According to people familiar with its development, Everwild’s small team had struggled to define a clear direction for the title, beyond its striking art style and soundtrack.
As of last year, the game was a third-person adventure with god game elements, we were told. One person said that, in particular, a mandate from Rare’s leadership to not have any combat in the game had led to road blocks in design.
Last year studio head Craig Duncan admitted that Rare hadn’t discussed Everwild publicly much because it was
still exploring how the title’s core themes would translate into gameplay.
“We learned a lot from Sea of Thieves,” he told
Polygon. “At its heart, we love the idea of Sea of Thieves [and] players creating stories together.
“I think with Everwild, Louise [O’Connor] and her leadership team are really passionate about giving players a world that they can just lose themselves in — you know, a lot of nature feels magical.
“So the notion of, ‘What does it mean to nurture a world? What does it mean to be in nature?’