When Xbox Game Studios confirmed wide-ranging layoffs and the cancellation of Everwild in early 2024, Rare found itself at a crossroads. The news that Gregg Mayles—author of Banjo-Kazooie, Conker’s Bad Fur Day and architect of Sea of Thieves’ revival—was leaving after 35 years (per Rare’s April 2024 blog post) marked more than a personnel shuffle. It signaled a shift in one of gaming’s most celebrated developers.
Alongside Gregg Mayles, creative leads like Louise O’Connor have announced departures (source: LinkedIn updates and Rare’s statement). These exits follow a pattern: back in 2007 co-founders Chris and Tim Stamper left the studio, and more recently teams behind projects such as Conker: Live & Reloaded saw key members drift away. Each wave has tested Rare’s ability to maintain its distinctive culture and creative spark.
Revealed at E3 2019, Everwild was envisioned as a mystical adventure in a living world. According to an Xbox Wire feature, the project endured “multiple design restarts” and delays before its abrupt cancellation was announced January 2024. While Rare hasn’t shared internal metrics, industry analysts point to shifting priorities at Microsoft under CEO Phil Spencer, who has emphasized live services and rapid ROI.
For now, Sea of Thieves remains Rare’s flagship. Since its 2018 launch, the pirate-themed live service has welcomed millions of players and received continuous updates (see Rare’s developer diaries on YouTube). Yet live titles can wane: sustaining engagement beyond a decade is rare outside juggernauts like Fortnite. Should player counts dip, Xbox’s track record suggests more layoffs or project cuts could follow.
Rare’s history offers a guidebook for resilience—and cautionary tales. The studio thrived in the Nintendo-64 era, setting genre standards with GoldenEye 007 and Diddy Kong Racing. After Microsoft’s acquisition in 2002, Rare struggled to replicate that magic, pivoting through Kinect-based titles and ports. When Kinect Sports succeeded, the studio rebounded; when it faltered, morale dipped. Each cycle underscores just how critical core creative leaders are to Rare’s identity.
Objectively, Rare still has one of Xbox’s most devoted live communities. But with its roster of visionaries thinning, the studio faces pressure to cultivate new talent and greenlight fresh IP. Future interviews with incoming leadership—or a reveal of a new project—will be key to restoring confidence. In the meantime, fans should temper expectations for a renaissance akin to the Banjo-Kazooie era.
Rare’s golden age was built on bold creativity and tight-knit teams. Today, the pipeline runs through one live service and an unfulfilled promise in Everwild. Whether the studio can reinvent itself depends on leadership renewals, Microsoft’s strategic priorities, and, crucially, the return of risk-taking that defined Rare’s early years. For now, Sea of Thieves keeps the lights on—but the future beyond those waters remains uncertain.
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