To celebrate the Rare's 25th birthday, the latest issue of Edge features a six-page, tell-all feature on the history of the studio.
In an interview with the mag executive producer Nick Burton, creative director George Andreas and head of design Gregg Mayles talk about the tumultuous development of its now legendary Nintendo 64 shooter, GoldenEye.
Rare's attitude towards the GoldenEye 64 project was pessimistic from the outset - when the game was presented to the studio by Nintendo it wasn't keen on working on a licensed property.
"When Nintendo asked if we wanted to do it, we said, 'well not really'".
"...we were trying to build our on IP, and film tie-ins meant a lot of ownership by the film company". said studio head, Mark Betteridge.
Things got worse when the studio's game not only missed the release of the film, but also the home release and BBC network premiere of GoldenEye.
Response to the title at E3 demoralised the team further - at which point they began to feel the game was destined to fail.
"We went to E3 at the same time as one of our other games and that was getting loads of attention while GoldenEye just had all these empty stands..."
"We thought, 'Oh, God, here we go - this is going to be a disaster. Thank God we've got Banjo'."
"Internally, while GoldenEye was being produced, there wasn't an awful lot of faith in the game..." said Andreas.
However, upon release GoldenEye was a critical and sales triumph, and has achieved legendary status among gamers - all's well that ends well then.
GoldenEye 64 designer Martin Hollis has attacked Activison, saying that the upcoming revival of his game was motivated by profits rather than a passion for the original game.
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