Fictional Nintendo (or video game in general) Developers

The following are fictional western based developers for Nintendo. Rare is on here for reasons I will explain....

RareWare
Founded: 1982
Joined Nintendo: 1995
Location: Leicester, Leicestershire, England
This Rare splits from the Rare of OTL in 1996. When Nintendo decided to expand their stake in Rare to 55%. In 2000, Nintendo would again expand their stake to 75% in the company. That said, they did not fully buy the company until 2016. As part of their mass expansion program. Meanwhile, Rare eventually chose to move its headquarters from the town to Tycross to Leicester, in hopes of attracting more talent.

Chief Studios
Founded: 1987
Joined Nintendo: 1993
Location: Belen, New Mexico, United States
This company was founded in 1987 by husband and wife team Henry and Martha Banks. The company received it's name as a homage to the famous train of the Atchison, Topeka, and Santa Fe Railroad, who was a major employer in the town. Henry and Sally largely worked with some family friends at first. In 1997, they were joined by Matthew Grisham. Who had recently been rejected for a job at Warner Bros. Animation.

Big Idea
Founded: 1989
Joined Nintendo: 1993
Location: Wheaton, Illinois, United States
This is the same company who created Veggietales. Except in this timeline, Mike Nawrocki persuades Phil to go outside the niche market of Christian cartoons. In the end, they join Nintendo in producing a 3D Yoshi game with Argonaut, among other things.
 
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Well that is something, an advantage videogame have is can come from nowhere as people have the talent..of course modern videogames demand a lot of resources but still the principle work.
 
Chief Studios
Founded: 1987
Joined Nintendo: 1993
Location: Belen, New Mexico, United States
This company was founded in 1987 by husband and wife team Henry and Martha Banks. The company received it's name as a homage to the famous train of the Atchison, Topeka, and Santa Fe Railroad, who was a major employer in the town. Henry and Sally largely worked with some family friends at first. But in 1997, they were joined by Matthew Grisham. Who had recently been rejected for a job at Warner Bros. Animation.
What games this studio did make?
 
Among the character Cheif created/revitalized was a character named Cream. The younger sibling of Peach, he would have initially appeared in the Mario Inc 2D platformer. Which the team had created using the Silicon graphic engine as Rare did when making Donkey Kong Country.

So far, my playable cast would be Mario, Luigi, Peach, Daisy, and Cream. Cream was created when Yoshi was considered as a playable character. However, Nintendo asked them to use Yoshi's role as the traditional power-up mount. Chief needed to decide on another playable character to replace Yoshi. They received suggestions from Ted Culkin, who helped manage their resources and marketing. So they gave the job of redesigning him to Ted. In the end, Ted decided to make Yoshi a human child, with a green t-shirt, khaki shorts, and a red and black baseball cap.

Ted didn't have a name for the character at first. However, he did when some Nintendo executives checked in, and suggest that they make him Princess Peach's younger sibling. This was where Martha got the idea to name him "Cream." Thus Prince Cream was born. In addition, the crew also redesigned several other Mario characters. Most notably, Princess Daisy was returned and given a redesign (basically modern Daisy, but with slightly redder hair), and her villain Tatanga (the same design as the valiant Comics version). Lastly, Wart was reintroduced from SMB2 as the main villain with his crew, alongside villains used only in Super Mario World.

All three game of the original trilogy were praised. Those being the first game, Super Mario Inc, the first sequel: Princess Power, starring Peach and Daisy, and the second sequel, starring Prince Cream.

Basically, this series is akin largely to Donkey Kong Country, but with more main villains than Wart. As well as larger story focus and more games in the series.
 

Deleted member 100251

Interesting, will you make a TL out of this?
 
Interesting, will you make a TL out of this?
Eventually. But first, here is my final version of Rare's Banjo-Threeie (2002). Which will eventually replace its Fantendo article.

Banjo-Threeie is a 2002 platformer developed by Rare and published by Nintendo for the Nintendo Gamecube. It was first released in 12 December 2002 in North America and Europe and on 13 Feburary 2003 in Japan. It is the third instalment in Rare's iconic Banjo-Kazooie series and serves as a sequel to the original Banjo Kazooie and its sequel Banjo Tooie. The story of the game follows series protagonists Banjo and Kazooie in their third battle against Gruntilda. Who has hired a scientist to build her a body, as the entirety of it except for her head was destroyed at the end of Tooie.

