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Since
Krome is doing the new Viva Piñata, what are you guys doing
right now?
JT: We could tell you, but then we'd
have to kill you!
Something new?
JC: We're on the same team, pretty
much. Team's moving on with another project, but we're not ready to
reveal what at the moment. But everything is going along swimmingly.
JT: You could probably make a good
guess.
The technology for
Viva Piñata was actually really, really nice. Some people didn't
quite realize it, because it was going for
such a unique style. It wasn't like, "That looks like a real guy
over there!" but the wind going through the little...
JT: Yeah, I think a lot of people missed
the actual papery effect. They just looked from afar and thought "fur,"
and left it at that, but they didn't actually realize how the paper
strands [were] falling down.
JC: We had a really talented guy --
Mike Holmes -- who basically wanted to flex his muscles as much as possible
when we got the 360. I think it's part of the philosophy as well: although
this was a game for kids -- and for everybody -- we should put everything
we've got into it. I think a lot of people did miss it, because of the
subject matter.
In some ways, it was one of the
really early graphical showcases of the 360, because at the time it
came out, there weren't a whole lot of games that were really built
just for it. A lot of them were, "Crap! Our Xbox game is not going
to get supported now."
JT: Well, it went from Palm PC to the
GameCube to the Xbox and the 360. I think we decided to make the leap
to the 360 because we could do such things as the paper effects. Whereas
if we'd have left it on the Xbox we'd have to do a texture, now we can
have the actual fur.
It was in the works for that long?
JT: It started in 2002.
JC: Yeah, four years.
JT: It was basically a three-man team
for a couple of years, before we ramped up.
JC: And then when Ghoulies finished,
there were people hanging about. We sort of grabbed most of the Ghoulies
team so we could finish Viva Piñata. We were looking. There
were a lot of tons of enthusiastic people knocking about!
Rare's early Xbox effort, Grabbed by the Ghoulies
What kind of technology are you
using on the games? Is it in-house stuff?
JT: It's all in-house stuff, yes. Most
of it's in-team stuff, but we've also got STG, the Shared Technology
Group, and they wrote an engine that everyone uses. I think PD
and Kameo used it, and we've borrowed instances of it as well.
You mean within Microsoft?
JT: Yes. Forza used a lot of
the STG stuff as well. We've pinched stuff from each other. With so
many teams, it's better to steal stuff rather than constantly rewriting
it.
It's still hard to think of Rare
as a Microsoft team, instead of just
thinking of it as Rare.
JC: We're trying! We're out on the
road in the middle of nowhere, so to a certain degree, I expect we'll
always be kind of separate. However, we've been talking with Lionhead recently [as a fellow Microsoft studio], for example.
And since
you've been making these off-the-wall games, it's going to be hard to
be one of the crowd.
JT: Yeah, I can't see Unreal Engine
powering Piñata. I don't think that's the way to go. "Overkill"
may be the word.
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