusive studio. Several Rare games, such as Donkey Kong Country and GoldenEye 007, have been cited as among the greatest and most influential games of all time, though some fans and former employees have been critical of the company's output under Microsoft.

History[edit]

Founding (1985–1993)[edit]

Rare evolved from the company Ultimate Play the Game, which was founded in Ashby-de-la-Zouch, Leicestershire by former arcade game developers Tim and Chris Stamper.[1] After multiple critically and commercially successful releases including Jetpac, Atic Atac, Sabre Wulf, and Knight Lore, Ultimate Play The Game was one of the biggest UK-based video game development companies.[2] The ZX Spectrumhome computer, the platform the company usually developed games for, was only popular in the UK, and they believed that working on that platform would not be beneficial to the company's growth as they considered it a "dead end".[1][2][3] Meanwhile, the company inspected an imported console from Japan, the Famicom, and believed that it would be an ideal future platform of choice for the company as it was more sophisticated than the Spectrum, it had a worldwide market, and its cartridges had no load times.[4] As a result, Rare was established in 1985.[5] Its main goal was to reverse-engineer the console and investigate the codes for Famicom's games to learn more about the console's programming.[1] With successful results, the company decided to sell the Ultimate brand to U.S. Gold, and ceased game development for the ZX Spectrum in the following year.[2]

The Famicom's manufacturer, Nintendo, claimed that it was impossible to reverse engineer the console.[2] Using the information the Ultimate Play the Game team acquired from Rare, the team prepared several tech demos and showed them to the Nintendo executive Minoru Arakawa in Kyoto.[1][5] Impressed with their efforts, Nintendo decided to grant the Ultimate Play the Game team an unlimited budget for them to work on games for the Famicom platform.[1] After they returned to England, they moved from Ashby-de-la-Zouch to Twycross, and established a new studio through Rare. They set their headquarters in a Manor Farmhouse.[5] Rare also set up another company known as Rare, Inc., in Miami, Florida. Headed by Joel Hochberg, the American company was involved in maintaining Rare's operation in the US and contacting major US publishers.[5] Hochberg was previously the vice president of American arcade manufacturer Centuri.[6] The Famicom was eventually released in North America and Europe under the name Nintendo Entertainment System (NES).[2]

My goal at Rare was to bring products that you wouldn't see for six to eight years and make it available as soon as possible.

— Tim Stamper, founder of Rare.[7]

With the unlimited budget, Rare could work a large variety of different games.[1] The first project Rare worked on was Slalom, a downhill skiing game.[8] The company then worked with various gaming publishers that included Tradewest, Acclaim Entertainment, Electronic Arts, Sega, Mindscape, and Gametek[3] to produce over 60 games for the NES and several additional Game Boy conversions.[1][8] They helped in creating new and original intellectual properties, including R.C. Pro-Am, a racing game with vehicular combat elements,[8] and Snake Rattle 'n' Roll, an action platform game with Tim Stamper developing the game's graphics.[9] Rare also developed Battletoads, a beat'em up inspired by the Teenage Mutant Ninja Turtles franchise.[1] The game became known for its extreme difficulty, and upon seeing success, publisher Tradewest published multiple ports for the game, and tasked Rare to develop sequels. Tradewest also gave their own Double Dragon licence to Rare, allowing them to develop a crossover game between the two franchises. Rare released three Battletoads games in 1993, including Battletoads / Double Dragon: The Ultimate Team, Battletoads in Ragnarok's World and Battletoads in Battlemaniacs. The last Battletoads game from that era was released for the arcade in 1994.[10] Several Battletoads games were also ported to some Sega's systems like the Mega Drive/Genesis.[11]

Rare worked on licensed properties such as A Nightmare on Elm Street and Hollywood Squares, and ports including Marble Madness, Narc, and Sid Meier's Pirates!.[1] The development of four of Rare's games were outsourced to Zippo Games, including Wizards & Warriors and the third instalment of the Jetpac series, Solar Jetman: Hunt for the Golden Warship.[11] Rare eventually acquired Zippo Games and renamed them to Rare Manchester.[2] According to Ste Pickford, a Rare team member through the late 80s and the early 90s, Rare just "wanted to make as many games as they could in their 'window of opportunity'".[12] The huge library of games made large profits, but none became a critical success for the company while less creativity and innovation were shown in them.[1]

When the Super Nintendo Entertainment System was conceived, Rare was not yet ready for the change. Rare limited their releases to some Battletoads games and decided to invest their significant NES profit in purchasing expensive Silicon Graphics workstations to make three-dimensional models. This move made Rare the most technologically advanced developer in the UK, and situated them high in the international market.[1] Their priority also changed at that time, as the team decided to focus on quality instead of quantity.[13]

Partnership with Nintendo (1994–2002)[edit]

Rare, using the SGI systems, created a boxing game demo and presented it to Nintendo.[13] As the SNES at that time could not render all of the SGI graphics at once, Rare used the SGI graphics to produce 3D models and graphics, before pre-rendering these graphics onto the cartridge of the SNES system,[13] a process known as "Advanced Computer Modelling".[5] Their progress with the 3D graphics on the SGI systems impressed Nintendo, and in 1994, Nintendo bought a 25% stake in the company that gradually increased to 49%, making Rare a second-party developer for Nintendo.[1] Rare maintained autonomous operations, green-lighting and designing projects without significant involvement from Nintendo.[14]

During this period, Rare started selling their games under the trademark name "Rareware". The company was considered one of Nintendo's key developers and had enough recognition that Nintendo offered Rare the Nintendo catalogue of characters to create a 3D CGI game.[1] The Stampers asked for Donkey Kong. The resulting game was Donkey Kong Country, which was developed by a total of 20 people and enjoyed an 18-month development cycle.[15] Rare staff also visited Twycross Zoo, observing and videotaping real gorillas.[15][16] The game was a critical success, with critics praising the game's highly advanced visuals and artstyle.[13]Donkey Kong Country sold over nine million copies worldwide, making it the third best-selling game in the SNES library.[1] The game received several Game of the Year honours and was followed by two sequels, Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Country 3: Dixie Kong's Double Trouble!, as well as several handheld spin-offs such as the Donkey Kong Land series.[1]