Development of the game started in 2000, directly after the release of Tooie. The game's level are even larger than those of Tooie, with the amount of jiggies in said worlds increased to 15. It also includes a multiplayer mode where Banjo and Kazooie can be played as seperate characters until one either collects a jiggy or dies. At which point the other character gets a turn. By 2006, the game had sold more than 5.5 million copies, making it one of the best selling games for the Gamecube. It is also considered by many one of, if not the, best 3D platformer ever made.

Gameplay
Similar to its predecessors, Threeie features open worlds containing various items for the player to collect. The most important one of which are golden puzzle pieeces called jiggies. Which are then used to open new levels for the characters to explore. Instead of puzzles in temple of Master Jiggywiggy resides like in Tooie, this game returns to the first game's method of placing jiggies on an incomplete picture of each world. Whenever the player has obtained the number of Jiggies required, they go around Spiral Mountain looking for picture, typically found in shortcuts leading to parts of what was once Gruntilda's lair, or in places where Banjo learned his moves in the first game. Unlike the first two games, each main level (and, by extension, Spiral Mountain), has 15 jiggies. The result of the Gamecube's bigger storage space.

Musical notes return in Threeie, and share the same function as in Tooie. All of Banjo and Kazooie's moves from the first two games return in Banjo-Threeie, and the player can acquire several new moves. Most of these new moves simply are shooting more varieties of eggs, individual attacks for the bear and bird, or new kinds of boots. Though several new attacks that require both of the two are present. Such as one where Banjo throws Kazooie like an American football to rather high ledges.

Mumbo Jumbo also returns as a playable character like in Tooie. While Klungo replaces Humba Wumba as the character who transforms the duo in different forms. This time in a matter similar to scientific mutations. As if that wasn't enough, Bottles appears as a playable character as well. In which he finds patches of soil. Which he can then dig through to create shortcuts for Banjo and Kazooie.

The worlds are, like in Tooie, connected to the hub world, in this case Spiral Mountain, where Banjo and Kazooie live. In addition, Chuffy the train returns from Tooie with an expanded role, as only one locomtoive in an entire fleet belonging to the Jinjo and Calico Railroad. Additional locotmovies include a 4-8-0 steam engine called Puffs. These engines can be added to help Banjo with certain things, including transoprtation to various parts of the world otherwise inaccesible to Banjo and Kazooie. Though some also involve transporting varous loads in between levels that are too hard for smaller trains like Chuffy itself. Or even trying to get from one world to the other in a certain time.

Plot
Two years after Gruntilda's body was destroyed by Banjo and Kazooie, the duo have moved to the Isle O' Hags to live with their friend Bottles and the Jinjos. Banjo's sister Tooty also lives there. While Banjo has begun to date Claire, a female bear who teaches at Tooty's School. Meanwhile, Grunty hires an unemployed scientist named Professor Gunzel. Who she has build her a new body in return for money. Then she strikes and invades Spiral Mountain. Forcing Banjo and Kazooie to fight again. This time, she does so by manipulating Gunzel, forcing him into creating all sorts of abnormalities across Banjo's world. First, she has Gunzel transport her to the Isle O'Hags. Where she launches a series of attacks the force all the Jinjo families to run away, and eventually be separated.

At the time, Banjo, Claire, Bottles, and King Jingaling are playing a game on a N64 parody. When Tooty comes in and alerts everyone about what has happened. Having barely escaped herself. Banjo and Kazooie immediately set off to the rescue, and Bottles promises to do all he can to help them. To start, Banjo and Kazooie decide to return to Spiral Mountain to look for possible clues regarding's Grunty's return. But Mumbo arrives and tells them there was an eruption of a large volcano near his new home on on the Treehouse Plateau. Forcing the shaman to call for the duo's help. The duo eventually arrives. And with Mumbo and Bottle's help they defeat Lalava, a monster Grunty sent to further terrorize the plateau.

The duo continues to trek Spiral Mountain for jiggies. With Tooty giving information about various jiggies that can be found in the hub world. Banjo and Kazooie also discover the Jinjo and Calico Railroad, the company that owns Chuffy from Tooie, has built a line to Spiral Mountain. Which the duo uses to travel to farther off worlds.

Eventually, the duo track down Gunty on a large mountain near Jinjo village. Where, in her mechanical body, she tries to finish off the duo. But she is eventually destroyed when he robotic body blows up. And Brentilda comes to seal her in a jar which she then dumps into a water filled sinkhole. Everyone celebrates Grunty's defeat. Though in the end, the beautiful Humba Wumba finds the jar Brentilda sealed Grunty in on the shore near her village. Foreshadowing the next game.

