Posts Tagged ‘RIVE’

RIVE confirmed to run at 1080p60 on Nintendo Switch when docked!

Two Tribes adding Co-Pilot mode to RIVE on Nintendo Switch!

RIVE for Nintendo Switch is almost done, with a new way to play together: Copilot Mode.

Hey Two Tribes! How’s RIVE for Switch coming along? You announced it back at GDC in February, and then you went silent. What’s up?!
It’s doing fine, thanks. We’re still busy, together with our development partner Engine Software, ironing out all the little kinks that come with supporting new hardware, but RIVE is already looking swell. And, yes, it runs at a silky smooth 60 frames per second.

Fantastic! I can’t wait to play your hard, fast and hilarious platformer/shooter hybrid on Nintendo’s handheld/console hybrid. Also, am I remembering it right? Did you say something new would be added to the game?
Your memory serves you well. We wanted to leverage the Switch’s built-in local multiplayer capability, and because separate Joy-Cons don’t have enough buttons for the full dual-stick RIVE experience, we came up with something we call Copilot Mode.

Copilot Mode? What’s that all about, Two Tribes?!
You control Roughshot in his Spider Tank… together. One player moves, the other attacks. And if you die, the roles are reversed. It’s a ton of fun, and you can play any and all parts of the game this way: the 6-hour campaign, highscore and speedrun missions, the super-hardcore single-credit mode, infinite battle arenas, daily challenges…

Ooh! Even though I’m an imaginary, nonexistent fan magically asking you exactly the right questions, I’m eager to try Copilot Mode. So when can I download the game that Steam users are rating 95% positive on my shiny Nintendo machine?
We’re not ready to announce a date just yet, but rest assured we’re getting close. Stay tuned for the full release announcement!

Source: Two Tribes Website

RIVE blasting onto Nintendo Switch sometime this year!

 

Two Tribes’ looking at a 2016 release for RIVE!

Since moving to a three man team early last year we had to rediscover how to handle things with less man-power. This means a lot of tasks have to be handled sequentially, instead of spread throughout the team. If we need a new trailer, the level designs stall for two weeks. If we decide to attend PAX or EGX with a booth, the entire project is paused for several weeks. It’s frustrating, especially since it means we can’t let you play the final game yet, but it’s our current reality and we are adamant to make RIVE the absolute best game we’ve ever created.

Source: Two Tribes’ Official Site

First Impressions – Rive! (E3 Build)