Nintendo's stake purchase allowed Rare to expand significantly. The number of staff members increased from 84 to 250, and Rare moved out from their headquarters at the Manor Farmhouse.[5] Rare also developed a CGI arcade fighting game, Killer Instinct, on their own custom-built arcade machine.[1]Killer Instinct was set to be released for Nintendo's own 64-bit system, the Nintendo 64 in 1995, but was forced to release the game for the 16-bit SNES system, and had to downgrade the game's graphics. Killer Instinct sold 3.2 million copies, and was followed by a sequel, Killer Instinct 2.[17]Killer Instinct Gold, the console version of Killer Instinct 2, suffered from a graphical downgrade due to the compression technology used to fit the arcade version onto the smaller Nintendo 64 cartridge.[3]

Rare then developed Blast Corps for the Nintendo 64. The game sold one million copies, which was considered disappointing by Rare.[18] At that time, Rare was split into several teams, working on different projects. A large-scaled platformer was set to be released afterwards but was delayed. As a result, Rare changed their schedule and released their smaller projects first. The first project was GoldenEye 007, a game based on the James Bond film GoldenEye. The project was led by Martin Hollis and development was conducted by an inexperienced team.[19] Inspired by Sega's Virtua Cop, Goldeneye 007 had originally been an on-rail shooter before the team decided to expand the gameplay and turn it into a free-roaming first-person shooter. New elements, such as stealth, headshot mechanics and reloading, were introduced. A split-screen multiplayer was added to the game by the end of its development. GoldenEye 007 was the first console first-person shooter developed by Rare and it was released two years after the release of the film. The game received critical praise and received numerous awards. Goldeneye 007 remained one of the best-selling games for two years, and sold more than eight million units worldwide.[1]

Rare then developed Diddy Kong Racing, their first self-published game.[5] Originally intended as a real-time strategy game involving cavemen, the game was re-imagined into a racing game prior to its release in 1997. It was one of the fastest selling games at the time, as recorded by The Guinness Book of Records.[1]Diddy Kong Racing also features protagonists from some future Rare games, including Banjo and Conker.[8] At the time, Rare was still working on the large-scale platform game. Originally codenamed Dream: Land of Giants, it was a game featuring a young boy named Edison and pirates.[20] The protagonist was then replaced by a bear known as Banjo, and Rare expanded the role of Kazooie the bird. The two characters were inspired by characters from Walt Disney Animation Studios films and Rare hoped that they could appeal to a younger audience.[21]Banjo-Kazooie was released in June 1998 to critical acclaim. A sequel, Banjo-Tooie, was released in 2000.[1] It was a critical success and it outsold the first game, selling 3 million copies.[22]

Upon the completion of Banjo-Kazooie's development, Hollis immediately began another project.[23] Originally set to be a tie-in for Tomorrow Never Dies, Rare was significantly outbid by another publisher, forcing Rare to develop a new concept with new characters.[24] With a major emphasis on lighting, the game was named Perfect Dark. Hollis left Rare for Nintendo 14 months after the start of Perfect Dark's development. Around the same time, numerous employees left the company and formed new studios. With major project leads departing, a new team took over its development and diminished the role of lighting in the game, making it a more straightforward first-person shooter.[1][25] The game's troubled development did not affect the progress of Rare's other teams. When Perfect Dark was still in development, Rare released two other games, Jet Force Gemini and Donkey Kong 64. In 1999, Nintendo signed an agreement with Disney, and assigned Rare to develop several racing and adventure games featuring Mickey Mouse. The project later became Mickey's Speedway USA and Mickey's Racing Adventure.[5]Perfect Dark eventually resurfaced and it was released in 2000 to critical acclaim. The game sold approximately 2 million copies.[26]

Conker the Squirrel also had his own game, originally named Conker's Quest. It was later renamed Twelve Tales: Conker 64; however, the new game was criticised for being too family-friendly and too similar to Banjo-Kazooie.[27] As a result, the team renamed the game Conker's Bad Fur Day and was re-revealed in 2000. Conker's Bad Fur Day, unlike Banjo-Kazooie, was intended for a mature audience, and features violence, profanity and scatological humour.[5] The game received positive reviews from critics, but was a commercial failure as the game was released at the end of the Nintendo 64's life cycle and was not actively promoted by Nintendo due to its crude content.[1]

After the completion of Diddy Kong Racing, another team was working on a new game known as Dinosaur Planet for the Nintendo 64.[28] However, Nintendo Senior Managing Director Shigeru Miyamoto suggested the team redesign the game as part of the Star Fox series for Nintendo's new console, the GameCube.[29] Unlike previous Star Fox games, Star Fox Adventures focuses on ground-based, open world exploration. The game received positive reviews upon its launch in 2002.[26]Star Fox Adventures was the only game developed by Rare for the GameCube.[29]

Microsoft era (2002–present)[edit]

Game development costs gradually increased,[7][30] and Nintendo did not provide Rare with more capital nor did they purchase the company's remaining stake. The Stampers were surprised that Nintendo did not directly acquire the studio.[31] Rare looked for potential buyers.[32] In early 2000, workers from Activision and Microsoft began visiting Rare with purchase offers.[33] According to Microsoft's Ed Fries, Nintendo, Activision, and Microsoft then became embroiled in a bidding war for ownership of Rare. Rare expressed interest in Activision's offer, but Microsoft offered more money.[34] On 24 September 2002, Microsoft purchased Rare for $375 million.[35][36] Rare became a first-party developer for Microsoft's Xbox. Character trademarks from games developed by Rare for Nintendo consoles, such as Conker of Conker's Bad Fur Day and Banjo of the Banjo-Kazooie series, were retained by Rare; intellectual property created by Nintendo, such as Donkey Kong and Star Fox, were retained by Nintendo.[37] This left Donkey Kong Racing, due for release for the GameCube, unreleased.[1][38] 30 employees left Rare during the transition.[11]

