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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revisión del 12:07 14 abr 2026&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;Línea 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 1:&lt;/td&gt;&lt;/tr&gt;
&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;Unlike past year&#039;s &lt;/del&gt;E3 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;events&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this year&#039;s had a particular air of familiarity. Going into the even most gamers had a pretty good handle &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what should be announced, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;by and large the major publishers stuck to &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scripts&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There were some surprises&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like the official reveal &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Xbox One Scorpio , but mostly it was the known quantities that impres&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;A few things found in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;datamining process include the Kraken. The data &lt;/del&gt;has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;animations for &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Kraken holding the player, eating them, and spitting them out, and another action called &#039;waterdunk&#039;&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These animations are written out&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as opposed to being actually visible&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it could be a hint as to what &lt;/del&gt;we&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;ll see in the fut&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Ship customization seems to be another thing unearthed by the data-pirates. The files found seem to imply the ability to customize &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ship&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cannons&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;capstan (pirate talk for &lt;/del&gt;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;anchor holder&#039;), livery, mast, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the captain&#039;s wheel&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are additional sections as well, listed under &#039;Ship misc&#039; is a harpoon &lt;/del&gt;&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;&quot;One of the things we’re very aware of is the need for the balancing to &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;right&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After running some recent tests&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we found that PC players were 4.5% more efficient at killing skeletons than &lt;/del&gt;Xbox &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players, and this feels close enough that it’s something we’ll continue &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;monitor. However&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PvP between platforms, or more importantly device input, is the big focus point for us as &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Design team, and already we’ve been working closely with the Game Experience team &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;change the way the guns work &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be better balanced for cross play. We’ve put &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a bunch of telemetry around this, and with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;change to guns it’s made them feel tonally so much more fitting, as previously they felt more like laser weapons than ancient plundered-and-pillaged gunpowder-driven blunderbuss&lt;/del&gt;&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;Other honorable mentions include &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mention &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mermaids being listed as enemies although they appear &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be benevolent in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beta&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other fruits joining the banana as food available &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The full list of data below also features new maps&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;landmark locations, NPCs and Shops that have not been seen bef&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;This isn&#039;t the first time that Rare has talked about cross-play for &lt;/del&gt;[https://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Seaofthievespedia&lt;/del&gt;.com/ &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sea of Thieves treasure guide|&lt;/del&gt;https://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seaofthievespedia&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com&lt;/del&gt;/] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of Thieves , however. Earlier this year, when Rare first activated the closed alpha on PC, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team decided to try out cross-play just to see how it felt. Executive Producer Joe Neate called the experience &quot;magical,&quot; explaining that it led him to question why any &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would split player bases. But questions about balance and fairness prevented Rare from making it official straight away, however the more the studio considered cross-play, the more it realized there was no good reason not to include&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Yes, Days Gone &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;another zombie game, but its approach to the horde could put a unique spin &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;traditional third person action. Where most games tend to be about clearing out the entire enemy force&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Days Gone seems to make that impossible. It’s a game where survival is not necessarily about bullets &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;accuracy, but tactics and speed. We still &lt;/del&gt;need &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to see more of the story to decide whether the game has more to it&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but for an E3 experience, Days Gone took the familiar and made &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fr&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Battlefield 1 delivers exactly what the fans wanted, the familiar multiplayer combat of DICE’s FPS series, but set in World War 1 . From the sights and sounds, &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the weapons and vehicles, Battlefield 1 presents the time period as best it can without veering too far away from the franchise’s identity. And &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;64-player multiplayer at E3 2016 it was hard not &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;come away excited to see m&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;One caveat should be considered with this data dive&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The assets pulled are not officially announced, and could, therefore, &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cut content or take on a much different role in the final game, especially when a beta is usually never the same version of the game that&#039;s released when a game is launc&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;According &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rare, the studio wants &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offer a balanced experience that&#039;s equal in almost every facet. In practice&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that means a game with full feature parity, but &lt;/del&gt;more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;than that it means an equal playing field from day one. So Rare also says they&#039;re planning on launching Sea of Thieves day and date on both console &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PC, with launch still on track for early 2&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The reveal of Rare Replay and the teaser for Sea of Thieves was a marketing poly to get gamers excited to play Rare games again, even though the game will not be anywhere near the same quality we have come to expect from &quot;old&quot; Rare titles during their run with Nintendo. This isn’t to say the game has no chance, but the point is that &quot;old&quot; Rare is officially dead and this new incarnation is building up hype off of titles they had no affiliation with.