Worlds
Like the first two games, the game has its main worlds, one hub world, one starter world, and nine main worlds. While are also a variety of secret levels that can be discovered in parts of the Isle O' Hags, or Gunty's Lair on Spiral Mountain. Unlike the first two games however, the hub world and the main worlds have a total of 15 rather than 10 jiggies.

Starter World
  • Isle O' Hags
    • Bottle's House
    • Jinjo Vilalige
Hub world
  • Spiral Mountain
    • Banjo's old House
    • Gruntilda's Lair
Main Worlds
  • Hotgrass Savannah
    • Transformation: Lion
  • Mount Frostbite
    • Transformation: Penguin
  • Port Cockeye
    • Transformation: Crab
  • Runny Rainforest
    • Transformation: Monkey
  • Bullion-Bill Junction
    • Tranformation: Shunting Locomotive
  • Prickly Pear Bayou
    • Transformation: Bat
  • Weird Windy West
    • Transformation: Cowboy
  • Fire Eye Island
    • Transformation: Fire Imp
  • Column Castle
    • Transformation: Dragon
Production
Early plans were first proposed by Tim Stamper. He originally wanted to remake the first game in the series as a co-op multiplayer. With several improvements like better framerates and textures. But several other senior members of Rare objected as they were concerned it would take too long. That said, Stamper's dream was eventually realized. As Banjo Kazooie was eventually remade as Banjo-Kazooie 3D for the 3DS in 2012. The first world, Vulcan Plateau, evolved from an idea of Mumbo's Mountain erupting as a volcano. Another concept that was retooled and implemented in this game was Bottle's revenge. A scrapped multi player mode from Tooie. However, this time it was retooled to feature the ghost of Gruntilda's sisters Mingella and Blobbelda. Who a third and fourth player would take control off an possess certain enemies with to try and kill Banjo. Meanwhile, Microsoft had approached Nintendo for a deal to make software for the Gamecube and later Nintendo Consoles. Nintendo was initially not interested, but they changed their mind very soon after. The team initially considered co-operating with Microsoft to retexture levels returning from the first game. But decided to instead devote a second team to doing so. While Grant Kirkhope returned to compose music for the game, he was this time joined by Jamie Hughes, who composed the music for many of the main worlds.
 
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Cool! I assume the Wikia article is yours?
Yes, you can try and replace my original text with that. But keep the image and info box.

Also, some background on the games of Chief Studios. In this timeline, Chief, Rare, and the Big N actively collaborated with Activision. To the point of Activision making Mario games exclusively for Nintendo consoles.

First, I'll detail fictitious contrubutions to the Mario universe by Chief, Rare, and Activision.
  • Hideo Takayama: Known as the Carl Barks of Video Games, he adapted comics about the Marios. He was notable for ordering western translations of his works be printed in the left-right reading format of the west. Contributing to their popularity was Chief Studios Employee Ted Culkin, who worked with Marvel to create a bigger thing. Which would inspire not only Cheif Studios (below), but also the Gennedy Tratakovsky-Craig McCracken ensemble of animators for Cartoon Netowrk, then later other channels.
    • Ted and Hideo both created a character from Mario they imagined as "Batman in Narnia"
  • Super Mario INC: A series of Mario platformers (often known as Mario INC for short), was created by Chief. Since Miyamoto had no involvement in these projects, they were free to create massive stories expanding the lore of the franchise.
    • Chief created Prince Cream (the younger sibling of Peach), and King James (the father of Peach), as well as both revitalizing old villains like Wart and Tatanga, and creating new ones. Out of all the characters created by Nintendo themselves, only Peach and Daisy kept their original characterizations intact. And in the case of the others, Mario especially, one can argue that they more or less made him into a three-dimensional character. Unlike "that happy little thing in the original games", Chief and Takayama's Mario had grit, persistence, and a tenacity that were legitimately compelling virtues to mix with a bit of a temper to boot, making him a highly relatable, flawed and tragic character, beloved across the world.
  • Rare: They also incorporated their own Banjo-Kazooie into the extended Mario Universe. As well as additional villains and recurring characters. Such as Cream's own circle of friends, which included his love interest Carla Morenes. An (at least partially) hispanic girl around his age. As well as numerous game starring Cream and his big sis Peach. Among other characters was most importantly characterizations of the kings of the seven lands from SMB 3. Including Imajeen, king of Desert Land.
  • Activision mainly helped with designing Mario games made by Rare and Chief for the franchise. Though they did their own spinoffs too. Among them some Mario platformers starring jsut Mario with none of the other supporting cast. Minus the rare exceptions of Peach and Cream.
However, they were both hit hard hard during the WiiU/3DS era. As due to their significant contributions, would be seen as worse. As a main criticism was that characters made by Cheif and Rare seldom appeared outside the obligatory spinoffs. If at all. Though as of the Ninendo Switch era, things have changed again for the better.
 