Company logo: "Rare" in grey under a stylised green hexagon

Since Microsoft was not part of the handheld video-game console market, Rare continued to develop games for Nintendo handheld consoles after the acquisition.[39] In August 2003, Rare and Microsoft entered an agreement with THQ for THQ to publish Rare's games for the Game Boy Advance, including Sabre Wulf, a game based on an Ultimate character; Banjo-Kazooie: Grunty's Revenge, initially intended as a Game Boy Color game[40] and It's Mr. Pants!, a puzzle game originally developed as Donkey Kong: Coconut Crackers.[41] January 2005 saw the completion of this deal with the release of Banjo-Pilot, known as Diddy Kong Pilot before the Microsoft acquisition.[42]

In 2003, Rare released their first Microsoft game, Grabbed by the Ghoulies, a humorous action-adventure game set in a haunted mansion full of supernatural creatures. Originally intended as a free-roaming game, it was significantly streamlined in design and concept to attract a larger, more casual audience. The game received mixed reviews from critics, and was considered Rare's worst and least-popular game.[43] At E3 2004, Microsoft's Ken Lobb said that Rare had obtained Nintendo DSdevelopment kits and was working on two games for the Nintendo DS. Shortly afterwards, Microsoft issued a statement that the company and its studios had no plans for Nintendo DS development. However, in July 2005, Rare posted job openings for Nintendo DS development on its website and said that it was creating "key" DS games.[44] Only two were ever released, with the first one being Diddy Kong Racing DS, a remake of the Nintendo 64 title Diddy Kong Racing which was released in February 2007,[45] and the second being Viva Piñata: Pocket Paradise, a life simulation game, released on September 2008.[46] Both games support the Nintendo DS Rumble Pak.

Rare released Conker: Live & Reloaded, a remake of Conker's Bad Fur Day, in 2005 with updated graphics and a reworked multiplayer option. The game received generally favourable reviews[47] but, similar to Bad Fur Day, was a commercial failure.[30] Xbox successor Xbox 360 was released in 2005, and two of its launch games were developed by Rare: Perfect Dark Zero and Kameo: Elements of Power. Zero, a prequel to the first Perfect Dark, was originally intended for GameCube before its redesign as an Xbox 360 game. Rare removed several features to meet the game's release deadline in 2005.[48]Kameo: Elements of Power was also intended for the GameCube. A new intellectual property, in it the player character shape-shifts to solve puzzles. Although both received generally positive reviews from critics and sold more than a million copies,[1] they were considered disappointments.[30]

Yet, so much of the money went towards Gears of War, which is going to sell millions anyway. It was a bit of like, "What about the other franchise?" I think we got left in the wake somewhat.

— Software engineer James Thomas, on the marketing campaign for Viva Piñata.[49]

In 2006, the company released Viva Piñata, a game involving gardening. Incorporating elements of several franchises including The Sims, Animal Crossing, and Harvest Moon, it was acclaimed as innovative.[8] The game's commercial performance was a disappointment, however, and some Rare team members questioned Microsoft Studios' large marketing budget for Gears of War and its relative neglect of Viva Piñata.[49] On 2 January 2007, Rare founders Chris and Tim Stamper left the company to "pursue other opportunities". Former lead designer Gregg Mayles became Rare's creative director and Mark Betteridge the company's studio director.[50] That year saw the release of Jetpac Refuelled, a remake of Jetpac for Xbox Live Arcade.[1]

Black, rectangular motion controller
Rare focused on Kinectfrom 2009 to 2014.

Rare unveiled work on Xbox Live avatars, Viva Piñata: Trouble in Paradise (the next game in the Viva Piñata series), and Banjo-Kazooie: Nuts & Bolts in 2008. Made by the core team that developed the first Banjo-Kazooie,[51]Nuts & Bolts received significant criticism from players due to its focus on vehicle construction rather than traditional platforming.[52] Though generally receiving positive reviews, the company's games for Microsoft sold poorly and Microsoft decided to restructure the studio at the end of the decade.[53] In March 2010, Rare opened a new facility at Fazeley Studios in Digbeth, Birmingham.[54] Later that year, Microsoft confirmed that Scott Henson, a developer who had worked on the hardware and software designs of the Xbox 360 console and Kinect for Xbox 360, replaced Mark Betteridge as studio manager and announced a focus on Xbox Live avatars.[55] Rare also shifted their focus to Kinect.[56][57] According to Henson, "Kinect will be the main focus for Rare going forwards as it's a very rich canvas. This is just the beginning of an experience that will touch millions of people".[58] Rare's first Kinect project, Kinect Sports, was released in November 2010. Originally titled Sports Star, a more-complex sports simulation game, the game was streamlined into what Microsoft executive Don Mattrick hoped would be the Kinect equivalent of Wii Sports. According to a former Rare employee, the team was worried about the game during its development because of Kinect's limitations.[57] Its reviews were average,[59] but it was a commercial success, selling three million units by May 2011.[60] Rare and BigPark, another Microsoft studio, collaborated on the development of a sequel, Kinect Sports: Season Two.[57]

In March 2011, Scott Henson announced that Craig Duncan, who had worked on Sonic & Sega All-Stars Racing and the Colin McRae Rally series, was hired as senior studio director.[61] Simon Woodroffe, who had worked at several studios (including Adventure Soft, Midway Games, Ubisoft, and Sega), became the studio's creative director in April 2012.[62] A Rare property, Killer Instinct, was revived in 2013. The company had a supporting role in its development, assisting lead developer Double Helix Games.[63] Another Rare mascot, Conker, was also featured in another Microsoft game, Project Spark as episodic downloadable content. Known as Conker's Big Reunion, it was cancelled in 2015.[64]

Are they gonna go: Rare is back? And what my answer would be is, Rare has never gone away. We've just changed and made different types of games.

