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	<title>The Rare We Knew Is Dead - Versionsgeschichte</title>
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	<updated>2026-04-18T01:32:23Z</updated>
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		<title>RethaLear86 am 15. April 2026 um 10:07 Uhr</title>
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		<updated>2026-04-15T10:07:02Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Version vom 15. April 2026, 12:07 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Zeile 1:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;above &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;work&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we’ve embraced &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;concept &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aiming down sights as &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;special state – if you want &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fire &lt;/del&gt;at a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;target&lt;/del&gt;, you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;must hold the left trigger / right mouse button &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aim down the physical barrel of &lt;/del&gt;the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While &lt;/del&gt;all &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this should &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;taken with &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grain &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;salt, it&amp;#039;s easy &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see why a &lt;/del&gt;Rare and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Microsoft would be gearing up for an &lt;/del&gt;open &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beta. With &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hype surrounding &lt;/del&gt;the game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;right now thanks &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;closed-beta &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high twitch viewership, &lt;/del&gt;not to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mention &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;limited edition controller set &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be released&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;studios would want to keep riding &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high up until &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&amp;#039;s release &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an open-beta could go a long way towards t&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;As our Executive Producer&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;@JoeNineTee said &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;An Important Question &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Joe and Gang&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we’ve been talking about how best to respond to some &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;big questions &lt;/del&gt;that we &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;forums&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fair &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;personal combat &lt;/del&gt;is an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;area that has lots of outstanding questions around how we’re planning &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;approach this in terms of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;variety of weaponry and how this will feel &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;p&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Even though the gaming world-renowned name remains with the company, Rare as we knew it is dead and everything we ever knew and loved about them was laid to rest years ago. I can already hear you now: why is this a big deal? Why does Microsoft purchasing a company that was actively seeking a buyer mean that the old Rare as we knew it is gone? They&amp;#039;re still around making games for the Xbox One, with Sea of Thieves on the way, but a huge chunk of their creative development team was lost during the transition from Nintendo to Microsoft and it shows. After founders Tim and Chris Stamper quit in 2007, they were replaced by Gregg Mayles, the current Creative Director for Rare.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The closed beta for [https://Seaofthievespedia.com/ Sea of Thieves quests|https://seaofthievespedia.com/] of Thieves has come and gone and despite server issues on day one , it&amp;#039;s safe to say it was quite the success. With interesting co-operative gameplay and fun cartoonish art style, Microsoft and Rare&amp;#039;s pirate adventure seems to be winning gamers over. Now, if the rumors are to be believed, those who missed out on the closed beta may soon be getting a chance to captain their own s&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Today Rare delivered the fourth Sea of Thieves trailer in a series that has been dubbed &amp;quot;Short Hauls,&amp;quot; or short developer diaries that describe aspects of the game&amp;#039;s experience. Rare sees fit to design philosophy and goals in these Short Hauls, hoping to give potential players some perspective on what kind of game Sea of Thieves is shaping up to be . &amp;quot;Visual Effects&amp;quot; is the topic of this latest Short Haul trailer, or how Rare&amp;#039;s focus on the details will better create a true pirate advent&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Whether it ends up happening or not, it doesn&amp;#039;t seem like players are going to be forgetting about the game anytime soon. Despite much criticism pointed towards Microsoft&amp;#039;s first party games Sea of Thieves has always proven to be a bright spot in the public eye, especially with the game set to feature cross-play between Xbox and PC , a step most gamers would agree is in the right direction. It&amp;#039;s now all up to Microsoft and Rare to ensure smooth sail&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now the current occupation of creative team members in the company rely on one thing and one thing alone to sell their games: nostalgia. The current Rare as we know it relies heavily on gamer&amp;#039;s nostalgia of IPs of gaming’s past. It&amp;#039;s no coincidence that Rare Replay (an amazing collection of old Rare Games) was released during the same time Microsoft was announcing that Rare was going to be making more &amp;quot;Traditional&amp;quot; games again. Don’t be confused; even though Rare Replay was released on Xbox and marketed as Rare titles, these are in no way a reflection on the current company. The majority of the games seen in Rare Replay were done by employees that no longer exist at the company.