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The reason &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;change &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creative directors is such a big deal is because &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;company we once fell &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;love &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whole no longer existed at &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;point &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Everyone who had worked on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic smash hits such as Banjo-Kazooie&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Jet Force Gemini&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Donkey Kong Country &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many others throughout their seven years &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo had left &lt;/del&gt;the company and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were replaced by a whole new group&lt;/del&gt;. Rare&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;as it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stands today, has &lt;/del&gt;no &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;members &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original creative team behind their ingenious &lt;/del&gt;games &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;left &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their roster&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Much like when Star Wars was bought &lt;/del&gt;by &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Disney&lt;/del&gt;, a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whole new creative team is now behind those films; George Lucas &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his new ideas &lt;/del&gt;have been &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tossed out never &lt;/del&gt;to be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heard from again. Meaning &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rare &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we knew &lt;/del&gt;it is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;truly dead&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;In traditional &lt;/ins&gt;E3 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fashion&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Microsoft brought numerous game developers &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stage to share &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;discuss &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;upcoming games on Xbox One&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One of those developers, Rare&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;revealed a new set &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic Rare games coming in a new collection called Rare Repl&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;Even though Rare Replay was one of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most pleasant surprises of 2015, it&#039;s been far too long since Rare &lt;/ins&gt;has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;made &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game that feels truly aligned with its original development vision&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Yes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the masterminds of yesteryear have moved on from the heralded development studio&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;when &lt;/ins&gt;we &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;got &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;glimpse of Rare&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next project&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/ins&gt;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s hard not to feel that awesome blend of nostalgia &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;novelty that this UK-based developer seemed to capture so well&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;With E3 coming up next month, there will undoubtedly &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many more Xbox exclusive titles revealed&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As mentioned above&lt;/ins&gt;, Xbox &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has committed &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offering plenty of first-party games&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which means Xbox fans have &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;look forward &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;both now and &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;coming ye&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;Considering &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fact that Sea &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves will be a shared open world, it wouldn&#039;t be surprising &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game offer players opportunities to build abodes and other buildings&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;work together with friends and strangers &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;create and protect entire villages&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Additionally&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/ins&gt;[https://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seaofthievespedia&lt;/ins&gt;.com/ https://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Seaofthievespedia&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Com&lt;/ins&gt;/] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;considering &lt;/ins&gt;the game is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;focused &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pirates&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pirates &lt;/ins&gt;need &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ships&lt;/ins&gt;, it&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s very likely players will need &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;purchase a boat either alone or &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;others in order &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;set sail&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There may also &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ways for players &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gather materials &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;build or upgrade those ships&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making them &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;capable pirates &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thie&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The reveal of Rare Replay and the teaser for Sea of Thieves was a marketing poly to get gamers excited to play Rare games again, even though the game will not be anywhere near the same quality we have come to expect from &quot;old&quot; Rare titles during their run with Nintendo. This isn’t to say the game has no chance, but the point is that &quot;old&quot; Rare is officially dead and this new incarnation is building up hype off of titles they had no affiliation with.