
"Now you can play everywhere!" - Interview regarding Rime's release on Nintendo Switch
Translated with AI from the Russian original.
Nintendo's attention to independent developers helps the Switch release schedule gradually fill up. And the example of Tequila Works studio, which decided to release its puzzle adventure Rime on the console, is a good illustration of this.
For objective reasons, there are few games on the Nintendo Switch console. The relatively weak hardware does not allow most developers to release their projects on it, so Switch gets either Nintendo exclusives or adapted versions of previously released games. However, the situation is gradually improving.
Nintendo's attention to independent developers helps the Switch release schedule gradually fill up. And the example of Tequila Works* studio, which decided to release its puzzle adventure Rime on the console, is a good illustration of this. We interviewed the lead producer of Rime with the expressive name Remy Chinchilla, to find out how the Switch version of the game differs from others, how difficult it was to create it, and how Nintendo helped in this.
* Tequila Works — a Spanish game studio that gained fame in 2012 thanks to the atmospheric zombie platformer Daylight.
— So, tell me about your game.
— Have you played Rime?
— Yes, on PC. A nice game. But let's start from the beginning. Rime was in development for a long time, it was announced back in 2013, and then it was a PS4 exclusive…
— I wouldn't say the development was long. Rime was announced too early, when we didn't fully understand what kind of game we ultimately wanted to see.
First, the game was a PS4 exclusive, then it became multiplatform, and now it's coming out on Nintendo Switch!
— I think the story is not as simple as you say. I read interviews with your colleagues. They reacted quite painfully to community rumors that Sony had broken off relations with you.
— It was difficult, but not very. We continued development, and eventually the game was released, and everyone could enjoy it. So, despite the difficulties, the game is before you, in your hands. [laughs, as I have a Nintendo Switch with Rime running in my hands]
— Then tell me about the Nintendo Switch version.
— We collaborated with Tantalus* studio, it's in Australia…
— Very far!
— [laughs] Yes, very far. So, they were responsible for creating the Nintendo Switch version. As soon as we finished making the main version for PS4, we immediately switched to Switch, so we created all the content for it ourselves. Then we worked with Tantalus studio, which is well acquainted with Nintendo's hardware and their interfaces.
* Tantalus Media — an Australian company that ports games to various platforms. In particular, they adapted Zombi U for PS4 and Xbox One, The Legend of Zelda: Twilight Princess — for Wii U, Sonic Mania — for Nintendo Switch.
— They did an excellent job! Despite the fact that the heart of the Nintendo Switch is a chip for mobile devices and the system is several times inferior in performance to the PS4, Rime looks great!
— Yes, the game is excellently developed both from a technical and artistic point of view. When the Nintendo Switch became available, everyone was very happy: “Hey, look, it's a new platform!” And we really wanted to be on it.
Nintendo promptly provided us with a development kit, so we were able to quickly figure out how the system works and how to implement our ideas. And since Tantalus had been working closely with Nintendo for a long time and we had a good relationship with them, we decided to combine efforts to speed up the process.
Anticipating the obvious question, we did not use the features of the Nintendo Switch controllers and the touch screen. This was not part of our game design, and we decided to keep it, providing Switch users with exactly the same game as on other platforms.
If you've played Rime before, you'll get exactly the same experience on Switch. No differences, nothing more. All the same.
— And nothing new? No new features, puzzles, etc.?
— Yes, because that would be a completely different experience. Users would exclaim: “Hey, this game is better on Switch! Unfair!” So we wanted no one to feel left out.
But what we did implement are “Achievements”. Such functionality is not supported by Switch, but we decided to keep it, since in-game rewards in some sense affect the plot and secrets.
— This game is very different from your previous project — Daylight.
— And the next one will be even more different! That's why we're trying new platforms, new ideas…
— Without zombies…
— And even in a different style! [laughs] Tequila Works — is a very creative studio. We are not fixated on creating sequels, because we want each of our games to be unique, to have its own individual style and universe.
— And how big is your studio?
— It's an independent studio, not big and not small, 35-40 people.
— But creating this game took you a very long time.
— Our team is not large enough to do everything at once. However, we have assembled very talented guys. We have people who have worked at such great companies as Pixar, Lucas Arts, Naughty Dog, and Blizzard. Such guys know how to work in a team and are perfectly versed in their craft.
— What about future plans?
— [smiles] Right now we are focused on releasing Rime on Switch.
— What's it like working with Nintendo?
— Nintendo provided full support, promptly sent feedback and gave advice on development. This allowed us to maintain dynamic day-night cycles and create pleasant lighting. The game runs on Unreal Engine 4, so it took us time to “befriend” this engine with the Switch.
— Are there plans to create DLC for Rime? Perhaps another island with even more difficult puzzles?
— No, because Rime — is a complete story, and we do not plan to continue it.
— My friends liked the game, but they found the puzzles too simple. And they would like to rack their brains!
— In such matters, you have to maintain a balance. We usually make difficult puzzles part of the secrets, so that the main storyline can be completed without them. This is done so as not to overload people who do not particularly like difficult puzzles.
— Some users played Rime on PS4, others on PC, can you give them at least one reason to buy the Switch version?
— You can play Rime anywhere! Wherever you want!
— What is the size of the game?
— In what sense?
— How many megabytes does it take up?
— Rime will be sold on cartridges.
— But for people who want to buy the game in the eShop, the size is very important, because the memory card is not endless…
— Oh, I don't know exactly, I apologize. The game will be released on November 17 in Europe, then you can check it.
— I've heard from various developers that the Switch versions of their games are even more successful than on other platforms.
— I really want to believe that we will be just as lucky! We'll see soon! [laughs]
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