RiME is a single-player puzzle adventure about discovery, experienced through the eyes of a young boy who awakens on a mysterious island after shipwrecking off its coast. Players must navigate the island’s secrets by making use of light, sound, perspective and even time. Inspired by the rugged, sunbaked terrain of the Mediterranean coast, RiME paints its breathtaking world with a fusion of vibrant colors and moving musical undertones to set the stage for the deeply personal journey that awaits within. I had the chance to ask the developers at Tequila Works about their upcoming project RiME and their thoughts on the new Nintendo Switch.
So you guys recently announced that RiME is coming out for the Nintendo Switch. What influenced the decision to port the game to the new platform and has the process been an easy one?
(Raúl Rubio: CEO & Creative Director) After over 3 years developing RiME, we wanted the game to be accessible for as many players as possible, regardless of their platform of choice. The fact that RiME launches so close to Nintendo Switch has been a happy coincidence!
The Nintendo Switch version of RiME is being developed by Tantalus Media (of The Legend of Zelda: Twilight Princess HD fame), under our supervision.
So what inspired the breath-taking and beautiful art style of RiME?
(Raúl Rubio: CEO & Creative Director) The main artistic influence for RiME comes from the late 19th, early 20th Century Spanish painter Joaquín Sorolla, and his unparalleled ability to portray the movement of sunlight over the surface of the Mediterranean Sea in his paintings. We also checked Salvador Dali’s use of negative space for puzzle and environment design, and Italian architect Giorgio de Chirico’s works.
So what is the stance on the Switch from your guy’s point of view? Is it a good platform for developers? From a developer’s standpoint, how has the Switch changed the industry and the way developers look at the new platform going forward?
(Raúl Rubio: CEO & Creative Director) Personally I love the HD Rumble feature. It’s mind blowing. The fact that it’s designed with good ol’ school ‘couch’ multiplayer in mind thanks to its 2 Joy-Con controllers. And its portability of course! The console’s clever design and myriad of features will allow developers to get wild with their imagination.
So what special features can we expect to see in RiME regarding gameplay mechanics?
(Kevin Sardà: Lead Game Designer) In RiME, you control an 8 year old kid, and the gameplay mechanics needed to reflect that. A boy of that age would be quite helpless stranded in a mysterious island, and thus the mechanics are based in what such a kid could do: use his own body and his voice. That also meant there is no combat, as it would be unrealistic to have the protagonist wielding a sword or a shield. You need to use the kids’ (and your own) wits and ingenuity to work around the perils of the island.
So it has been a long game in the works switching from Microsoft to Sony, to now back to Tequila Works in 2016. What has it been like developing RiME now releasing for all platforms? Is it a better business decision?
(Raúl Rubio: CEO & Creative Director) Yes, indeed. For an indie studio, the IP is one of the most valuable actives you have. As we have said before, we wanted to make the game accessible to a wider audience, and releasing the game for all platforms thanks to our collaboration with Grey Box and Six Foot has made that possible.
Thank you so much for taking the time to answer these questions and I hope to get back in touch soon before the release of RiME and may come back with some more questions once more information has been revealed.
(Raúl Rubio: CEO & Creative Director) Thanks to you and your readers for your interest on RiME!
RiME is releasing in May this year for PlayStation 4, Xbox One, Windows, and Nintendo Switch.
You can find out more about RiME here on their official website.