— Craig Duncan, head of Rare on their "next project" in 2014.[65]

Rare released Kinect Sports Rivals in 2014. The game was worked on by 150 staff members and a new game engine was developed for it.[65] The game was a commercial failure and following Microsoft's announcement that Kinect would no longer be a priority, about 15 Rare employees were laid off.[66] On 10 February 2015, a group of former Rare employees announced the formation of a new studio, Playtonic Games, and planned a "spiritual successor" to the Banjo-Kazooie franchise titled Yooka-Laylee, which was released on 11 April 2017 with mixed reviews.[67] According to Rare composer Robin Beanland, the year 2015 would be significant for the company.[68] At E3 2015, a new compilation game, Rare Replay celebrating the studio's 30th anniversary, was introduced; it was released in August.[69] The compilation's thirty titles only include games to which Rare owned the intellectual property.[70] Because of this, Rare's operations director Drew Quakenbush explains why GoldenEye 007 is not included in compilation.[71]Rare Replay became the most pre-ordered game shown at E3 that year and received critical acclaim upon launch.[72][73] A new game, Sea of Thieves, a multiplayer adventure game marketed as "The Best Game That Rare Has Ever Made",[74] was introduced at E3 that year.[75] It was delayed at the following year's conference and was released on 20 March 2018. The game received mixed reviews,[76][77] but was a commercial success; in January 2020, Microsoft declared it the most successful IP it released in the eighth generation, with more than 10 million players.[78]

Since 2018, Rare has been working with Dlala Studios on a Battletoads revival for the Xbox One and Windows, which was eventually released in 2020.[79] Microsoft and Rare also collaborated with Nintendo in 2019 to add Banjo & Kazooie as playable characters in the crossover Nintendo Switch fighting game Super Smash Bros. Ultimate.[80] At the X019 event in November 2019, Rare announced it was developing Everwild, an action-adventure game for Windows and Xbox Series X/S.[81] As of January 2020, Rare had more than 200 employees, after growing at a consistent pace for five years.[82]

Culture[edit]

According to Mark Betteridge, one of Rare's main goals is to create games people will find enjoyable rather than just to earn profit.[52] The Stamper brothers gave the team considerable creative freedom, although they would intervene if a product was technically flawed or under-performing. Some employees noted that working for Rare in its early days could be difficult, with staff members allowed 30 minutes for lunch and possibly working more than 60 hours a week. Nintendo worked closely with Rare, and their relationship was described as a "creative partnership" by Viva Piñata designer Justin Cook.[32] According to Hansen in 2010, innovation is very important to the company, thus they focus on trying out new technology, such as Xbox 360's Kinect.[83] Historically the company has developed only for video game consoles, never for PCs or arcade units, with the Stamper brothers citing a preference for working on a stable standard format which is specifically designed for playing games.[14] According to Duncan in 2014, Rare would only develop games that had unique ideas, and will never develop a generic game with their intellectual properties.[65]

Everybody likes to create this narrative that Microsoft are evil, but that's not the case – they were very supportive. I guess there were a few people who have since left who thought: 'I wanted to be working on this game or my pet project, and I didn't get to.' And they've kind of painted a picture that it's all Microsoft's fault.

— Gavin Price, former Rare employee and founder of Playtonic Games, about Microsoft.[57]

Ed Fries, head of Microsoft Studios' publishing division at the time of acquisition, said that the company attempted to preserve Rare's culture so its staff could continue feeling that they worked for Rare rather than Microsoft. Rare employees differed about working conditions after the Microsoft acquisition. According to Star Fox Adventures lead engineer Phil Tossell, conditions became more stressful after an "imperceptible" start, and the culture of the two companies began clashing.[84] Tossell said that Microsoft gradually imposed a corporate structure on Rare, including more performance reviews and meetings, to which some Rare members found difficulty in adapting. Some admitted that early changes, such as permitting team members to discuss projects they were not working on and allowing staff members to use the Internet or listen to music during work hours, were beneficial to team morale.[32] Betteridge called the overall change "positive", saying that Microsoft's capital could help Rare develop their projects.[52] Former Rare employee Gavin Price said that some Microsoft executives, such as Phil Spencer, were supportive of the developer.[57]Grant Kirkhope, a former composer at Rare, strongly criticised Microsoft following the acquisition.[85][better source needed] Former Xbox executive Peter Moore voiced his disappointment with Rare's works after the acquisition. He noted that Rare employees were attempting to "recreate the glory years", but their skills had become outdated and were no longer "applicable in today's market".[86] Duncan insisted that there were still a lot of talented people working at Rare, and they will have a "bright future".[65]

Unlike other software developers, Rare acquired a reputation for secrecy; the approach to their office buildings, in Manor Park near Twycross, was monitored by cameras. Web video shows had been granted access in recent years, such as Eurogamer in November 2006.[87] The company was internally divided into different "barnes", where employees worked exclusively on their group's game.[88][37] According to Tim Stamper,

Rare has a different philosophy. We don't really have much contact with other game development companies and we just do things the way they've evolved. We try to employ people who are great games players and games enthusiasts and they're really interested in seeing the other games we're developing in the company, so it's really a group of games enthusiasts all working together to produce the best games they can – that's Rare.[37]

— Tim Stamper, February 2003 Video Games Daily interview

Though normally secretive, Rare allowed several exclusive tours of its studio by fan sites Rarenet in 1999,[89] and Rare-Extreme in 2004[90] and again in 2009.[91] In 2010, Rare declined an offer by fansite MundoRare to film a documentary about their studios at MundoRare's expense. The film, to celebrate Rare's 25th anniversary, would have been distributed on the internet and Xbox Live. Rare refused permission to shoot the film, saying that it was not "on message". MundoRare was shut down, and stated that the site could not support the company's new corporate direction.[84][92][93] Rare's secrecy was criticised by Hardcore Gamer's Alex Carlson, as they thought that it made them "disconnected", and prompted them to develop games that "their fans don't want".[38] When Duncan took over as the studio's head, he intended to change the culture of the studio. Rare's office was completely remodeled so as to facilitate idea sharing between team members. The studio also adopted a more open attitude to its community, with the studio inviting fans to take part in the development project of their latest game Sea of Thieves.[88]

Related companies[edit]

Around 1997, a number of Rare employees left to establish separate companies. The first was Eighth Wonder, underwritten by Sony Computer Entertainment Europe, which did not produce any games before it closed.[94] After Martin Hollis left Rare, he joined Nintendo before founding his own company Zoonami, releasing Zendoku, Go! Puzzle and Bonsai Barber.[95] Other Perfect Dark team members, including David Doak and Steve Ellis, founded Free Radical Design and created the TimeSplitters series. It was acquired by Crytek and renamed Crytek UK before its 2014 closure, with most of its staff moving to Deep Silver Dambuster Studios.[96][97][98] In May 2021, Deep Silver reestablished Free Radical Design with original founding members Steve Ellis and David Doak heading up the new studio.[99]