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Below is another highly-anticipated indie title , except &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one comes from a small developer that has already garnered plenty of respect &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;industry. Capybara Games, the developer working on Below , previously released Super Time Force , the action shooter title that received rave reviews from both gamers and critics with it released in 2&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;That said, the gameplay and information that have been released has many gamers excited for the possibilities coming &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sea of Thieves . There will be a strong focus on cooperative gameplay between players, plenty of customization &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ships and activities, and engaging player-versus-player battles that will undoubtedly rival any multiplayer title currently available. Oh, and of course players will have to battle Scurvy, that wonderful sea disease brought on by a lack of vitami&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Many gamers have been asking about the possibility of customizing their galleons, and it looks there are &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;variety of ways to do &lt;/ins&gt;this in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the full game. Files have been found for a healthy selection of hulls, ranging from red, white, or black, all the way to barnacled, adventurer, and a design simply called &quot;Old Bettsy&quot;&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The same categories also exist for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sails&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pennants&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;flags – a strong indicator that crews will be able to vote on a flag to sail under. As expected, player customization will also be much more in-depth&lt;/ins&gt;, with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a healthy portion of tattoos, eye patches, beards, hooks, and pegs up for select&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now the current occupation of creative team members in &lt;/ins&gt;the company &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rely on one thing &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one thing alone to sell their games: nostalgia&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The current &lt;/ins&gt;Rare as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we know &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;relies heavily on gamer&#039;s nostalgia of IPs of gaming’s past. It&#039;s &lt;/ins&gt;no &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;coincidence that Rare Replay (an amazing collection &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;old Rare Games) was released during &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same time Microsoft was announcing that Rare was going to be making more &quot;Traditional&quot; &lt;/ins&gt;games &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;again. Don’t be confused; even though Rare Replay was released &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox and marketed as Rare titles, these are in no way a reflection on the current company&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The majority of the games seen in Rare Replay were done &lt;/ins&gt;by &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;employees that no longer exist at the company.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While the closed beta only features sharks and skeletons as AI-controlled enemies&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the datamine reveals &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wider variety of enemies &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creatures, some of which &lt;/ins&gt;have &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;already &lt;/ins&gt;been &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;featured in trailers for the game . The data implies that the full game will feature bats, chickens, fish, parrots, pigs, seagulls, sharks, and snakes. It&#039;s not currently known if parrots will be tamable, allowing pirates &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mount a feathered companion on their shoulders as they guzzle down some grog. The datamine also reveals that mermaids will not always &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;friendly like they are in the beta, and &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Kraken will wrap its tentacles around the ship in a manner which will likely require the crew to work together quickly in order to surv&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;And yet…as pleasing &lt;/ins&gt;as it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was to eventually get to grips with the ship’s functions — jostling between control of the wheel and micro-managing of the sails, during solo sessions — or as enticing the next island on the horizon was to make landfall over, it’s hard not to come away from Sea of Thieves and think: &quot;OK…but what else &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there?&quot; Admittedly while the beta did restrict activities to purely hunting down treasure, to say the more &quot;in-between&quot; segments — the mundane segments if you will — proved to be the more entertaining and/or insightful segments brings up a worrying and (potentially) lacking hook that Sea of Thieves’ gameplay sorely needs&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>AnastasiaSeiler</name></author>
	</entry>
	<entry>
		<id>https://lospoderosos.com/index.php?title=The_Rare_We_Knew_Is_Dead&amp;diff=29252&amp;oldid=prev</id>
		<title>HelenMalm904 en 10:27 13 abr 2026</title>
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		<updated>2026-04-13T10:27:56Z</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;Revisión del 10:27 13 abr 2026&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;Línea 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 1:&lt;/td&gt;&lt;/tr&gt;
&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;Andreas goes &lt;/del&gt;on to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;describe how visual effects &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all about bringing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entire experience together&lt;/del&gt;, a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;key facet &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what will make Sea &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves &lt;/del&gt;more than a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;typical pirate game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As an online multiplayer game with &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heavy reliance on character customization &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;progression&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player investment in the character &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world is an obvious priori&lt;/del&gt;&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;The most important element &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;call out &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;terms &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;our general approach to combat is &lt;/del&gt;that [https://Seaofthievespedia.com/ Sea