Poetic.Injustice
Member
IBTimes UK: How did Tequila Works and Rime arrive at where we are today? What happened with Sony?
Raúl: When we started Rime, we wanted to create something very personal. We wanted something very evocative in the sense that we wanted to make the player feel like a kid. It's about this feeling of being in this world that feels new to you, of not being aware of the rules and how you have to learn that sometimes you are not aware of the dangers lying in the world. The development of Rime has been an extrapolation of that.
We started in 2013 and we had a very clear idea of what the vision was. When we started adding more content and people started to play more and more, the thing is that we thought that the game should be one thing and we shouldn't compromise on that vision. I think it was late 2015, we had this opportunity to take back the IP rights for Rime and we thought that this was the best decision.
The reason we haven't shown anything in two years is a very practical one. We announced the game after working on it for a few months. We haven't shown anything in two years because it was probably too early. We shouldn't have shown the trailer at Gamescom 2013.
I can understand why people say like, 'Oh, the game is alive? That's nice.' I think for us as developers, we are always willing to show what we are working on and where we are, but this game is so personal that maybe, and this is what we are doing now, we are only going to allow people to play the game when it's fully ready. We have no bulls**t excuse of 'Oh, it's a work in progress, don't worry, it will look better.'
How did that first meeting with Six Foot and Grey Box go?
Raúl: Basically we had the very long presentation ready, then 30 seconds into the presentation, they said: 'Stop, let me play the game.' And they played the game, and I think it spoke for itself. That's why we liked them as partners. They don't behave like a classic publisher where you feel like you are on a different level. They are always trying to help us to push that vision. Again, remember, this is a personal project. It's something that we really think it needs to be one thing it's not Shadow of the Colossus, it's not the Windwaker, it's not The Last Guardian, it's Rime.
One thing that we are really thankful for is that Grey Box didn't try to make us change the game to be something that was a travesty in all honesty.
Did Sony want changes?
Raúl: I cannot elaborate on that. It's something more about our relationship with Six Foot. It was more a general comment on how publishers sometimes get involved on creative decisions and sometimes they don't. Six Foot and Grey Box are not that way. They give feedback, but they understand what the vision is. They won't be like, 'Oh, you know, when I was a kid, my backyard, we played with a rocket launcher. Could you add a rocket launcher to the game?' It doesn't work like that. It's more like, 'Okay, how can we help you to shape and build a world that feels really unique?' That's the only thing.
http://www.ibtimes.co.uk/rime-inter...usses-troubled-development-split-sony-1577620