Former Free Radical and Rare staff also formed Crash Labs, a studio specialising in developing iOS games.[100] Chris Seavor, director of Conker's Bad Fur Day, founded the Gory Detail studio along with Rare employee, Shawn Pile and released Parashoot Stan for mobile devices,[101] as well as The Unlikely Legend of Rusty Pup on Steam.[102][103] Starfire Studios were founded by four former Rare employees and released Fusion Genesis, an Xbox Live Arcade game published by Microsoft Game Studios.[104] Another group of former Rare employees formed a mobile-game studio, Flippin Pixels.[105] Former Rare employee Lee Schuneman headed Lift London, a Microsoft studio.[106] Phil Tossell and Jennifer Schneidereit founded Nyamyam and released Tengami.[107]Playtonic Games was founded by several former Rare employees; their first project is Yooka-Laylee, a spiritual successor to Banjo-Kazooie.[108] Chris and Tim Stamper joined FortuneFish, a mobile game company founded by Tim Stamper's son, Joe Stamper.[7] Their first game is That Bouncy Thing! The Rubbishiest Game Ever for Android.[109]

Games[edit]

Main article: List of video games developed by Rare

Rare has developed a number of video games since its founding, with sales nearing 90 million copies by 2002.[35] The company is best known for its platform games, which include the Donkey Kong Country, Banjo-Kazooie, and Conker series, and for its Nintendo 64 first-person shooters GoldenEye 007 and Perfect Dark. Rare does not adhere to a few specific video-game genres. They have also developed action-adventure games, including Star Fox Adventures and Kameo: Elements of Power; fighting games, such as the Killer Instinct series; racing games, such as R.C. Pro-Am and Diddy Kong Racing, and beat 'em up-shoot 'em up games such as Battletoads and Captain Skyhawk. Since Rare has usually been associated with a video-game console manufacturer (such as Nintendo and Microsoft), most of their games have been developed as exclusives for a particular platform.[citation needed] In 2018, Rare released Sea of Thieves, a pirate-themed open worldsandbox game for Xbox One and Windows 10. At Microsoft's X019 event, a fantasy action-adventure title called Everwild was announced.[110]

The company's cancelled projects include Dream: Land of Giants, which became Banjo-Kazooie;[20]Perfect Dark Core, originally the sequel to the first Perfect Dark; Black Widow, an open world game that tasks players to control an eight-legged robot; Sundown, which featured a horde-like survival mode; The Fast and the Furriest, a mascot racer; Tailwind, an action game featuring helicopters;[111]Urchin, a Fable-style game which began development after the completion of Live & Reloaded; Ordinary Joe; Savannah, a Kinect-based game; Kinect equivalents of Wii Fit and Professor Layton,[57] a sequel to Diddy Kong Racing,[112] and a sequel to Kameo: Elements of Power.[113]

Awards[edit]

Rare received numerous awards, including BAFTA award for "Best UK Developer" for its work on GoldenEye 007.[114] In 1997, Electronic Gaming Monthly named Rare "Most Promising Game Company", citing their high rate of success in putting out killer apps for the Nintendo 64.[115] Rare was awarded the BAFTA Interactive Entertainment Moving Images Award in 2000 for developing Perfect Dark.[116]Tim and Chris Stamper were named as Development Legends in the 2015 Develop Industry Excellence Awards.[117] Rare was included as Gamasutra's Top 30 Developers of All Time,[118] and was ranked as the 36th best video game maker by IGN.[119] The Herbert Art Gallery and Museum curated a retrospective of the company's work in 2018.[120]

References[edit]

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Dead Rising 2: Case West

Release date

December 27th, 2010


Dead Rising 2: Case West is an Xbox 360-exclusive standalone downloadable game that takes place after the events of Dead Rising 2, which was announced at the Tokyo Game Show by Keiji Inafune on September 15, 2010. This game features Chuck Greene and Frank West working side-by-side in a factory like setting.[1] It was released worldwide on December 27, 2010.

As taken from Capcom-Europe's announcement: "In co-op mode, Xbox LIVE Gold members will see the two protagonists delve deeper into the reasons behind the Fortune City outbreak and provide further links to the Willamette incident." The Xbox LIVE exclusive will provide an epilogue for Dead Rising 2.[1] It was later included in the Dead Rising Collection.

Gameplay[]

The Combo Weapons system and co-op return from Dead Rising 2. The photography aspect from Dead Rising also returns in Case West,[2] but without Prestige Point bonuses. But Prestige Point Stickers do return. New weapons and weapon combinations are also available, as well as new costumes.[3] Survivors are also present, however, they will not need to be escorted back to a Safe House, as they work in the facility and know their way around.

In single player, Frank will back Chuck up as an AI (artificial intelligence) friend. Frank is only playable in two player mode of an online game.[4]

Rob Barrett, President of Blue Castle Games stated, "I think we will see some physical Change in Frank since people saw him last, he will have aged. In the single player game [Frank] will be backing Chuck up...in co-op you will be able to play Frank. The combo weapons, which are...the pillar...of the main game, we expand on those as well."[5]

Story[]

*This game could connect to either Ending A or S, since TK dies in both.

The game starts with Chuck fighting a zombified Tyrone King in the bunker elevator, similar to Ending A albeit with no other zombies. TK overpowers Chuck and puts him down to the ground. When it seems Chuck is about to be killed, the elevator door opens and a man hits TK off of Chuck with a baseball bat, killing him and saving Chuck. The man turns out to be Frank West. Chuck thanks Frank and begins to recognize who he is. But Frank recognizes who Chuck is and what he is been accused of and is very hesitant to hear Chuck out. Chuck reiterates how Phenotrans caused the Las Vegas and Fortune City outbreaks and framed him for the latter. He also states that they also killed Rebecca Chang. Frank is shocked by the news, mostly about Rebecca's death. After hearing enough, Frank tells Chuck that he came to pick up Rebecca to investigate the Phenotrans Facility west of Fortune City based on a tip he was given by a source. Frank tells Chuck that he can tag along but if he finds out that Chuck had something to do with the outbreak, there could be serious consequences. Chuck reluctantly accepts and reiterates that he didn't do it, then Chuck see's Frank's camera and accuses Frank of just looking for a big scoop, but Frank says that there is a lot more to it than just a scoop. Before they leave, Frank's watch beeps and he gives himself a dose of Zombrex, owing to the infection he contracted in Willamette, five years ago.