of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thieves walkthrough&lt;/del&gt;|https://seaofthievespedia.com/] of Thieves &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is a &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with guns &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;swords in &lt;/del&gt;it, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s not &lt;/del&gt;a game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all &lt;/del&gt;about &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;guns &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;swords&lt;/del&gt;. We &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;want Sea &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;support different motivations and playstyles&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;when combat does occur, it should feel right &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the pirate &lt;/del&gt;experience &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we’re creating&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while fully supporting &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kinds of emergent encounters that can occur while out on a voy&lt;/del&gt;&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;&quot;When we talk about visual effects in games, we normally mean particles. That&#039;s &lt;/del&gt;what &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we&#039;re using to create all of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cannon effects for example&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different explosions&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;You want &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;give &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player strong feelings when they&#039;re playing the game... You should just feel like you&#039;re really part of this beautiful wor&amp;lt;br&amp;gt;It&#039;s been a while since we&#039;ve heard new details about Capybara&#039;s long-in-development dungeon crawler&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hasn&#039;t it. I continue to maintain that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;demos of Below that I&#039;ve spent &lt;/del&gt;time &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with are some of the &lt;/del&gt;best &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gaming experiences I&#039;ve had in quite some time, but we are getting to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;point where &lt;/del&gt;it&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s &lt;/del&gt;hard not to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wonder what the hold up is&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capy is a studio loaded with immensely talented people who &lt;/del&gt;take a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ton of pride &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what they do, and the hope here is that &lt;/del&gt;the final &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;touches are being put into place. Below was originally set to be &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2015 title, and Capy has gone into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;portion &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its development cycle where it falls completely silent until &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;final title is released. Now &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2016&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it would be wonderful &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new trailer or two before a launch before March 31 of this year. Let&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;face it&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if we go through another six months without hearing anything about Below&lt;/del&gt;, it&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s going &lt;/del&gt;to be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hard &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remind gamers why &lt;/del&gt;they &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;should care about this wonderful title all over again&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The reason this change in creative directors is such a big deal is because the company we once fell in love with as a whole no longer existed at this point in time. Everyone who had worked on the classic smash hits such as Banjo-Kazooie, Jet Force Gemini, Donkey Kong Country and many, many others throughout their seven years with Nintendo had left the company and were replaced by a whole new group. Rare, as it stands today, has no members of the original creative team behind their ingenious games left on their roster. Much like when Star Wars was bought by Disney, a whole new creative team is now behind those films; George Lucas and his new ideas have been tossed out never to be heard from again. Meaning that Rare as we knew it is truly dead.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Even though Rare Replay was one of the most pleasant surprises of 2015, it&#039;s been far too long since Rare has made a game that feels truly aligned with its original development vision. Yes, the masterminds of yesteryear have moved on from the heralded development studio, but when we got a glimpse of Rare&#039;s next project, it&#039;s hard not to feel that awesome blend of nostalgia and novelty that this UK-based developer seemed to capture so well.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ah yes, 2016 is here. We&#039;ve finally gotten to the point in our planet&#039;s history where the current year almost sounds fictitious. Bad quips about how the number of years that have passed aside, 2016 is set to be a downright fascinating 366 days when it comes to video games (that&#039;s right, it&#039;s a leap year - here&#039;s to hoping you found this out from a gaming article). If there&#039;s one thing that there isn&#039;t enough of on the Internet every year, it&#039;s articles hoping for certain aspects of a new year to be wonderful. In honor of this, we&#039;re bringing you three wonderful wishes for each major gaming entity (PlayStation, Xbox, Nintendo and PC) over the next four days that, if true, might just make 2016 the best year for gaming yet. While the Xbox One is very much in second place, Microsoft&#039;s heavy consumer focus over the past year definitely has put the Xbox One in prime position to be a downright awesome console.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The &quot;new&quot; Rare, as well call them, just made a compilation of &quot;Old&quot; Rare’s successful games. The creation of &quot;old&quot; Rare titles in a single compilation was an intentional move created by Microsoft’s very talented marketing team in order to make gamers remember how awesome Rare used to be back in the day and then, Oh wow! A new game by Rare is coming out.&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; &amp;lt;br&amp;gt;[pullquote]You need each crew member to be controlling a different part of the ship. Someone needs to steer, another needs to watch for land from the crow’s nest, someone can man the cannons, and someone has to patch up the inevitable holes in the ship.