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Previous episodes in Sea of Thieves &amp;#039; Short Haul trailer series include &amp;quot; Creating Clouds ,&amp;quot; &amp;quot; Aboard the Ship ,&amp;quot; and &amp;quot; Instruments .&amp;quot; Each explores an example of how Sea of Thieves tries to bring the player closer to the world in which they&amp;#039;re playing. Instruments talks about how players can add their own soundtrack within the game through gameplay, but how it&amp;#039;s also influenced by social aspects of the game . Creating Clouds shows how Sea of Thieves is using an ever-present object in virtually every game -- clouds -- in a new way to add depth to the experience. It&amp;#039;s unexplored territory, which pirates would appreci&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As these five games illustrate, 2016 is shaping up to be another banner year for the Xbox One. While the system definitely had a rocky start thanks to a very misguided E3 2013 presentation, it now has a fairly extensive library of quality games, and many more are on the way. If the five games listed here all manage to avoid delay and live up to the hype, then 2016 could possibly be the best year for Xbox One to d&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Rare&amp;#039;s Short Haul trailers are just one way the developer is continuing to communicate with its audience, whether they&amp;#039;re excited for Sea of Thieves or not. There are several other short video series that are ongoing, like the Inn-side Stories series or one-offs created for special events, like Talk Like a Pirate Day. Perhaps this extensive amount of developer-to-player communication is another strategy to help bring players closer to the experience that Sea of Thieves will provide . Perhaps in knowing Rare, players will better know their ga&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Below will challenge players with a mysterious, randomly-generated island where exploration, discovery, and survival are at the forefront of the experience. The game is said to offer a Dark Souls level of danger and intrigue with its combat, which by itself will continue to garner incredible attention until &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game’s release later this y&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;What do you think about Sea of Thieves not being free-to-play? Is it fair for developers &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still take this approach to multiplayer content&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or has &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;era &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;paid multiplayer business models started to fade away? Let us know in the comments be&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It’s in no way surprising that the mantra of &amp;quot;…but what do I do?&amp;quot; or variations thereupon, has lingered over Sea of Thieves like a pungent-but-irremovable odor. While there was always a strong case that there’d already been &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fair amount of intrigue built up for what Rare — proper Rare that is, not Kinect Sports-shackled &amp;quot;Rare&amp;quot; — was cooking-up, prior &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and since its reveal back &lt;/ins&gt;at &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;E3 2015 (which admittedly garnered somewhat of &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deflated &amp;quot;eeeeeehhhhhh&amp;quot; reaction from yours truly), details pertaining to its content, its progression, its finer details outside of an odd sample of footage and some rather unfunny plodding through voluntary player commentary, have been somewhat conserved. For what purpose though; after all&lt;/ins&gt;, you and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I both know Microsoft need all &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;good marketing they can get their hands on if they’re to give Xbox a reasonable chance in 2018.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It is extremely important for us that sword combat feels right for the Sea of Thieves world. We don’t want to use excessive UI elements, we want to maintain first person, and it needs work neatly alongside the numerous other game mechanics. It’s also critical for sword combat to work &lt;/ins&gt;all &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kinds of emergent scenarios. it won’t always be 1v1, it might &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3v3 or 5v1, &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The &amp;quot;new&amp;quot; Rare, as well call them, just made &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;compilation &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;Old&amp;quot; Rare’s successful games. The creation of &amp;quot;old&amp;quot; Rare titles in a single compilation was an intentional move created by Microsoft’s very talented marketing team in order &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make gamers remember how awesome &lt;/ins&gt;Rare &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;used to be back in the day &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then, Oh wow! A new game by Rare is coming out.