Chuck and Frank are perched on a cliff, scoping out the Phenotrans compound in the distance, stating that they're off to find the evidence to clear Chuck's name and find out whatever the source has in for them.[6] The two break into the facility via the air vents and make their way to the Shipping Office to contact Frank's mysterious source. After inputting codes at several workstations, the source is able to download information for Chuck and Frank, which they find in an office at the Secure Lab. While they discuss the development of Zombrex, the various people forced to be test subjects, and the lives it has cost around the world, Frank angrily throws his own supply away, but Chuck picks it up without his knowledge.

Eventually, they cut the power to the facility in order to free Frank's source, who turns out to be Isabela Keyes. Frank and Isabela had parted ways following Willamette, and he is surprised to see her. Frank is angry to learn she works for Phenotrans. Isabela explained that she was captured and forced to work for Phenotrans after the incident at the Willamette Mall; in addition, all her research on creating a cure was stolen by Phenotrans. After explaining herself, however, the director of Phenotrans, Marian Mallon, reveals herself in a room above them and sends in guards to capture the trio. Isabela manages to get away, leading Chuck and Frank to believe that she was only using them to help her escape. She returns shortly after with a gun in an attempt to free the two. However, Harjit Singh, the head of Phenotrans security, is sent to deal with the situation and promptly knocks out Isabela when she attempts to escape. She throws a flash drive towards Frank containing information regarding Phenotrans's practices just before fainting and being taken to Marian. Harjit, however, steps on the flash drive and tries to kill Frank and Chuck. This leads to ending A.

Endings[]

v·d·eCase West only has two endings. Ending A and when Chuck and Frank run out of time on a case.[7][8]

Ending PP Bonus Description Video
A 75,000[9]

After Frank and Chuck defeat Harjit, he tries to regain his balance on a large glass tube containing Queens and accidentally smashes through it, resulting in being stung to death by the Queens.

Frank and Chuck learn from Marian that she manage to cure herself of the zombie infection and that a cure actually exists. Phenotrans, however, refuses to release it to the general people, believing them to be not worthy. She activates the facility's self-destruct mechanism and proceeds to leave with Isabela in her arms. Chuck tries to stay behind and frantically search for the cure, but Frank convinces him to get out just in time.

Back on the cliff where they started, Chuck and Frank look at the destroyed facility. Chuck ponders on the difference a cure could make to the world, but Frank says it could have been a lie, and they at least have the proof to clear Chuck's name. Chuck states that nobody would take their word about Phenotrans' plans. Frank's watch beeps, indicating his next Zombrex dose is due, but he remembers throwing it away in the facility. He looks as if he is ready to accept his fate when Chuck, having picked the Zombrex dose back up hands it over to him, reasoning that the world needs Frank West.

Out of time
Frank and Chuck are captured by soldiers

Game ends

Locations[]

Area Location Description
Phenotrans Facility Phenotrans FacilitySecret Phenotrans facility. Zombies are shipped to this facility and experimented on. This is the production center for the controversial drug Zombrex.
Research Laboratory Research LaboratoryIt all starts here. The Zombrex research and production takes place in this laboratory.
Research Laboratory Zombrex Research Lab AThe research done in this laboratory is dedicated to increasing the effectiveness of Zombrex. Please see the lead researcher for more information and access to classified materials.
Research Laboratory Zombrex Production Lab BThis information is classified. Please see the lead researcher for more information and access to classified materials.
Research Laboratory Refrigerated ContainmentPhase 2 Livestock by-product is transferred to this refrigerated room and stored here for use by scientists. It is imperative that this room remains within the pre-set
Research Laboratory Livestock Dissection LabThis information is classified. Please see the lead researcher for more information and access to classified materials.
Research Laboratory Harvesting RoomPhase 1 Livestock is carried via a conveyor belt through the initial phase of Zombrex production. The area is constantly patrolled by security and features convenient biowaste disposal.
Research Laboratory Power RoomThe generator that powers the security mechanism which controls the entrance to the secure lab is located here. Non-maintenance personnel is restricted from accessing this room.
Research Laboratory Gas ControlThis room controls the flow of gas throughout the facility.
Living Quarters CafeteriaThe cafeteria is not only a social place to gather, but also take a load off from all the research and chow down. Our resident chef makes a killer sandwich that is absolutely worth dying for.
Living Quarters Living QuartersThe living quarters provide employees with the comforts of home while not at home. Take a load off and shoot some pool in the Rec Room or enjoy a drink with our executives in the Tiki Tower Lounge!
Living Quarters Living Quarters A6A low-level employee living quarter created for function rather than comfort. These are the smallest rooms available; not meant for relaxation or recreation. Current Resident: Mizuki Tanahara
Living Quarters Living Quarters RRThe recreation room is a place to sit back and relax. This large dual-entrance room features a pool table and a large lounging area. Come and enjoy movie night every week on Friday starting at 8 pm.
Living Quarters Living Quarters A9A low-level employee living quarter created for function rather than comfort. These are the smallest rooms available; not meant for relaxation or recreation. Current Resident: Alicia Hobbes
Living Quarters Living Quarters X2An executive living quarter fashioned for space and comfort. It reflects the position that it was crafted to accommodate. These quarters have spared no expense. Current Resident: Classified
Living Quarters Living Quarters A4A mid-level employee living quarter meant for long term stay. These rooms offer sufficient space for comfort. Current Resident: Lisa Hersey
Living Quarters Living Quarters A1A mid-level employee living quarter meant for long term stay. These rooms offer sufficient space for comfort. Current Residents: Robert Staymore, Allie Jack
Living Quarters Living Quarters A9A low-level employee living quarter created for function rather than comfort. These are the smallest rooms available; not meant for relaxation or recreation. Current Resident: Alicia Hobbes
Living Quarters Server RoomThis is the main data center that houses computer servers. All non-classified information is stored here. The entire farm is controlled via a single workstation which is located on-site in this area.
Living Quarters Living Quarters X1An executive living quarter fashioned for space and comfort. It reflects the position that it was crafted to accommodate. These quarters have spared no expense. Current Resident: Jerry Sampson
Living Quarters Living Quarters A8A low-level employee living quarter created for function rather than comfort. These are the smallest rooms available; not meant for relaxation or recreation. Current Resident: Unknown
Living Quarters Living Quarters A7The on-site Library. Predominantly features scientific research materials and magazines from around the world.
Living Quarters Living Quarters A5A low-level employee living quarter created for function rather than comfort. These are the smallest rooms available; not meant for relaxation or recreation. Current Resident: Dean Templeton
Holding Pens Security TowerAll heavy artillery is stored in this fortified tower. In case of a livestock-related emergency, the commanding officer may ask security personnel to report to this tower to regain control.
Secure Laboratory Secure Lab ObservatoryThis information is classified. Please see the Director for access to classified materials.
Secure Laboratory Director's OfficeThe Director's Office. No unauthorized access allowed.
Shipping Office Shipping OfficeAll inbound shipments are registered and tracked by the personnel in this department. A number of Interior and Exterior security measures also operate from this office.
Holding Pens Loading BayShipments of livestock are delivered through the loading bay and transferred to holding pens. All traffic is required to show proper identification when entering and leaving the facility.
Holding Pens Storage BayLivestock is sorted and herded through receiving pens then placed in holding pens where they are held until further processing is required. Necessary products and equipment are also stored here.
Secure Laboratory Secure LaboratoryThis information is classified. Please see the Director for access to classified materials.
Holding Pens Holding PensThis is the most dangerous area in the facility. Livestock is organized and maintained here. All non-security personnel is required to have a security escort during scheduled livestock assemblies.
Phenotrans Facility Underground TunnelAn underground tunnel that connects the Holding Pens to the Harvesting Room.