Deleted member 100251

Yes, you can try and replace my original text with that. But keep the image and info box.

Also, some background on the games of Chief Studios. In this timeline, Chief, Rare, and the Big N actively collaborated with Activision. To the point of Activision making Mario games exclusively for Nintendo consoles.

First, I'll detail fictitious contrubutions to the Mario universe by Chief, Rare, and Activision.
  • Hideo Takayama: Known as the Carl Barks of Video Games, he adapted comics about the Marios. He was notable for ordering western translations of his works be printed in the left-right reading format of the west. Contributing to their popularity was Chief Studios Employee Ted Culkin, who worked with Marvel to create a bigger thing. Which would inspire not only Cheif Studios (below), but also the Gennedy Tratakovsky-Craig McCracken ensemble of animators for Cartoon Netowrk, then later other channels.
    • Ted and Hideo both created a character from Mario they imagined as "Batman in Narnia"
  • Super Mario INC: A series of Mario platformers (often known as Mario INC for short), was created by Chief. Since Miyamoto had no involvement in these projects, they were free to create massive stories expanding the lore of the franchise.
    • Chief created Prince Cream (the younger sibling of Peach), and King James (the father of Peach), as well as both revitalizing old villains like Wart and Tatanga, and creating new ones. Out of all the characters created by Nintendo themselves, only Peach and Daisy kept their original characterizations intact. And in the case of the others, Mario especially, one can argue that they more or less made him into a three-dimensional character. Unlike "that happy little thing in the original games", Chief and Takayama's Mario had grit, persistence, and a tenacity that were legitimately compelling virtues to mix with a bit of a temper to boot, making him a highly relatable, flawed and tragic character, beloved across the world.
  • Rare: They also incorporated their own Banjo-Kazooie into the extended Mario Universe. As well as additional villains and recurring characters. Such as Cream's own circle of friends, which included his love interest Carla Morenes. An (at least partially) hispanic girl around his age. As well as numerous game starring Cream and his big sis Peach. Among other characters was most importantly characterizations of the kings of the seven lands from SMB 3. Including Imajeen, king of Desert Land.
  • Activision mainly helped with designing Mario games made by Rare and Chief for the franchise. Though they did their own spinoffs too. Among them some Mario platformers starring jsut Mario with none of the other supporting cast. Minus the rare exceptions of Peach and Cream.
However, they were both hit hard hard during the WiiU/3DS era. As due to their significant contributions, would be seen as worse. As a main criticism was that characters made by Cheif and Rare seldom appeared outside the obligatory spinoffs. If at all. Though as of the Ninendo Switch era, things have changed again for the better.
Ooh, that’s cool! Why did Activision help out w/ Rare? Rare was pretty close w/ Nintendo in the 90s and were really good. I don’t think they’d need their help.
 
OK, lads, here some Rare games from the Boyd-verse. Where Nintendo expanded their stake to 55% in 1997. In addition to all this, Dinosaur Planet was released for the N64 in 2000. As its own game rather than a starfox game. Additionally, my idea for the Conker Series would be to give Conker character development to be a more heroic character.

