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RIVE (Wii U eShop)

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Acclaimed developers Two Tribes officially confirmed today that RIVE will be released on the Wii U. The Wii U version will be developed in-house. *cough Ubisoft* It's expected to arrive early in 2015.

 

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It's described as a metal wrecking, robot hacking shooter.

 

See more info and screenshots at:

 

http://twotribes.com/message/rive/

 

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Edited by Wii

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I played this at EGX. It is THE TITS! :D

 

It's like if a platformer and a twin stick shooter had a baby. It just feels so good and satisfying to play! There are some light puzzle elements and some gravity manipulating shenanigans on top of the robot hacking as well. It's a thinking man's run & gun shooter (albeit with twin stick style controls, instead of a Contra style uno-directional setup) and it's polished to a mirror sheen!

 

You should be keeping a close eye on this one! It's a real winner! :)

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First Impressions: Blasting and Hacking in RIVE

 

Two Tribes gets less cerebral

 

Earlier this year Two Tribes endured a restructuring process and re-formed its development company, in the process shrinking the team down to three, still including original founders Collin van Ginkel and Martijn Reuvers. Previously associated with the Toki Tori brand and its publishing business, the struggles of Toki Tori 2 and the consequences of its long development time proved too much to bear. With recalibration comes a new direction, however, and RIVE arrives with a dash of the Two Tribes we know so well, but also suggests a fresh, fast-paced approach from the streamlined team.

 

Teased throughout the year prior to its announcement and just recently confirmed as a definite arrival on Wii U, this is an action shooter that is full of colour, high-intensity action and — perhaps a shock to those used to the company's cerebral puzzle-based history — is punishingly difficult. It's quite a switch-up, but one that could scratch a noticeable itch on Wii U; there's minimal platforming and puzzle-solving here — you mainly just shoot stuff and enjoy the explosions.

 

Your robot begins as a scampering and rather damaged protagonist, rushing along the ground with the ability to double jump and shoot in the battle for survival. Controls immediately adopt a fairly comfortable setup, with the left stick responsible for movement and the right stick providing analogue aiming. Aside from picking up items all other abilities are assigned to shoulder buttons, with all four called upon in the short demo available.

 

While the right trigger (ZR) is unsurprisingly used for aiming, the first basic area of adjustment is to use the left trigger (ZL) for jumping. The double jump applies in the air and off walls, though for those particularly familiar with using face buttons for jumping it can take some adjustment. The design choice is sound, however, as the complexities that emerge necessitate keeping all functions close together for instinctive use.

 

The right shoulder button is used for limited-ammo secondary weapons, such as EMP bombs or homing missiles, but it's the left shoulder button's functionality that shows the most potential to allow RIVE to distinguish itself from rivals. With progress you find capsules that unlock hacks, and these can be used to take over or manipulate a variety of objects or enemy bots. In this case we hacked a door, a medical bot and a 'kamikaze' enemy that gives the temporary ability to fly. In each case in the demo there was guidance on what to hack, but the final product will hopefully do an interesting job of throwing up more dynamic, non-linear uses of the mechanic.

 

The overall impression is of an action shooter that includes enough fast paced platforming to serve up an interesting hybrid experience. This is backed up by encouraging early design, with the introductory level throwing up some pleasing transitions, including a dark section in which your aiming trajectory becomes a torch, along with an eye-catching lava-filled landscape. The early boss on show also points to some basic thought processes that'll need to be used in the heat of battle, as the large foe is lured low down for you to leap up and shoot down into its shield gap while double jumping; it's a tricky manoeuvre, but the controls are tight enough that it works well.

 

Finally, this initial build is sporting some attractive visuals, as Two Tribes utilises some of the tools and engine assets previously seen in Toki Tori 2. Flying enemies — in the form of orbs and deadly saws — look sharp, with satisfying particle effects for explosions. That is on a high end PC, admittedly, so we hope the team's efforts with the Wii U will recreate that sharp look as far as possible. Sound and music design has also started well, here, with some pulsing beats accompanying the action and changing across the distinct areas, constructing a solid vibe across the board.

