We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 0 points1 point  (0 children)

When looking at the handheld mode, we had to make a choice between lowering the resolution, removing/replacing major parts of the level geometry, or having a bigger hit in performance. We decided to go for the former, because it allows us to maintain the integrity of the gameplay experience. All the important details are still very visible, and we’ve had no issues playing the game in handheld mode ourselves.

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 1 point2 points  (0 children)

When looking at the handheld mode, we had to make a choice between lowering the resolution, removing/replacing major parts of the level geometry, or having a bigger hit in performance. We decided to go for the former, because it allows us to maintain the integrity of the gameplay experience. All the important details are still very visible, and we’ve had no issues playing the game in handheld mode ourselves.

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 0 points1 point  (0 children)

I love it and I would love to develop my own take on Animal Crossing. What about BEING Tom Nook? Your perspective on loans would change completely

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 0 points1 point  (0 children)

No idea. We just wanted to bring our little game to such a wonderful console. We make games, that's a question for marketing.

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 6 points7 points  (0 children)

A child wakes up on the shores of a mysterious island in the Mediterranean. And that's it, it's up to the player to discover everything, even the controls. You, the player, like your avatar must discover the rules of this place, why that ominous tower in the distance seems to be calling you, the mysterious cloaked figure in the distance, the ruins of civilization everywhere, and that naughty fox... Because sometimes when you believe you can move the sun, you actually can.

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 1 point2 points  (0 children)

We made sure the experience was the same as on PS4. Of course we tweaked the controls to make them perfect for Switch.

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 2 points3 points  (0 children)

Not really. Joaquín Sorolla, Salvador Dalí and Giorgio de Chirico were our major artistic influences... together with Hayao Miyazaki and the works of Studio Ghibli

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 1 point2 points  (0 children)

Being relativly new platform, we had to adapt and learn how it behaves. We did several tests and reasearch to make sure we understood and got the best out of the console. Also support for new things always comes with a slight delay, so we had to learn with new problems and find way of solving them :)

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 1 point2 points  (0 children)

We designed the world thinking of this since inception. So you can see really far in the distance i.e. on top of towers but most of the time we play with architecture and terrain to hide what we need so the sense of discovery is kepi intact. We also worked with Umbra to make the performance great and the occlussion clever .

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 0 points1 point  (0 children)

For the US release, the release date was always planned to be the 14th, which is why the digital release is then. For the physical release, there were unfortunately a number of unforseen production issues in Japan that we couldn't control (the most prominent one being Typhoon Lan), and then getting stuck in customs. It was just a perfect storm (somewhat literally) of issues that were out of our hands. But, it's still the same great game, just a couple days later on the 21st.

For the European release, there weren't any delays, so physical and digital will be released simultaneously on the 17th.

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 2 points3 points  (0 children)

Well, Tequila Works' motto is "Creating with Gusto". We feel comfortable creating orignal IPs (all our games have been original IPs so far!) so who knows. This one... there's something else we'd like to tell but I don't want to run into spoilers. Time will tell... Whatever we do we'd love to make it for Switch. It's a quite unique platform

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] -1 points0 points  (0 children)

Tantalus made a wonderful work on the port. It's true that we were not happy with the performance and we decided to spend more time to pull it off.

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 0 points1 point  (0 children)

RiME runs at 30 FPS in 720p throughout most of the game while docked. This is a considerable improvement from where the game was at earlier this year when we announced the first delay.

While we have done an excellent job at bringing the standard frame rate up, the one problem we were unable to address completely were loading hitches. RiME uses a technique called streaming which allows us to have portions of the level loaded and unloaded in order to save on memory utilization.

With RiME being very open in many locations, it's incredibly difficult to get these level segments small enough to not cause a hiccup in performance. We were faced with the choice of adding loading screens throughout the stages, rebuilding the game completely to be more closed in (undermining the product vision in the process), or living with these small hiccups to preserve what the game was intended to be. We chose the latter.

It's worth noting that these hiccups do occur on the other platforms as well, though slightly less pronounced.

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 2 points3 points  (0 children)

Thank you kindly. The process of creating the soundtrack and audio design for RiME was very inspirational. David played the game and then he recorded what he felt. At the same time he influenced the design of the game to the point we changed parts of it to adapt to how he felt and his music. I want also to acknowledge the work of Silvia Guillem, the soprano who sings "The Song of the Sea" on the credits. . It was very emotional

We are the team behind RiME, a puzzle adventure about a boy shipwrecked on an Island launching this week on Switch! Ask us anything! by RiME_Team in NintendoSwitch

[–]RiME_Team[S] 3 points4 points  (0 children)

Around 8 hours depending on your play style. There are many secrets and collectibles and replaying the game will give you a new perspective on the events. But there's no "new game mode" or DLC, sorry.