Gamecube:
  • Banjo-Threeie (2002)
  • Donkey Kong Racing (2002)
  • Conker's Worse Fur Day (2003)
  • Perfect Dark Zero (2003)
  • Diddy Kong Racing adventure (2004)
  • Kameo (2005)
  • Donkey Kong 128 (2005)
  • Grabbed by the Ghoulies (2002)
  • Dinosaur Planet (2005)
DS
  • Astro Mouse (2004)
  • Banjo Kazooie: The Last Straw (2005)
  • Drumstick the Chicken (2005)
  • Banjo- Donkey: A DK/BK crossover (2006)
  • Mario vs. Donkey Kong: March of the Minis (2006)
  • Viva Piñata: Rocket Paradise (2008)
  • T. T. the Timestopper (2008)
  • Mario vs Donkey Kong: The Minis March Again (2009)
Games released for two consoles
  • Banjo-Kazooie: Grunty's Ghost (GCN/Wii: 2006): The last game to star Grunty as the main villain until Banjo-Eightie in 2017
  • Banjo-Kazooie: Mix and Match (WiiU/Switch: 2017)
Wii
  • Viva Piñata (2006)
  • Jet force Gemini 2 (2007)
  • Perfect Dark Three (2007)
  • Nuts and bolts (standalone, as opposed to a BK title) (2008)
  • Jetpac refueled (2009)
  • Conker Strikes Again (2010)
  • Donkey Kong Country Returns (2010)
  • Timber the Tiger (2011)
  • Banjo-Kazooie: Blackeye's Revenge (2011)
3DS
  • Dream (2011)
  • Banjo Kazooie 3D (2012)
  • Banjo Tooie 3D (2014) (Stop n Swap Returns)
  • Mario vs DK: Mini-Land Mayhem (2011)
  • T. T. Two (2012)
  • Diddy Kong Racing 3D (2013)
  • Banjo-Kazooie: The Sisters Strike Back (201)
  • Mario vs DK: Minis on the Move (2013)
  • Conker Uncut (2014)
Wii U
  • Battle Toads is Back (2012)
  • Killer Instinct (2013)
  • Diddy Kong racing U (2013)
  • Banjo-Kazooie: Brentilda goes Bad! (2014)
  • Donkey Kong Country Tropical Freeze (2014)
  • Kameo 2 (2015)
  • Conker's U Day (2015)
  • Conker Goes ballistic
  • Blast Corps 2 (2015)
  • Perfect Dark U (2016)
Nintendo Switch (Confirmed Games)
  • Perfect Dark: Super Switch (2018)
  • Conkers Bad Switch Day (2017)
  • Donkey Kong Country Switch (2017): the Kremilings Return
  • Diddy Kong Double Racing (2018
 
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OK, lads, here some Rare games from the Boyd-verse. Where Nintendo expanded their stake to 55% in 1997. In addition to all this, Dinosaur Planet was released for the N64 in 2000. As its own game rather than a starfox game. Additionally, my idea for the Conker Series would be to give Conker character development to be a more heroic character.

Gamecube:
  • Banjo-Threeie (2002)
  • Donkey Kong Racing (2002)
  • Conker's Worse Fur Day (2003)
  • Perfect Dark Zero (2003)
  • Diddy Kong Racing adventure (2004)
  • Kameo (2005)
  • Donkey Kong 128 (2005)
  • Grabbed by the Ghoulies (2002)
  • Dinosaur Planet (2005)
DS
  • Astro Mouse (2004)
  • Banjo Kazooie: The Last Straw (2005)
  • Drumstick the Chicken (2005)
  • Banjo- Donkey: A DK/BK crossover (2006)
  • Mario vs. Donkey Kong: March of the Minis (2006)
  • Viva Piñata: Rocket Paradise (2008)
  • T. T. the Timestopper (2008)
  • Mario vs Donkey Kong: The Minis March Again (2009)
Games released for two consoles
  • Banjo-Kazooie: Grunty's Ghost (GCN/Wii: 2006): The last game to star Grunty as the main villain until Banjo-Eightie in 2017
  • Banjo-Kazooie: Mix and Match (WiiU/Switch: 2017)
Wii
  • Viva Piñata (2006)
  • Jet force Gemini 2 (2007)
  • Perfect Dark Three (2007)
  • Nuts and bolts (standalone, as opposed to a BK title) (2008)
  • Jetpac refueled (2009)
  • Conker Strikes Again (2010)
  • Donkey Kong Country Returns (2010)
  • Timber the Tiger (2011)
  • Banjo-Kazooie: Blackeye's Revenge (2011)
3DS
  • Dream (2011)
  • Banjo Kazooie 3D (2012)
  • Banjo Tooie 3D (2014) (Stop n Swap Returns)
  • Mario vs DK: Mini-Land Mayhem (2011)
  • T. T. Two (2012)
  • Diddy Kong Racing 3D (2013)
  • Banjo-Kazooie: The Sisters Strike Back (201)
  • Mario vs DK: Minis on the Move (2013)
  • Conker Uncut (2014)
Wii U
  • Battle Toads is Back (2012)
  • Killer Instinct (2013)
  • Diddy Kong racing U (2013)
  • Banjo-Kazooie: Brentilda goes Bad! (2014)
  • Donkey Kong Country Tropical Freeze (2014)
  • Kameo 2 (2015)
  • Conker's U Day (2015)
  • Conker Goes ballistic
  • Blast Corps 2 (2015)
  • Perfect Dark U (2016)
Nintendo Switch (Confirmed Games)
  • Perfect Dark: Super Switch (2018)
  • Conkers Bad Switch Day (2017)
  • Donkey Kong Country Switch (2017): the Kremilings Return
  • Diddy Kong Double Racing (2018

