Rainbite are developing Reverie for the PlayStation Vita, so we thought we would catch up to find out more about their upcoming action adventure title which has been inspired by the Legend of Zelda.

Hello Rainbite, thanks for talking with us! Can you tell us a little bit about your studio and how you got into developing games?

No problem! Rainbite is formed of three members and all of us have just completed our degree in Software Engineering at Media Design School. We met during our programming course and became fast friends as we all enjoyed playing similar games. Our course was heavily focussed on game development as well as programming, so we had access to a lot of resources to help us out.

Today the team still consists of the original three members, however one of our
programmers has now dedicated himself to pixel art for this game. We all wanted to get into game development from the beginning of our degree, and in the second year Rainbite was formed by just two of the current members who created a very basic game for iOS.

When entering our final year, the third member joined along with four other art students from the same school.

Together we created our third year project Slick: Ruff Justice, a twin stick shooter set in an anthropomorphic Kowloon which has been released for free on itch.io. During that time, we also released rotoQube for the iOS and Google Play stores as a small side project.

Once we graduated from university the four art students moved onto different places and
projects, and we dedicated ourselves to starting work on Reverie.

You are currently working on Reverie for the PSVita. Can you tell us what it’s about?

Reverie is an action adventure game set on a small volcanic island off the coast of New
Zealand, where a young boy is sent to spend his summer vacation with his grandparents. After an earthquake rumbles the island, the mysteries surrounding it slowly unfold to the boy. Being only 10 years old, your imagination is still strong and vivid, making your adventure all the more interesting.

What gameplay mechanics will players encounter when playing Reverie?

Over the course of the game, the players will discover new items which each come with their own mechanic. These items will be used to defeat new enemies and solve different puzzles in both the overworld and when exploring the dungeons.

There are quite a number of interesting items planned! At the moment we are focused on really polishing the introductory sections of the game so that we can have a demo build ready to show fans. For that part the player will only have the cricket bat for basic attacks and situational, environmental puzzles to be solved.

Just how much will there be to see and do?

We plan to try and cover most, if not all, of the different types of environments a person is likely to encounter in New Zealand, along with a number of unique personalities. Players will get to explore beaches, forests, graveyards and mountains in the overworld with a unique location for each dungeon. We also have some interesting collectables and sidequests that the player can find throughout the island, based on New Zealand’s unique wildlife and location.

As we get nearer to release, we look forward to showing off more of the world.

What games would you say have inspired development of Reverie?

Definitely a big shout out to the 2D Legend of Zelda games such as A Link to the Past and The Minish Cap. The design choices of those games have influenced our development process heavily in a lot of different areas. The colour palette and carefree disposition of Reverie is influenced by Earthbound. In terms of character interaction, we have taken inspiration from the Pokemon franchise as well. Not to mention many more!

What made you want to develop the game for the Vita?

We love the Vita. All three of us. It’s a great little console and we want to support it to make sure it stays alive and well. We know the community behind it is small in comparison to other handheld devices and with the Nintendo Switch just being released it may have become even smaller. But the Vita community is so dedicated to the console and so friendly to everyone else who are on Vita Island, and we want to develop a game for them.

How are you finding developing for the Vita so far? How far into development are you?

The development for the Vita is great! There are some limitations to the console but that makes things all the more interesting! We are about 4 months into development and we have just finished our first demo version of the game.

What are your favourite Vita games, or which games stand out to you?

Daniel – Persona 4: Golden has to be my favourite Vita game, followed by Demon Gaze. TxK, Shovel Knight and Downwell are some of my favourite indies, and play great on the go! Danganronpa and Stranger of Sword City also stand out to me as exemplary titles.

Tom – If I’m going to be entirely honest… I don’t have any Vita exclusive games! I use my Vita a lot for PS1 classics and any cross buy games too. I have actually surprised myself at how often I use the remote play feature as well, that’s how I got my platinum trophy for Assassin’s Creed 2!

Jared – I mainly enjoy the American styled games instead of a lot of the Japanese styled ones as I am not a major JRPG or visual novel fan. My favourite exclusive Vita games are Tearaway and Severed. Both of these games were eventually ported onto other consoles but I was surprised as to how much I liked using the gimmicky parts of the Vita that I am generally not a fan of.

In general we enjoy using the combination of power and portability of the Vita that lets us play games like Helldivers, Risk of Rain and Volume that would normally be only played on home consoles.

When do you think we might see Reverie?

We’re staying pretty tight-lipped on this. We’re working really hard on it, but realistically can’t see it releasing before late this year. Ultimately we’re trying to make something we can truly be proud of, and all of us are prepared to take the time necessary to bring that vision to life.

Finally, which Vita do you think is best, the OLED or the Slim?

It’s like choosing between children! The Slim’s form factor and weight make it more comfortable to play for longer periods, not to mention the improved battery life. But the best game experience has to go to the OLED model, due to the incredible screen. The best solution is to have both!

We would like to thank Rainbite and in particular Dan from the team for taking the time to speak with us. Rainbite hope to have Reverie out later this tear. Is it on your radar? Follow the team on Twitter to stay up to date with the latest developments! @Rainbite

  • The Atom

    On my radar now? Fun interview and the game, its SNES-like aesthetic and the New Zealand setting seem cool! Looking forward to it!

  • Lester Paredes

    Been on board since they tweeted their first image. Love the adorable art style.