Announcement[]

The game was announced at the Capcom's Tokyo Game Show 2010 Press Conference on September 14, 2010, where the Japanese game-maker also announced purchasing Dead Rising 2 developer Blue Castle Games, dubbing it Capcom Game Studio Vancouver. Keiji Inafune cited the record Xbox Live sales of nearly 500,000 copies of Dead Rising 2's prequel Case Zero in deciding to create Case West, "Case Zero was a prologue, so of course we need an epilogue." Kotaku speculates that the Case West announcement explains the grainy photo of Chuck and someone who looked like Frank, which was posted on September 10, 2010 on Capcom's Tape It or Die viral blog.[10][11][12][13]

Reception[]

Case West received generally positive reviews, with a score of 74 on Metacritic. IGN gave the title an 8.5 out of 10 rating. They praised the story, combo weapons, and fun co-op mode. Eurogamer gave the title an 8 out of 10 rating, stating that the product was more a worth while purchase for people planning to play co-op with a friend. Gametrailers awarded the title with a 7.9 out of 10 rating, saying that the $10 asking price was worth it. GameSpot gave the title a 7 out of 10 rating, praising the new weapons, fun while rescuing survivors, wacky humor, and plenty of replay value, but criticizing the similarity it has to Case Zero, no integration with previous games, and that the photography in the game has less impact.

Trivia[]

Dead rising dont startle the witch
  • In the Underground Tunnel, there is a reference to Left 4 Dead as "Don't startle the wi-" can be found written on the wall in blood, with a woman's cries coming from the vent below. This is a reference to the Witch, an enemy popular in the Left 4 Dead series.
Dr. Wily costume Case West
  • There is a costume that allows Chuck to dress up similar to Dr. Wily, a character from the Mega Man series.
  • Dead Rising 2: Case West is the only game in the Dead Rising series that does not have any victims.
  • A player cannot continue the game after failing the main story unlike other Dead Rising games.[19]
  • The Chuck player in single player mode can give Frank the command to change outfits by aiming and pointing toward some clothes then pressing the Ybutton button to give Frank the command to put the clothes on.[19]
  • This is the only Dead Rising game that does not feature a Chainsaw as a weapon. However, the Cement Saw is still featured.
  • Players are able to perform the Hands Off and the Smash move for Chuck, and the Face Crusher move for Frank on soldiers, unlike the other games, where these can only be performed on zombies.
  • Case West is also the only game where zombies will not be enhanced after 7 p.m. (This does not include Dead Rising 4, because it has no time limit, and Fresh Zombies replaces the enhanced zombies).

Game Text[]

Introduction to the game.

Years ago, a zombie parasite was introduced to the population of Willamette, Colorado as an act of vengeance for the unchecked experiments that devastated the South American town of Santa Cabeza.

Outbreaks have since sprung up in cities across the United States, including Las Vegas and Fortune City, Nevada.

Chuck Greene, the man framed for the Fortune City incident, is fighting for his life.

Frank: I never did like that damn show.

Chuck: You look familiar... You must be...

Frank: Hey you're the one who's all over the TV. They're saying you caused all this.

Chuck: That's bullshit. Phenotrans set me up.

Frank: You know, there're vigilantes out for your head. You're commanding a nice bounty.

Chuck: Is that why you came? Huh?

Frank: Well, maybe I don't exactly believe everything I see on TV.

Chuck: Phenotrans are the ones who killed thousands in Fortune City, thousands in Vegas! They're the ones who killed my wife. And they're the ones who killed Rebecca.

Frank: Rebecca... Rebecca Chang? She's... She's dead?

Chuck: I'm sorry. A Phenotrans agent shot her. Look, I need proof dammnit. I've got to clear my name!

Frank: You don't have time for that. They're going to blow this place to hell any second.

Chuck: Then I'm screwed.

Frank: Look... I got an idea. I have a source that's told me about some sort of Phenotrans facility west of here.

Chuck: What kind of facility?

Frank: I don't know. I was going to find out…with Rebecca. You might be able to find your evidence there. Might be a connection to what happened here. You can come... But if I find out that you had something to do with this...

Chuck: Look, buddy, I didn't do it, alright? What are you looking for, a big story? Some way to get yourself back in the limelight?

Frank: Oh yeah? Is that what you think? There's a hell of a lot more to it than that. And the name's Frank. Frank West.

--

Chuck: Looks good. Let's go.

--

Chuck: Shit. A dead end. Nice investigative work, Frank.

Frank: Just drop it, Chuck.