&amp;lt;br&amp;gt;Of course, the abundance of &lt;/ins&gt;open &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;water does inevitably lend itself to islands to stop by and pillage -- hearkening, of course, to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more casual affairs of Wind Waker and &lt;/ins&gt;the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;does indeed share many similarities — obvious or otherwise, good and bad. But if anything, [https://Seaofthievespedia.com Sea of Thieves patch notes|https://seaofthievespedia.com/] of Thieves reminds me more so of Jalopy — a rather unexciting-yet-ironically-stimulating simulation of driving one’s car down a highway. And just like that game, there’s an uncanny loft of satisfaction &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be had in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mundane and the repetitive. Particularly when you’re lucky enough to land yourself with a crew equally as focused as yourself...&lt;/ins&gt;and not &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just there &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;troll or ruin the fun for everyone&amp;#039;s sake, which sadly me and &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;friend got paired up with on our venturing for treasure. Disappointing as it is for some &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play mutiny (albeit unintentionally) and ride your ship away from the island you’re stuck on&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perhaps that’s just part of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;general risk. After all, &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is a game about pirates; just like the Souls games, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;anarchy &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unruliness of the real world bleed fittingly into the context of the premise.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This is certainly going to strike a lot of hardcore Mega Man fans the wrong way, but the past fourteen or so months have been pretty bad for Keiji Inafune. From the change in Mighty No. 9&amp;#039;s art-style to the failed Red Ash Kickstarter&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which took place &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the middle of the development of another partially crowd funded title, to the countless delays &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Mega Man spiritual successor&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we&amp;#039;ve seen a member &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;video game royalty sully his good name a little bit. ReCore, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Armature Studios Xbox One exclusive &lt;/ins&gt;that we &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;actually know next to nothing about, is yet another Inafune project, and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hope here is that it fits in with Microsoft&amp;#039;s new consumer-first messaging&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If ReCore turns out &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be another slightly shady situation&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it could be the beginning of the end for this once-powerful developer. The real hope here &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that ReCore winds up being &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;incredible new IP for Microsoft &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;focus on going forward, as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox platform won&amp;#039;t be able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rake in that Halo cash forever.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Even though the gaming world-renowned name remains with the company, Rare as we knew it is dead and everything we ever knew and loved about them was laid to rest years ago. I can already hear you now: why is this a big deal? Why does Microsoft purchasing a company that was actively seeking a buyer mean that the old Rare as we knew it is gone? They&amp;#039;re still around making games for the Xbox One, with Sea of Thieves on the way, but a huge chunk of their creative development team was lost during the transition from Nintendo to Microsoft and it shows. After founders Tim and Chris Stamper quit in 2007, they were replaced by Gregg Mayles, the current Creative Director for Rare.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>RethaLear86</name></author>
	</entry>
	<entry>
		<id>https://lebenskunst.berlin/index.php?title=The_Rare_We_Knew_Is_Dead&amp;diff=12191&amp;oldid=prev</id>
		<title>HeikeKline645: Die Seite wurde neu angelegt: „&lt;br&gt;For the above to work, we’ve embraced the concept of aiming down sights as a special state – if you want to fire at a target, you must hold the left trigger / right mouse button and aim down the physical barrel of the &lt;br&gt;&lt;br&gt; &lt;br&gt;While all this should be taken with a grain of salt, it&#039;s easy to see why a Rare and Microsoft would be gearing up for an open beta. With the hype surrounding the game right now thanks to the closed-beta and high twitch…“</title>
		<link rel="alternate" type="text/html" href="https://lebenskunst.berlin/index.php?title=The_Rare_We_Knew_Is_Dead&amp;diff=12191&amp;oldid=prev"/>
		<updated>2026-04-13T18:23:09Z</updated>

