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[PS4Blog.net Interview] Sidequest Studios On Rainbow Skies | PS4Blog.net

[PS4Blog.net Interview] Sidequest Studios On Rainbow Skies
EdEN, Owner

Our review for Rainbow Skies on PlayStation 4 goes live tomorrow, so we got in touch with Sidequest Studios to talk about the game’s development for PS3, PS Vita and PS4!

PS4Blog: Welcome to PS4Blog.net. Thank you for taking the time to do this interview! Could you please get us started by introducing yourself to our readers?

Hi, my name is Marcus Pukropski, and I am the CEO of Sidequest Studios. I am also the project leader and main programmer of Rainbow Skies.


PS4B: Rainbow Skies is out on PlayStation. How would you describe the game to someone who’s never heard about it?

Rainbow Skies is a turn-based RPG, with a strong focus on exploration, battles, character development, optional content and a humorous and entertaining story. It’s also an indirect sequel to the 2012 released Rainbow Moon.

We have taken inspirations from a number of games, including Disgaea, Final Fantasy Tactics and the Final Fantasy and Dragon Quest series in general. However, we believe that the Rainbow series has its own unique identity as we included a lot of our own ideas.

Rainbow Skies can be enjoyed in many different ways. You can play it very casually and just focus on the main story campaign, which can be completed in about 30-50 hours. Alternatively, you can dig a lot deeper and get lost in hundreds of optional quests, tasks, mini games or end game content.

PS4B: How long did it take to complete the game for its PlayStation release? Where there any particular challenges or hurdles you had to overcome?

We first started working on Rainbow Skies in late 2012. However, during the last 5+ years, we also worked on a number of side projects, including a Söldner-X 2 PS Vita port and Rainbow Moon PS Vita and PS4 ports. The last two and a half years were pretty much 100% dedicated to Rainbow Skies.

You’ll be confronted with countless hurdles when developing such a complex game and every single one has to be solved without making compromises whenever possible. Actually this is a given fact in software development. We now have 30 years of experience, so it just feels normal. (Laughs)

Plus, we are just a small team of 4 core people, so it took us a little bit longer than first anticipated. However, we did not make any compromises and feel very satisfied with the final product.

Rainbow Skies - 2

PS4B: It’s interesting that along with the physical versions of the game on PS4 and PS Vita, you’re also releasing the game digitally on PS3. What made you take this decision while also offering it as a three-way cross-buy release for all 3 Sony consoles?

We originally started development on PS3 and our environment was set up for PS3. Although we ported our in-house developed engine to the PS Vita and PS4, it is very well optimized, which allows us to run the game in full 60 fps with very little loading times on all three platforms. We anticipate the majority of players to play on PS4 and PS Vita, but we have a working PS3 version and hope to make one or another player happy that hasn’t upgraded yet.

Rainbow Skies also supports Cross-Buy and Cross-Save, so you only pay for the game once and can even transfer your save game between all three platforms.

PS4B: Are there any DLC plans for Rainbow Skies?

No, we don’t have any Rainbow Skies DLC plans at the moment.

Rainbow Skies - 4

PS4B: And now it’s time for us to go. Would you like to add anything else?

Many thanks to all our fans and supporters that waited so patiently and never gave up on us. We feel very happy with the final product and hope that you will have as much fun playing Rainbow Skies as we did developing it. Hope to see you all soon on Lunah!

And many thanks to you for giving us the opportunity for doing this interview!


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