Chuck: Get your ass out of my face.

Frank: Back up.

Chuck: You're too close.

Frank: I said drop it.

Chuck: Consider it dropped.

Frank: At least it was a soft landing.

--

Chuck: What the...

That way! Through the back!

ESCAPE THROUGH THE CONTAINER

Gallery[]

Further information: Dead Rising 2: Case West/Gallery

References[]

  1. abWarmoth, Brian. 'Dead Rising 2: Case West' DLC Epilogue Will Bring Back Frank West, MTV, (September 15, 2010).
  2. ↑West Brings Photography Back, Joystiq, (September 22, 2010)
  3. ↑Dead Rising 2: Case West - Extreme Trailer, Youtube (IGN).
  4. ↑MacDonald, Keza. Dead Rising 2: Case West Interview, Eurogamer, (September 22, 2010).
  5. ↑Dead Rising 2: Case West, Game Trailers, (September 22, 2010). Rob Barrett, President of Blue Castle Games.
  6. ↑Davis, Christian. Dead Rising 2: Case West Trailer Revealed at Tokyo Game Show, Device Magazine, (September 15, 2010).
  7. ↑How many endings?, GameFAQs, (2011).
  8. ↑how many endings are there?, GameFAQs, (December 31, 2010).
  9. ↑Dead rising 2 Case West Ending A, Youtube, 7 minutes.
  10. ↑When Zombie-Killing "Woahs" Turn into Camera Woes (See What I Did There?), Tape It Or Die, (September 10, 2010).
  11. ↑Frank West Returns In New Dead Rising Title, Kotaku, (September 15, 2010).
  12. ↑Wilson, Jason. Dead Rising 2 getting Xbox 360-exclusive epilogue; Capcom acquiring its developer, Gamepro, (September 15, 2010).
  13. ↑Nguyen, Thierry. Dead Rising 2: Case West Announced By Capcom Downloadable epilogue to feature original Dead Rising protagonist. Downloadable epilogue to feature original Dead Rising protagonist, 1up (September 15, 2010).
  14. ↑Dead Rising 2: Case West, Metacritic
  15. ↑Dead rising 2 Case West Review, EuroGamer.
  16. ↑Gamespot
  17. ↑Gametrailers
  18. ↑Xboxlive
  19. abKevin Hall, Dead Rising 2: Case West Walkthrough, IGN, (January 6, 2011).

External links[]

Neverdead

Zamanında Soldier of Fortune oynamak için evimdeki bilgisayar yetmediğinden yakınlarda oturan ilkokul arkadaşıma giderdim. Soldier of Fortune’u da ilk orada görmüştüm. O dönemde oyunlardaki düşmanlarınızın bacağına, kafasına pompalı tüfekle 2 milimetre yakından ateş etseniz bile, adamımızın kafasında kan izi olup yere düşerdi. Ancak Soldier of Fortune’la birlikte kafasında kan izini bırakın, kafasından en küçük bir molekül bile kalmaz, bacağı 2 metre geriye uçabiliyordu. Bu her ne kadar oldukça vahşi görünse de, biz oyuncular için oldukça eğlenceliydi.

Neverdead bu parçalara ayrılma olayını alıp bir kademe ileri götürüyor. Nasıl mı? Birazdan anlayacaksınız. Öncelikle kahramanımız olan Bryce Boltzman’dan bahsedelim. Bryce, 500 yıl önce dünyaya gelmiş bir adam. Bazı doğaüstü olaylardan sonra kendisi ölümsüz bir iblis avcısına dönüşmüş.  Ancak Bryce bildiğimiz ölümsüzlerden değil. Kendisi parça pincik olsa bile yaşayabiliyor, hatta kolunu bacağını kaybetse bile yenisini çıkarabiliyor. Eh hal böyle olunca, 500 yıldan sonra hayattan bıkmış olması normal. Kafasını koparıp basket topu gibi savurup skor yapan kaç adam tanıyorsunuz? Emin olun 500 yıl boyunca oranız buranız kopsa da yaşamaya devam ederseniz, biraz olsun işin geyiğini de yaparsınız. İşte Bryce böyle ilginç bir anti-kahraman.

Neverdead
Bryce’a daha oyunun başında tanışacağınız Arcadia Maximille eşlik ediyor. Ölümlü olan Arcadia, Bryce’ın maço tavırlarının yanındaki sevimli çıtı pıtı kızımız olarak kalıyor. Ancak Arcadia bu haline rağmen yetenekli bir savaşçı. Oyunda bu kızımızı bol bol görmemize rağmen, kendisiyle ilgili detaylı herhangi bir bilgi alamıyoruz.

Paramparççeeaağğ!

Neverdead’i ilginç kılan, yukarda da anlattığımız gibi kahramanımızın kollarının, bacaklarının hatta kafasının kopmasına rağmen canlı kalabiliyor olması. Dahası uzuvlarını kaybetse bile onu kontrol ederek düşmanlara karşı savaşmasını sağlayabilmemiz. Bryce’ın kafası gövdesinden ayrılsa bile yuvarlanarak yaşamaya devam ediyoruz. Oyunda bazı yerlere gidebilmek için kafamızı koparmamız bile gerekiyor. Bu açıdan geliştirici Rebellion, çok ilginç bir fikir ortaya atmış diyebiliriz. Bazen Bryce’ın geçemeyeceği kadar küçük deliklerden, kafamızı atıp diğer tarafta uzuvlarımızı tekrar çıkararak geçmesini sağlayabiliyoruz. Farklı bir fikir ve oldukça eğlenceli.
Genel olarak sağ ve sol elimizdeki tabanca, otomatik tüfek ve benzeri silahları kullanıyoruz. Bunlar da yetmiyorsa kılıcımızı çıkararak düşmanlarımıza saldırıyoruz. Kollarınızdan herhangi birini kaybetmeniz durumunda o eldeki silahı kullanamıyorsunuz. Ancak kılıcınızı tek kolla da etkili bir şekilde kullanmak mümkün.

nest...

batman iftar saati 2021 viranşehir kaç kilometre seferberlik ne demek namaz nasıl kılınır ve hangi dualar okunur özel jimer anlamlı bayram mesajı maxoak 50.000 mah powerbank cin tırnağı nedir