		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „&amp;lt;br&amp;gt;For the above to work, we’ve embraced the concept of aiming down sights as a special state – if you want to fire at a target, you must hold the left trigger / right mouse button and aim down the physical barrel of the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While all this should be taken with a grain of salt, it&amp;#039;s easy to see why a Rare and Microsoft would be gearing up for an open beta. With the hype surrounding the game right now thanks to the closed-beta and high twitch…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;For the above to work, we’ve embraced the concept of aiming down sights as a special state – if you want to fire at a target, you must hold the left trigger / right mouse button and aim down the physical barrel of the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While all this should be taken with a grain of salt, it&amp;#039;s easy to see why a Rare and Microsoft would be gearing up for an open beta. With the hype surrounding the game right now thanks to the closed-beta and high twitch viewership, not to mention a limited edition controller set to be released, the studios would want to keep riding this high up until the game&amp;#039;s release and an open-beta could go a long way towards t&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As our Executive Producer, @JoeNineTee said in An Important Question for Joe and Gang, we’ve been talking about how best to respond to some of the big questions that we see on the forums. Fair to say, personal combat is an area that has lots of outstanding questions around how we’re planning to approach this in terms of the variety of weaponry and how this will feel to p&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Even though the gaming world-renowned name remains with the company, Rare as we knew it is dead and everything we ever knew and loved about them was laid to rest years ago. I can already hear you now: why is this a big deal? Why does Microsoft purchasing a company that was actively seeking a buyer mean that the old Rare as we knew it is gone? They&amp;#039;re still around making games for the Xbox One, with Sea of Thieves on the way, but a huge chunk of their creative development team was lost during the transition from Nintendo to Microsoft and it shows. After founders Tim and Chris Stamper quit in 2007, they were replaced by Gregg Mayles, the current Creative Director for Rare.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The closed beta for [https://Seaofthievespedia.com/ Sea of Thieves quests|https://seaofthievespedia.com/] of Thieves has come and gone and despite server issues on day one , it&amp;#039;s safe to say it was quite the success. With interesting co-operative gameplay and fun cartoonish art style, Microsoft and Rare&amp;#039;s pirate adventure seems to be winning gamers over. Now, if the rumors are to be believed, those who missed out on the closed beta may soon be getting a chance to captain their own s&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Today Rare delivered the fourth Sea of Thieves trailer in a series that has been dubbed &amp;quot;Short Hauls,&amp;quot; or short developer diaries that describe aspects of the game&amp;#039;s experience. Rare sees fit to design philosophy and goals in these Short Hauls, hoping to give potential players some perspective on what kind of game Sea of Thieves is shaping up to be . &amp;quot;Visual Effects&amp;quot; is the topic of this latest Short Haul trailer, or how Rare&amp;#039;s focus on the details will better create a true pirate advent&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Whether it ends up happening or not, it doesn&amp;#039;t seem like players are going to be forgetting about the game anytime soon. Despite much criticism pointed towards Microsoft&amp;#039;s first party games Sea of Thieves has always proven to be a bright spot in the public eye, especially with the game set to feature cross-play between Xbox and PC , a step most gamers would agree is in the right direction. It&amp;#039;s now all up to Microsoft and Rare to ensure smooth sail&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now the current occupation of creative team members in the company rely on one thing and one thing alone to sell their games: nostalgia. The current Rare as we know it relies heavily on gamer&amp;#039;s nostalgia of IPs of gaming’s past. It&amp;#039;s no coincidence that Rare Replay (an amazing collection of old Rare Games) was released during the same time Microsoft was announcing that Rare was going to be making more &amp;quot;Traditional&amp;quot; games again. Don’t be confused; even though Rare Replay was released on Xbox and marketed as Rare titles, these are in no way a reflection on the current company. The majority of the games seen in Rare Replay were done by employees that no longer exist at the company.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Previous episodes in Sea of Thieves &amp;#039; Short Haul trailer series include &amp;quot; Creating Clouds ,&amp;quot; &amp;quot; Aboard the Ship ,&amp;quot; and &amp;quot; Instruments .&amp;quot; Each explores an example of how Sea of Thieves tries to bring the player closer to the world in which they&amp;#039;re playing. Instruments talks about how players can add their own soundtrack within the game through gameplay, but how it&amp;#039;s also influenced by social aspects of the game . Creating Clouds shows how Sea of Thieves is using an ever-present object in virtually every game -- clouds -- in a new way to add depth to the experience. It&amp;#039;s unexplored territory, which pirates would appreci&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As these five games illustrate, 2016 is shaping up to be another banner year for the Xbox One. While the system definitely had a rocky start thanks to a very misguided E3 2013 presentation, it now has a fairly extensive library of quality games, and many more are on the way. If the five games listed here all manage to avoid delay and live up to the hype, then 2016 could possibly be the best year for Xbox One to d&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Rare&amp;#039;s Short Haul trailers are just one way the developer is continuing to communicate with its audience, whether they&amp;#039;re excited for Sea of Thieves or not. There are several other short video series that are ongoing, like the Inn-side Stories series or one-offs created for special events, like Talk Like a Pirate Day. Perhaps this extensive amount of developer-to-player communication is another strategy to help bring players closer to the experience that Sea of Thieves will provide . Perhaps in knowing Rare, players will better know their ga&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>HeikeKline645</name></author>
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