Review Fix chats with Carlos L. Hernando, Game Designer and Writer of “A Rite from the Stars,†who lets us know what makes this point and click game a special one.
About “A Rite from the Starsâ€:
The debut game of Spanish developer Risin’ Goat, A Rite from the Stars is a fun and clever point & click adventure game about Kirm, a young mute boy chosen by the Stars to undertake a mystical rite of passage to become a legend among his people.
In this coming-of-age story, players will explore the Mystical Island of Kaikala, home to the Makoa tribe, and pursue the three paths of Wisdom, Courage, and Spirit in any order they choose. Each path introduces new mechanics to solve unique challenges, ranging from action sequences to musical puzzles, with Kirm’s playable meerkat companion Mirk and guiding star Hoku on hand to collaborate on puzzle solutions and lend insight along the way.
Review Fix: How was this game born?
Carlos L. Hernando: The game was a collective effort of eight adventure game enthusiasts (one of them a goat) willing to make their own. Most of us didn’t know each other before A Rite from the Stars and, along the way, we have worked with a lot of people to finish it. The core idea was to translate rites of passages into gameplay. I’ve always been fascinated by that anthropological concept and my colleagues loved the idea from the beginning.
Review Fix: What has development been like so far?
Hernando: Really hard, a real fight against ourselves, a rite of passage on its own. It has taken us about four years. We have made a Kickstarter and Greenlight campaign. We haven’t been able to focus 100% on it, as we needed to eat sometimes, so during this long way, we have created websites, interactives for museums, VR experiences, children’s games… We have learnt a lot and we have grown as developers. And we have met a lot of lovely people. We are so proud to have survived all of this.
Review Fix: What makes this game special?
Hernando: We have changed the strict formula of graphic adventures. No inventory, no pixel hunts, no backtracking… The player must face three paths: Wisdom, Courage, and Spirit. Each one features different mechanics, setting, characters, and story. Of course, the three are part of a higher narrative, but they feel unique and players can switch between them whenever they want to avoid blockings. In addition, we have created a whole language for the game, Makoan. More than three thousand words that make the game sound like no other.
Review Fix: How important is the music in this game?
Hernando: The music is a main driving force behind the game’s feel. A Rite from the Stars’ OST has been tailored to reinforce the narrative and mechanics as it has been created by our in-house musician while the game was growing. In addition, the lyrics are sung by a real chorus in Makoa. These lyrics are related to the scenario and situation taking place on screen. More than two hours of music. You can hear several themes here: https://soundcloud.com/risin-goat/sets/a-rite-from-the-stars-ost
Review Fix: Any hope for a Switch release? Games like Thimbleweed Park have proven Point-And-Click games can work anywhere.
Hernando: That’s a matter we need to study carefully, A Rite from the Stars has some parts where the player really needs the precision of a mouse. Personally, we love the console, almost everyone in the studio has one; but our first priority is to offer a great experience in every platform.
Review Fix: Why is Kirm special?
Hernando: Kirm is a mute nine-year old that faces all kinds of challenges and trials in his rite of passage. Kirm represents the willingness to confront destiny in unequal conditions and be successful. In addition, he has the aid of a guiding star, a Power Meerkat, and is able to enter an alternate dimension. And that’s awesome.
Review Fix: What games influenced this one the most?
Hernando: We have taken inspirations from many graphic adventures like Day of the Tentacle, Broken Sword, Machinarium, and the Blackwell Saga. As The Legend of Zelda is my favorite saga, we have taken a lot of influences from it, especially in the visuals (and a certain guiding star). The other main visual reference is World Warcraft; we love how Blizzard creates beautiful cartoony worlds with just a few assets used in a very intelligent way.
Review Fix: Any fun stories or wild moments during development?
Hernando: Singing “The Show Must Go On” in front of an audience after giving a talk about the game was great. Of course, nobody comes close to Freddy, but it helped me convey the struggle of making a video game. Making a whole language was an endeavor of its own. And there is a certain Easter egg that took us almost a year to create. Not full time, of course, but we needed external help.
Review Fix: Do you think preserving older gameplay mechanics in new games is important?
Hernando: I think it’s essential to know them and adapt them when they are relevant to the game in hand. There are usually new ways and old ways to do things and some people adhere to one or the other. Ironically, a lot mechanics considered new are so overused nowadays that they get old fast and some twist in old mechanics make them feel fresh. Anyways, I think these kinds of approaches are limiting. ‘What are the best gameplay mechanics for this particular game?’ I think that’s a great approach. There is never a simple answer in game design, but a lot of iteration and adapting. Know your history, but look to the future and don’t forget what’s in your hands.
Review Fix: What’s your favorite memory as a gamer?
Hernando: The other day I beat Overcooked with my girlfriend and it was so satisfying. It’s amazing how a game so simple can convey such a state of euphoria. We were both screaming and jumping around the house, it really was a highlight. We probably should invite the neighbors to play some day so they understand what’s going on. However, it’s difficult to say what my favorite memory as a gamer is… Maybe playing all kind of games during classes at school. The risk of being caught added an extra layer of challenge to gaming. Or rushing to a shop to spend all my savings on a Game Boy to play Pokémon Blue. Or maybe… I should write a book about this topic.
Review Fix: Who will enjoy this game the most?
Hernando: Whoever who’s willing to leave their world behind for some hours, Kaikala is a mystical and interesting place to dive into. People who want to feel the magic of classic graphic adventures, but from a different prism; we have kept the magic of old, but with new mechanics and structure. Players who love real achievements and secrets, we worked really hard to make their time worthwhile.
Review Fix: How do you want this game to be remembered?
Hernando: Although the best for me, the studio, and the publisher would be being a huge success right away, I really like the idea of A Rite from the Stars as a slow burner. A game that starts with a few people playing who really love the game and spread the word. So little by little, it gets more attention and those who played for the first time feel proud for having been part of it. So the story of how the game rose like an undead goat is remembered along with the game itself. Yet again, I’m the writer, I love stories, I’m totally biased.
Review Fix: What’s next?
Hernando: After all this time, I really don’t know. I mean, we are already preparing a new project, but I feel weird. This is a turning point in The Goat’s existence. I don’t really imagine a life without developing A Rite from the Stars, but I think I’m ready to face it.
Review Fix: Anything else you’d like to add?
Hernando: Tou kune tu kiki. Which means ‘Thanks for your time’ in Makoa. I hope you like the game.
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