That's... a pretty heavy platformer load. Not that Rare diden't produce a lot of good games in that genre IRL, but I imagine there's going to be a point where either the team starts to suffer from burnout, the franchises start to blur together, or simple genre fatigue sets in among the fan base. IRL, the only reason they could produce games as fast as they could (with relatively minor improvements in technical terms, even if they were substantial game structure wise) was because most of their series were built on the same engine for the same system, allowing for the retention of assets and techniques as well as not having to dedicate time to training/retraining and R&D. I'm also noticing a distinct lack of new IP's that could develop into unique identities... it'd be a shame if Rare's fate as a nostalgia factory still set in even with their autonomy within Nintendo. Especially since they're in such a good position

A look into the structure of the company and its development teams is what I'm curious to see after this reveal. As well as what Nuts and Bolts looked like without the BK coat of paint... as well as Timber the Tiger. Both seem like they'd be vehicle-based games, and it seems there was no Diddy Kong Racing (Their mascot racer series... which raises the question of Nintendo's handling of that series in it being in competition pretty much only with its own Mario Kart) for the Wii. Are they more adventure/campaign focused vehicle games?

My apologies if I seem to be critical, but I think this is a really good idea for a AH and want it to be as fleshed-out and realistic as possible, and the sheer possibilities are setting my expectations high and creates a desire (guiltily) to backseat contribute.
 
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That's... a pretty heavy platformer load. Not that Rare diden't produce a lot of good games in that genre IRL, but I imagine there's going to be a point where either the team starts to suffer from burnout, the franchises start to blur together, or simple genre fatigue sets in among the fan base. IRL, the only reason they could produce games as fast as they could (with relatively minor improvements in technical terms, even if they were substantial game structure wise) was because most of their series were built on the same engine for the same system, allowing for the retention of assets and techniques as well as not having to dedicate time to training/retraining and R&D. I'm also noticing a distinct lack of new IP's that could develop into unique identities... it'd be a shame if Rare's fate as a nostalgia factory still set in even with their autonomy within Nintendo. Especially since they're in such a good position

A look into the structure of the company and its development teams is what I'm curious to see after this reveal. As well as what Nuts and Bolts looked like without the BK coat of paint... as well as Timber the Tiger. Both seem like they'd be vehicle-based games, and it seems there was no Diddy Kong Racing (Their mascot racer series... which raises the question of Nintendo's handling of that series in it being in competition pretty much only with its own Mario Kart) for the Wii. Are they more adventure/campaign focused vehicle games?

My apologies if I seem to be critical, but I think this is a really good idea for a AH and want it to be as fleshed-out and realistic as possible, and the sheer possibilities are setting my expectations high and creates a desire (guiltily) to backseat contribute.

I was actually thinking of giving Rare a dork age from the late GCN to WiiU era. Where their tendency to cash in on the latest gaming fad is more egregious. Which would mean straight-up ripping off various Nintendo gimmicks at times.
 
I'm also noticing a distinct lack of new IP's that could develop into unique identities... it'd be a shame if Rare's fate as a nostalgia factory still set in even with their autonomy within Nintendo. Especially since they're in such a good position.

I also forgot to mention some Mario games they'd make. As well as. the fact that ea of Thieves is made in this ATL as a Switch game. Plus a few more IPs like a sequel to Dinosaur Planet. Or maybe some other games Rare never made in OTL.
 
I also forgot to mention some Mario games they'd make. As well as. the fact that ea of Thieves is made in this ATL as a Switch game. Plus a few more IPs like a sequel to Dinosaur Planet. Or maybe some other games Rare never made in OTL.

That's pretty far down the line though. Still, I suppose its a bit crazy to expect you, especially in this early stage, to try to extrapolate that extensively on what Rare might/would produce without looking at the strong foundation of their already existing games. Wishful thinking vs. hopeful expectations I suppose.

Still, you have a watcher and highly interested veiwer of this thread! Know that what you're doing is appreciated and anticipated, and I'll try to keep my feedback constructive and not overly suggestive unless you want some input. Just remember: depth, rather than breath, is generally more engaging
 
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