Always Nintendo Interview: Teslagrad, Rain Games

NintendObserver“The visuals are obviously important, specifically on a game like Teslagrad, which relies completely on environment and visuals in order to tell the story.”

 

☆ NintendObs Weekly – Monday, April 28, 2014 – Sunday, May 4, 2014.

Teslagrad

 

 

Always Nintendo:
Visuals play a very important role in games that you guys make. Do you feel that the visuals featured in Teslagrad will make the gameplay experience more immersive? If so, what can gamers expect to encounter on the journey?

Teslagrad

Rain Games:

The visuals are obviously important, specifically on a game like Teslagrad, which relies completely on environment and visuals in order to tell the story. In that regard you can see a lot of hints, clues and eye-candyish rewards while the game progresses. The story is told through a series of different “patches,” some more perceptible than others. So players can expect a rather simple adventure told in a pretty unique way. […] That said, no good game can be based exclusively on visuals, and in that meaning Teslagrad is no exception.

 

Always Nintendo:
Do you guys have any plans to add any new and unique features to the Wii U version of Teslagrad?

Teslagrad

Rain Games:

From the start Teslagrad was a, let’s say, console-like game. It’s designed for the PC but with a gamepad in mind, so there’s not a big deal of differences when ported to Wii U. But fortunately the Wii U has a really interesting feature, which is the off-screen play. Not only you will be able to play completely on the Wii U GamePad, but also the map and secret card system (secret cards are secret, hey!) will be accesible from there, taking advantage of the touch interface. That feels really great!

 

For more on Teslagrad, make sure to check out the full interview at Always Nintendo!

 

 

 

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And if you’ve already got yours, click on Teslagrad for everything you need to know about the game. 😀