[/pullqu&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;Unlike past year&#039;s E3 events, this year&#039;s had a particular air of familiarity. Going into the even most gamers had a pretty good handle &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what should be announced, and by and large the major publishers stuck &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their scripts. There were some surprises, like the official reveal of the Xbox One Scorpio , but mostly it was the known quantities that impres&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;A few things found in the datamining process include the Kraken. The data has animations for a Kraken holding the player, eating them, and spitting them out, and another action called &#039;waterdunk&#039;. These animations &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;written out, as opposed to being actually visible, but it could be a hint as to what we&#039;ll see in the fut&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Ship customization seems to be another thing unearthed by the data-pirates. The files found seem to imply the ability to customize a ship&#039;s cannons, capstan (pirate talk for &#039;anchor holder&#039;), livery, mast, and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;captain&#039;s wheel. There are additional sections as well&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;listed under &#039;Ship misc&#039; is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;harpoon &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&quot;One &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the things we’re very aware &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is the need for the balancing to be right. After running some recent tests, we found that PC players were 4.5% &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;efficient at killing skeletons &lt;/ins&gt;than &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox players, and this feels close enough that it’s something we’ll continue to monitor. However, PvP between platforms, or more importantly device input, is the big focus point for us as &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Design team, and already we’ve been working closely with the Game Experience team to change the way the guns work to be better balanced for cross play&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We’ve put in &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bunch of telemetry around this, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with the change to guns it’s made them feel tonally so much more fitting&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as previously they felt more like laser weapons than ancient plundered-&lt;/ins&gt;and&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-pillaged gunpowder-driven blunderbuss&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;Other honorable mentions include the mention of mermaids being listed as enemies although they appear &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be benevolent &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the beta, and other fruits joining the banana as food available to players. The full list &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;data below also features new maps, landmark locations, NPCs and Shops that have not been seen bef&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;This isn&#039;t the first time &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rare has talked about cross-play for &lt;/ins&gt;[https://Seaofthievespedia.com/ Sea of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves treasure guide&lt;/ins&gt;|https://seaofthievespedia.com/] of Thieves &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, however. Earlier this year, when Rare first activated the closed alpha on PC, the team decided to try out cross-play just to see how it felt. Executive Producer Joe Neate called the experience &quot;magical,&quot; explaining that it led him to question why any &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would split player bases. But questions about balance &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fairness prevented Rare from making it official straight away, however the more the studio considered cross-play, the more &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;realized there was no good reason not to include&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Yes, Days Gone is another zombie game&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its approach to the horde could put a unique spin on traditional third person action. Where most games tend to be about clearing out the entire enemy force, Days Gone seems to make that impossible. It’s &lt;/ins&gt;a game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;where survival is not necessarily &lt;/ins&gt;about &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bullets and accuracy, but tactics &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;speed&lt;/ins&gt;. We &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still need to see more &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the story to decide whether the game has more &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/ins&gt;, but for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an E3 &lt;/ins&gt;experience, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Days Gone took &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;familiar and made it fr&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;Battlefield 1 delivers exactly &lt;/ins&gt;what the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fans wanted&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;familiar multiplayer combat of DICE’s FPS series, but set in World War 1 &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From the sights and sounds, &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapons and vehicles&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Battlefield 1 presents &lt;/ins&gt;the time &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;period as &lt;/ins&gt;best &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it can without veering too far away from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise’s identity. And with 64-player multiplayer at E3 2016 &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was &lt;/ins&gt;hard not to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;come away excited to see m&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;One caveat should be considered with this data dive&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The assets pulled are not officially announced, and could, therefore, be cut content or &lt;/ins&gt;take &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much different role &lt;/ins&gt;in the final &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game, especially when &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beta is usually never &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same version &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game &lt;/ins&gt;that&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;released when a game is launc&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;According to Rare&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the studio wants &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offer &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balanced experience that&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;equal in almost every facet. In practice&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that means a game with full feature parity&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but more than that &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;means an equal playing field from day one. So Rare also says they&lt;/ins&gt;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;re planning on launching Sea of Thieves day and date on both console and PC, with launch still on track for early 2&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The reveal of Rare Replay and the teaser for Sea of Thieves was a marketing poly to get gamers excited &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play Rare games again, even though the game will not &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;anywhere near the same quality we have come to expect from &quot;old&quot; Rare titles during their run with Nintendo. This isn’t &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say the game has no chance, but the point is that &quot;old&quot; Rare is officially dead and this new incarnation is building up hype off of titles &lt;/ins&gt;they &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;had no affiliation with&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The reason this change in creative directors is such a big deal is because the company we once fell in love with as a whole no longer existed at this point in time. Everyone who had worked on the classic smash hits such as Banjo-Kazooie, Jet Force Gemini, Donkey Kong Country and many, many others throughout their seven years with Nintendo had left the company and were replaced by a whole new group. Rare, as it stands today, has no members of the original creative team behind their ingenious games left on their roster. Much like when Star Wars was bought by Disney, a whole new creative team is now behind those films; George Lucas and his new ideas have been tossed out never to be heard from again. Meaning that Rare as we knew it is truly dead.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>HelenMalm904</name></author>
