يحاول ذهب - حر
Found
May 2017
|Edge
How Tequila Works came back from the brink stronger, more confident and with an even bolder vision
When Tequila Works revealed Rime in 2013, its enigmatic adventure garnered immediate acclaim. The trailer didn’t give away too much, but the mysterious pastel-shaded island, consisting of bleached-yellow grass fields, empty beaches and foreboding architecture, was unexpected and alluring. The combination of the game’s desaturated, crumbling environment and its protagonist – an awkward, but capable, young boy dwarfed by his surroundings – immediately drew comparisons with cherished games such as Ico and Wind Waker. Rime’s reveal was a triumph. But this success nearly killed the project entirely.
“We had a crisis of faith,” CEO and creative director Raúl Rubio tells us. “We were so overwhelmed by the hype, and what people felt Rime was, based on the trailers. We were being compared to masterpieces, and we were scared that people were going to be disappointed. We were terrified after Gamescom because people were saying, ‘Oh! You’re the next Wind Waker! You’re the next Shadow Of The Colossus,’ and we’re basically a team of 20 people working in Madrid. The game was just six months into development, and now we had to deliver. We were so eager to tell the world, ‘Oh, hey, here we are!’ But we announced Rime too soon.”
The crushing weight of expectation that followed led to hand-wringing introspection within Tequila Works as the small band of developers compared their vision for the game with the public’s. Despite its hugely positive reception, the trailer hadn’t turned out quite as the team had hoped and had failed to clearly communicate what the game was. Development continued, and the team began planning a new trailer for Gamescom the following year.
هذه القصة من طبعة May 2017 من Edge.
اشترك في Magzter GOLD للوصول إلى آلاف القصص المتميزة المنسقة، وأكثر من 9000 مجلة وصحيفة.
هل أنت مشترك بالفعل؟ تسجيل الدخول
المزيد من القصص من Edge
Edge UK
Post Script
Battlefield 6's singleplayer offering wouldn't have matched Call Of Duty in 2011
2 mins
Christmas 2025
Edge UK
Post Script
The art of not fighting
3 mins
Christmas 2025
Edge UK
Absolum
In its branching structure and buffet of combat techniques, it can stand toe to toe with any champion
4 mins
Christmas 2025
Edge UK
Ball X Pit
Fire and petrol. Coke and Mentos. Beans and toast. Of all the potent combinations to emerge throughout recorded history, Kenny Sun's Ball X Pit offers one of the most devious concoctions yet: Vampire Survivors and Breakout.
2 mins
Christmas 2025
Edge UK
COLLECTED WORKS JERK GUSTAFSSON
From making Quake maps to reviving Wolfenstein, with a master of firstperson videogame design
14 mins
Christmas 2025
Edge UK
Dreams Of Another
The man in pyjamas may be holding an automatic rifle, but as we keep the trigger squeezed, rattling out an infinite supply of bullets, Dreams Of Another feels as therapeutic as PowerWash Simulator.
2 mins
Christmas 2025
Edge UK
Battlefield 6
There's always a way to throw yourself back into the fray or to grab a breather and assess your options
6 mins
Christmas 2025
Edge UK
Ninja Gaiden 4
Ninja Gaiden 4 revels in the transgression of refusing to stop where you'd normally expect
4 mins
Christmas 2025
Edge UK
BACK TO LIFE
Herobeat Studios hopes for redemption in the face of environmental collapse
1 min
Christmas 2025
Edge UK
RETRY.EXE
Inside the long and gruelling journey of Lunar Software's sinister sci-fi horror
14 mins
Christmas 2025
Translate
Change font size
