Tequila Works Creative Director PS4's ‘Rime’ ( Akira Yamaoka OST incoming)

wapplew

Member
Now, add a companion AI inside, a girl, a horse or a giant bird dog griffin thing,
and you'll have my money
 

Finaika

Member
tumblr_m80geq0XxR1rn95k2o1_500.gif

Why are there 2 Donald Ducks?
 

SiRatul

Member
This keeps getting better and better. Hopefully we'll see more of this game this year. God knows when it'll come out.
 

ReaperXL7

Member
Man the one gripe that I have with these announcements is that they come, they get announced, show a teaser, and then we dont hear about them again for months.

It does not help that there are not really very many more venues to show the game off for awhile. There is TGS, but that should be SCEJ, and Japanese third party focused, after that all that left really is the VGAs, and my guess is thats when Santa Monica/ and or Naughty Dog get to shine(though likely also just teasers).

Guess we could get some updates through previews, or the PSBlog.
 
No one knew of this until Gamescom, so your point is kinda...

We didn't even know Tequila was working on a PS4 exclusive.
I didn't know that Tequila wasn't even known to be making a title for PS4. Honestly, there are so many devs making PS4 games that it's hard to keep up.
 

addik

Member
Yes, he's very versatile, but I don't know if I've ever heard anything by him like what's in the trailer. Still, very excited...

Honestly this is what surprised me about the Yamaoka announcement. I thought there were gunning for a more magical feel with the score (which Yamaoka is certainly not used to) Yamaoka does a lot of atmospheric and pretty and dramatic stuff though so I am wondering how his usual styles will work with Rime
 

ToyBroker

Banned
It literally sounds exactly like Ico with the fire and shadowy creatures.

I love it.

Also...a game inspired by the works of Salvador Dali? I said HTO DAMN
 

Amir0x

Banned
Also:

Analog Addiction: Your previous title Deadlight has a very strong emphasis on story. Will we also see a strong on narrative in Rime?

Raúl Rubio: Rime tells a story with no words. The environmental narrative is key because the island itself is a character. And that’s all I can tell for now :)

THESE GUYS FUCKING GET IT. They are reading Amir0x's mind, I have said literally hundred of times that this is the best way for games to tell stories. Interpretative, using the visual prowess to guide the player down thematic paths, and limiting dialogue to as short as possible so you're not being stopped from the gameplay. Really, hype is now through the roof. The friggin' roof.
 

wmlk

Member
No wonder it sounded so very Japanese.

Gotta see more gameplay to get a good idea.

EDIT: WAIT, Garcia did the debut track. Not Yamaoka.
 
Wow, I already thought that this game was going to be great. I'm literally listening to SH music right now lol. I absolutely love Akira Yamaoka's music and I can't wait to see what he does.
 
These indies have gone too far. Now they're stealing AAA dev music composers. When will it end?!?!?!


This game is looking and now sounding amazing. This is shaping up to be trico
 

Harbin

Neo Member
Akira is a skilled composer, but he's also lazy. The majority of Silent Hill tracks are samples being looped. It works in a horror game, but Rime will have a more melodic soundtrack from what I've heard. How well will he handle ochestral instruments?

The intro themes for SH and SH2 are great songs, and if there are samples present, they're being used tastefully. In most cases, a one-shot sample of a drum isn't much different from playing a physical a one. That's not a problem, but there is one when a track is only a drum loop, a pad, and some atmosphere. This got really bad in SHH and SHSM.

Most of the work he's done is filler. I'm concerned with how consistent he will be.
 
Akira is a skilled composer, but he's also lazy. The majority of Silent Hill tracks are samples being looped. It works in a horror game, but Rime will have a more melodic soundtrack from what I've heard. How well will he handle ochestral instruments?

The intro themes for SH and SH2 are great songs, and if there are samples present, they're being used tastefully. In most cases, a one-shot sample of a drum isn't much different from playing a physical a one. That's not a problem, but there is one when a track is only a drum loop, a pad, and some atmosphere. This got really bad in SHH and SHSM.

Most of the work he's done is filler. I'm concerned with how consistent he will be.

Sampling isn't "lazy."
 
Akira is a skilled composer, but he's also lazy. The majority of Silent Hill tracks are samples being looped. It works in a horror game, but Rime will have a more melodic soundtrack from what I've heard. How well will he handle ochestral instruments?

The intro themes for SH and SH2 are great songs, and if there are samples present, they're being used tastefully. In most cases, a one-shot sample of a drum isn't much different from playing a physical a one. That's not a problem, but there is one when a track is only a drum loop, a pad, and some atmosphere. This got really bad in SHH and SHSM.

Most of the work he's done is filler. I'm concerned with how consistent he will be.

Something like this and this is still very melodic, and the haunting feel it has would work well with the theme of light and dark in the game.
Damn, it's gonna be amazing.
 

Harbin

Neo Member
Sampling isn't "lazy."

Sampling whole bars of a drum beat without cutting it up is. I sample and use premade samples all the time, but I at least do some processing first.

> Something like this and this is still very melodic, and the haunting feel it has would work well with the theme of light and dark in the game.
Damn, it's gonna be amazing.

The problem is that he has very few songs like these. Hence the filler comment.
 

edotlee

Member
All of them look simple on the surface but they are deeply evocative and moving experiences that touch you deep inside. That’s the kind of experience we aim to achieve so maybe we are following the right path.

Take my money.
 

Ikael

Member
Music news are awesome, but you guys are overlooking the most interesting bits of the interview, me thinks, specially if you are concerned about a game with great visuals with crappy or unoriginal gameplay:

Light is essential in Rime. And when night comes, light goes away… and there are things wandering in the dark… Remember, you are a young helpless boy, not a muscled hero. That said, people just take for granted so many things about good and evil.

So you will have to time your escapades? And mostly flee than fight it seems.

Analog Addiction: Rime is an open-world adventure game, with that being said will players have full access to the open-world environment from the start of the game?

Raúl Rubio: This is not a “flat” sandbox. You are required abilities to progress. If you lack them, it will be really difficult to traverse the island!

As I said before, traversal is key to move around the island. Not just running and jumping.

All of that sounds playlicious and far different from Ico and original on its own to me *cuddles* cannot wait. Also, bonus:

We always aim to offer unique visual experiences. Rime is all about light just like Deadlight was about darkness. Life in Deadlight was defined by the silhouettes that the light left. There was light in darkness, beauty in ugliness and life in death. Rime is just the opposite.

Soooo, Rime will be about silhouettes on the dark, darkness in light, ugliness in beauty, death in life? It sounds... intriging :D
 
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