How Microsoft's Cuts Reshape Rare's Creative Legacy

Gregg Mayles' exit from Rare after Everwild's cancellation sparks questions about creativity, corporate control, and the future of beloved gaming franchises.

Veteran creator departs Rare after 36 years and Everwild's cancellation. TechReviewer

Last Updated: October 14, 2025

Written by Chloe Silva

A Legend Leaves Rare

Gregg Mayles, a 36-year veteran of Rare, walked away from the studio on October 14, 2025, leaving behind a legacy that shaped countless childhoods. Known for co-creating Banjo-Kazooie and steering hits like Donkey Kong Country and Viva Pinata, Mayles was a creative force. His final project, Everwild, promised a bold, non-violent survival game but crumbled under Microsoft's axe in July 2025, alongside 9,000 layoffs across the company. His rhyming farewell on social media felt like a bittersweet nod to the playful spirit of his work. For fans and developers alike, his exit raises a question: can a studio like Rare still dream big under corporate pressure?

When Ambition Meets Reality

Everwild was meant to be Rare's next leap. Announced in 2019, it aimed to blend colorful fantasy with peaceful gameplay, drawing parallels to Viva Pinata's nurturing vibe. Leaked screenshots from 2025 revealed a vibrant world of creatures, crafting systems, and exploration, hinting at years of effort. Yet, after a 2021 reboot and leadership changes, the project faltered. Developing a game without combat demanded fresh ideas, but five years of iteration couldn't nail the gameplay loop. Microsoft's decision to pull the plug reflects a broader industry truth: bold ideas face steep hurdles when budgets soar past 100 million dollars and development stretches over half a decade.

The cancellation wasn't just a loss for Rare. It echoed across Xbox Game Studios, where Perfect Dark also met its end. For developers, these cuts sting, erasing years of work and leaving teams scrambling. For players, it's a missed chance to experience something different in an industry heavy with action-packed titles. The challenge of crafting non-violent mechanics, while exciting, often clashes with market demands for proven formulas.

Rare's Journey Under Microsoft

Rare's story under Microsoft, which bought the studio for 375 million dollars in 2002, offers a case study in creative friction. In the 1990s, Rare churned out hits like GoldenEye 007 and Diddy Kong Racing, thriving under Nintendo's lighter touch. Post-acquisition, the studio's output slowed. Titles like Grabbed by the Ghoulies and Perfect Dark Zero struggled to recapture the magic, and the Kinect era sidelined Rare with motion-control projects. Sea of Thieves, launched in 2018, eventually found its footing as a live-service success, but it consumed resources, leaving little room for new ventures like Everwild.

Compare this with Bungie, another Microsoft acquisition from 2000. After creating Halo, Bungie clashed with Microsoft's corporate structure and split off in 2007 to regain creative control. The move paid off with Destiny, proving independence can spark innovation. Rare, still tethered to Microsoft, faces ongoing pressure to deliver blockbusters while preserving its quirky identity. The contrast shows how corporate oversight can stifle studios built on creative freedom.

Fans and the Fight for Legacy

For Banjo-Kazooie players, Mayles' departure and Everwild's cancellation feel personal. The franchise, dormant since 2008's Nuts and Bolts, remains a fan favorite, with communities clamoring for a revival. Microsoft's openness to external pitches from studios like Toys for Bob offers hope, but the loss of veterans like Mayles dims the prospect of an authentic sequel. Fans argue that Rare's focus on new IPs over beloved classics ignores the loyalty that fueled its 1990s success.

Yet, there's another side. Publishers like Microsoft face brutal economics. With AAA budgets ballooning and development cycles stretching up to seven years, greenlighting unproven projects is a gamble. Sea of Thieves' steady revenue shows why Microsoft leans on live-service models. Balancing fan demands with financial realities is a tightrope, and studios like Rare often bear the brunt of those tough calls.

What's Next for Rare and Beyond

Rare's future likely hinges on Sea of Thieves, with some Everwild staff reassigned to keep the pirate adventure thriving. But the studio's ability to innovate remains in question. The industry's shift toward shorter development cycles and AI-assisted tools could help, letting studios test ideas faster and cut risks. Meanwhile, Mayles' exit joins a wave of veteran departures, pushing talent toward indie studios where creative freedom often trumps corporate red tape.

The bigger picture is a wake-up call. Studios need clear visions early to avoid costly reboots. Publishers must balance investment in new ideas with the pull of nostalgic franchises. For fans, developers, and companies, the lesson is clear: creativity thrives when given room to breathe, but it demands discipline to survive the modern gaming landscape.