 

RIVE is looking good so far, a positive first title for the reborn Two Tribes. It portrays a shift in dynamic for the studio; here is a fun, fast-paced title that aims for thrills to suit those up for a challenge, with enough running, jumping and proposed variation — such as all-out shooter levels yet to be seen — that prioritise action above all else. You shoot, enemies explode, and particle effects fill the screen; it's simple, but could be very effective.

 

http://www.nintendolife.com/news/2014/10/first_impressions_blasting_and_hacking_in_rive

 

Or if you can't read all that, a very short summation:

 

- minimal platforming and puzzle-solving

- focuses on shoooting

- your robot begins damaged

- start off with the ability to double jump and shoot

- left stick for movement and right stick for aiming

- all other abilities are assigned to shoulder buttons

- left trigger (ZL) is for jumping

- double jump applies in the air and off walls

- right shoulder button is used for limited-ammo secondary weapons

- this includes EMP bombs or homing missiles

- find capsules that unlock hacks to manipulate a variety of objects or enemy bots

- examples: hack a door, a medical bot, a 'kamikaze' enemy

- hacking the kamikaze enemy gives the temporary ability to fly

- hack with the left shoulder button

- intro level has a dark section in which your aiming trajectory becomes a torch

- there's also a lava-filled landscape

- to tackle the first boss, you have to double-jump on top of him and shoot into his shield gap

- pulsing music will change depending on areas you are in

 

http://www.gonintendo.com/s/238640-rive-hands-on-gameplay-details

 

Can one the mods change the thread symbol to Wii U please? I realised just as I clcked to create the thread and I couldn't change in editing.

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RIVE - Pure Gameplay Trailer

 

It's been a while since we released the announcement trailer; time to show some new footage!

 

We’ve been relatively quiet lately, but we’ve been super busy visiting a number of expositions to demo RIVE. We’ve been to Gamescom, Tokyo Game Show, INDIGO and the EGX. In the meantime we obviously continued working on the game, as can be shown in the first official gameplay trailer! Enjoy!

 

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&ap=%%2526fmt%%3D22&hl=en&fs=1&color1=0xe1600f&color2=0xfebd01" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="615" height="360">

 

 

http://twotribes.com/message/rive-first-gameplay-trailer/

 

Can one the mods change the thread symbol to Wii U please? I realised just as I clcked to create the thread and I couldn't change in editing.

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WiiU - RiVE - 60 FPS DEMO Gameplay (Steam Version)

 

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&ap=%%2526fmt%%3D22&hl=en&fs=1&color1=0xe1600f&color2=0xfebd01" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="615" height="360">

 

 

To Play this video in 60 FPS watch it in 2 times speed. If U don´t have this feature in your videobrowser, change your YouTube settings from "flash" into "HTML5".

 

 

If you're watching on the gamepad, in the settings change it to x2 speed and change the quality from 360p to 720HD. Looks really impressive on the gamepad. Looks impressive full stop.

Edited by Wii
Automerged Doublepost

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RIVE - details from the latest press demo

 

- side-scrolling shooter portions

- fly through an asteroid belt with the goal of getting to a facility

- avoid spinning, laser-firing turrets that appear towards the end of this section

- when at the facility, you transfer to a spider-like vehicle with a 360-degree auto-cannon

- jumping is controlled with the left trigger

- EMP projectiles freeze enemies in place with an electromagnetic pulse

- homing missiles destroy enemies

- grab a hack that lets you open security doors

- another hack lets you take control of Lifebots

- these are floating drones that give a slight health boost

- another hack lets you take over Kamikaze bots

- these create a zero-g field, which makes a sphere you can hop into and use

 

http://www.gonintendo.com/s/249317-rive-details-from-the-latest-press-demo

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*PREViEW*- RiVE (WiiU/Steam) Gameplay (1080p/60fps)

 

 

 

This looks really nice and Two Tribes are a great developer so I've faith this'll be a good game.

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