InterWave Studios: Running Towards Greatness
Developer hopes to make an impact with rComplex, a story driven and action packed mobile adventure.
That said, InterWave Studios' rComplex may trump them all. This re-imaging of a 2009 game follows a similar premise of keeping the hero constantly moving forward, but introduces a narrative and something we don't often see in these types of smart phone titles, weapons.
With stylish graphics and seven unique environments, it could become a smash hit sensation when it debuts on iPhone and iPad this February.
To learn more, we contacted Igor Raffaele, InterWave's general manager, to find out what separates rComplex from the competition, and whether it'll come to more traditional handhelds like 3DS and PlayStation Vita.
So how did this port of rComplex come about?
The original rComplex was a three-minute long proof of concept, a quick experiment to test the waters and see how much impact and story could be fit into an endless running platformer. Roger (Hicks) and Brian (Terwilliger) always intended to revisit the original concept and make a "real" game out of it. rComplex is more than a port of an old game, it's a wholly new experience that fully expands on that brilliant original concept.
We've seen plenty of running games on the App Store. What separates this title from the competition?
Variety, story and atmosphere. Endless runners tend to be cartoony, entertaining affairs with over the top characters and silly happenings. rComplex is tense, focused on telling a story to players who have the skill to unlock the narrative across a variety of stages, each of which puts its own spin on the control mechanic. You'll mostly be sliding and jumping (and firing at the creature), but you'll also be dodging incoming traffic and trying to gather enough story pieces to continue your journey.
We recently learned that Android users' interest in gaming appears to be waning. How do you explain this?
It's not perhaps Android users who are losing interest in games, but the Android market that's subjecting them to an inferior product selection and experience. While in the iOS store, there are plenty of exceptional games to offset the sea of dross. In the Android market that ratio is much lower, and the exceptional games are often crippled by the fragmented nature of Android devices. Developing for a dozen resolutions, aspect ratios and hardware setups at once is not an attractive or feasible option.
Why did you choose to bring rComplex to iOS? Why not 3DS or PlayStation Vita? Is that a possibility?
We are investigating every platform out there, and have yet to rule any out. We'll consider the 3DS and Vita, Steam, OSX Android and every other device we can get the game to run on.
How many people are currently working on this game?
Two developers from EVENT Interactive and a handful for support and marketing at InterWave make up the rComplex team.
What advice would you give to indie developers? What should they avoid doing?
Don't get stuck in the hardcore indie culture. A game doesn't have to slam giant pixels in your face in order to have spirit and independence. Also, ignore people with advice, and just make your games.
What are you most proud of with rComplex?
rComplex is a bit of a Columbus' egg. It's technically simple compared to what gamers are used to, and yet it has a powerful visual impact whose appeal is undeniable. It's story driven, and yet manages to pack a thrilling, visceral story into a game mechanism that's often reserved for cartoony outings. It's a tight, compact package that balances unlikely elements to produce an experience that's far greater than the sum of its parts.