	</entry>
	<entry>
		<id>https://lospoderosos.com/index.php?title=The_Rare_We_Knew_Is_Dead&amp;diff=29037&amp;oldid=prev</id>
		<title>RodMcGarvie959: Página creada con «&lt;br&gt;Andreas goes on to describe how visual effects are all about bringing the entire experience together, a key facet of what will make Sea of Thieves more than a typical pirate game. As an online multiplayer game with a heavy reliance on character customization and progression, player investment in the character and world is an obvious priori&lt;br&gt;&lt;br&gt; &lt;br&gt;The most important element to call out in terms of our general approach to combat is that [https://Seaofthievesped…»</title>
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		<updated>2026-04-13T07:21:24Z</updated>

		<summary type="html">&lt;p&gt;Página creada con «&amp;lt;br&amp;gt;Andreas goes on to describe how visual effects are all about bringing the entire experience together, a key facet of what will make Sea of Thieves more than a typical pirate game. As an online multiplayer game with a heavy reliance on character customization and progression, player investment in the character and world is an obvious priori&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The most important element to call out in terms of our general approach to combat is that [https://Seaofthievesped…»&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Página nueva&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;Andreas goes on to describe how visual effects are all about bringing the entire experience together, a key facet of what will make Sea of Thieves more than a typical pirate game. As an online multiplayer game with a heavy reliance on character customization and progression, player investment in the character and world is an obvious priori&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The most important element to call out in terms of our general approach to combat is that [https://Seaofthievespedia.com/ Sea of thieves walkthrough|https://seaofthievespedia.com/] of Thieves is a game with guns and swords in it, but it’s not a game all about guns and swords. We want Sea of Thieves to support different motivations and playstyles, but when combat does occur, it should feel right for the pirate experience we’re creating, while fully supporting the kinds of emergent encounters that can occur while out on a voy&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;When we talk about visual effects in games, we normally mean particles. That&amp;#039;s what we&amp;#039;re using to create all of the cannon effects for example, like the different explosions. You want to give the player strong feelings when they&amp;#039;re playing the game... You should just feel like you&amp;#039;re really part of this beautiful wor&amp;lt;br&amp;gt;It&amp;#039;s been a while since we&amp;#039;ve heard new details about Capybara&amp;#039;s long-in-development dungeon crawler, hasn&amp;#039;t it. I continue to maintain that the demos of Below that I&amp;#039;ve spent time with are some of the best gaming experiences I&amp;#039;ve had in quite some time, but we are getting to the point where it&amp;#039;s hard not to wonder what the hold up is. Capy is a studio loaded with immensely talented people who take a ton of pride in what they do, and the hope here is that the final touches are being put into place. Below was originally set to be a 2015 title, and Capy has gone into the portion of its development cycle where it falls completely silent until the final title is released. Now that it&amp;#039;s 2016, it would be wonderful to see a new trailer or two before a launch before March 31 of this year. Let&amp;#039;s face it, if we go through another six months without hearing anything about Below, it&amp;#039;s going to be hard to remind gamers why they should care about this wonderful title all over again.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The reason this change in creative directors is such a big deal is because the company we once fell in love with as a whole no longer existed at this point in time. Everyone who had worked on the classic smash hits such as Banjo-Kazooie, Jet Force Gemini, Donkey Kong Country and many, many others throughout their seven years with Nintendo had left the company and were replaced by a whole new group. Rare, as it stands today, has no members of the original creative team behind their ingenious games left on their roster. Much like when Star Wars was bought by Disney, a whole new creative team is now behind those films; George Lucas and his new ideas have been tossed out never to be heard from again. Meaning that Rare as we knew it is truly dead.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Even though Rare Replay was one of the most pleasant surprises of 2015, it&amp;#039;s been far too long since Rare has made a game that feels truly aligned with its original development vision. Yes, the masterminds of yesteryear have moved on from the heralded development studio, but when we got a glimpse of Rare&amp;#039;s next project, it&amp;#039;s hard not to feel that awesome blend of nostalgia and novelty that this UK-based developer seemed to capture so well.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ah yes, 2016 is here. We&amp;#039;ve finally gotten to the point in our planet&amp;#039;s history where the current year almost sounds fictitious. Bad quips about how the number of years that have passed aside, 2016 is set to be a downright fascinating 366 days when it comes to video games (that&amp;#039;s right, it&amp;#039;s a leap year - here&amp;#039;s to hoping you found this out from a gaming article). If there&amp;#039;s one thing that there isn&amp;#039;t enough of on the Internet every year, it&amp;#039;s articles hoping for certain aspects of a new year to be wonderful. In honor of this, we&amp;#039;re bringing you three wonderful wishes for each major gaming entity (PlayStation, Xbox, Nintendo and PC) over the next four days that, if true, might just make 2016 the best year for gaming yet. While the Xbox One is very much in second place, Microsoft&amp;#039;s heavy consumer focus over the past year definitely has put the Xbox One in prime position to be a downright awesome console.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The &amp;quot;new&amp;quot; Rare, as well call them, just made a compilation of &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 to make gamers remember how awesome Rare used to be back in the day and then, Oh wow! A new game by Rare is coming out.&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; &amp;lt;br&amp;gt;[pullquote]You need each crew member to be controlling a different part of the ship. Someone needs to steer, another needs to watch for land from the crow’s nest, someone can man the cannons, and someone has to patch up the inevitable holes in the ship.[/pullqu&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>RodMcGarvie959</name></author>
	</entry>
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