Sometimes, punching isn’t the solution. You’ll then have to resort to *gasp*think your way through the situation, be it by talking to the right guy, using the correct item or combining your items to create a new one.
💻 Discover more about the development of Scrap Riders 💻
Hello Riders,
Get another look behind the scenes of Scrap Riders 🏍️ with this interview of Raúl Díaz Ríos, one of the devs of the game:
How did you get the idea to create Scrap Riders? Raúl Díaz Ríos: Scrap Riders was born after some prototyping in different game genres. So we thought combining two different genres could be a good idea. We saw some video games that did this in the past, and we saw for example Mass Effect.
In Mass Effect you can play a more narrative-focused-experience in the RPG side of the game, and also you can play a more action-focused-experience in the third person shooter side of the game.
Since we love pixel-art and we love the 90s video games, we thought “How could we do something like this using gameplay and style from the 90s?”
On one hand, the narrative-experience we chose from the 90s was the classical point & click adventures, on the other hand the action-experience we chose was the beat’em up.
After that, we just thought about the pop-culture references we liked the most and we had a small brief of Scrap Riders.
There are a lot of emotional references when playing Scrap Riders. Could you tell us about your influences? Sure, in the point and click adventure we love Lucas Arts and Sierra adventures, and especially for this game “Full Throttle” but also games like “Indiana Jones and the fate of Atlantis” or “Gemini Rue” (this one is not from LucasArts but we love it).
In the beat ’em up side, we have been strongly influenced by “Streets of Rage” and “Final Fight” as games from the 90s but also from modern games like “Fight and Rage”.
How did the development of Scrap Riders go? When did it start ? How many people are on the project ? Did you encounter any difficulties? What about your partnership with Microids ? The first prototypes of Scrap Riders were born 5 years ago. We started the project just to try new things. But at some point, we saw this combination had good potential, therefore we started to look for a publisher in order to work on the project in a proper way, not just prototyping. After that, we were lucky to find Microids in an event in Paris.
After a meeting where we showed a small demo of the game they thought we could work together to finish this game so we started communication in order to achieve this.
However, a big problem appeared at the beginning of the collaboration. COVID and lockdown. It was very difficult at the beginning, but we got used to the situation, and we could move forward in order to keep the project alive.
Thanks to Microids, they were very patient during the process, and they have always been there to help us in any issue we faced during this time.
Now that Scrap Riders is available on Nintendo Switch and Steam, what are your future projects? We have to think in depth about our next project. We need some time to analyze Scrap Riders, its impact and what the community says about it.
After that, maybe a next game about Rast and his gang, or who knows… it is really soon to say.
If you lived in the Scrap Riders universe and could only play one video game, what would it be? We would do the same as Rast (the main character of Scrap Riders) and we would choose “Super Street Kombat Deluxe Edition”.
Mass Effect, GTA 5 or a good old Streets Of Rage, those would also be good options.
How did you come to work with Nicolas de Ferran? Was it a choice of Marc Celma? Yes indeed, Marc and Nicolas have known each other for a long time and finally for this project things aligned perfectly for them to collaborate for the first time. We think that the synergy of them working together was great, and hopefully our players will appreciate it. We’re super happy with the result!
Get a look behind the scenes of Scrap Riders with this interview of Nicolas de Ferran, the composer of the game:
As a graduate of Berklee College of Music, what made you want to compose music for video games? Nicolas de Ferran: I’ve always had a passion for video games, as much as I do for music, and it was always my ambition to become a video game music composer. When I went to Boston to study at Berklee College of Music, I really specialized in it and took all the classes related to the profession, including composition, harmony, orchestration and counterpoint. I also took classes in sound design, audio integration in game engines and middleware, game design, and more.
How did the collaboration with Games For Tutti and Marc Celma go? Was it hard or did you get along right away? The collaboration with Marc Celma and Games For Tutti was just amazing. Before I got involved in the project, Marc had already established a fairly clear musical direction, but he allowed me all the creative freedom I wanted, and he was always open to my ideas and input. All in all, it was a brilliant experience and I had a lot of fun composing the music for Scrap Riders. While we were working on the final pieces, we didn’t want it to end!
Could you tell us about your musical influences? My musical influences are really wide-ranging, because I think there is great music to be found in all musical styles.
I’m a fan of classical music and jazz, but I’ve also listened to a lot of metal, punk, trip-hop and reggae… You can hear this in the music for Scrap Riders, which incorporates lots of different genres.
What was your creative process to highlight the various gameplay aspects in Scrap Riders? Purely in terms of musical composition, each faction and location in Scrap Riders has its own musical identity. For instance, the Vikings faction has a blend of synthwave and metal, which is kind of dark, while the robots neighborhood in Uber City has chiptune influences and a more comical side. The challenge was to bring out all these differences while maintaining cohesion between the pieces.
From a technical point of view, we decided to remain fairly old-school in our approach to implementing the music. However, we did set up a system of “layers” in Wwise (the audio middleware we used), which gave us constantly changing variations for each piece. This really helps to add some depth to the various stages of the game.
Which tools do you use to compose? My imagination mostly. I do a lot of the work in my head before putting ideas down onto “paper”, which means that I never begin a piece with a blank page. This also means I can work when I’m not in the studio (in the street or wherever), which is really convenient.
Then I work in Cubase, a software program where I do everything from recording to mixing and mastering. For Scrap Riders, I used a mixture of various synths, including Zebra, Diva, Serum and Massive. Each one has its own specificities, in terms of the sound and the way they work, and it was very interesting to combine them to create unique sounds and textures.
I also use quite a lot of analogue equipment to process the different tracks, because I find that virtual synths sound a bit “cold” sometimes. It’s a good way to add some distortion, warmth and compression, for example, which breathes a bit of life into the final product.
What was the most challenging aspect of creating the music for Scrap Riders? I think that the biggest challenge was achieving continuity and cohesion between the various pieces, which include both my style and Marc’s, as well as the different musical influences that are specific to each moment in the game. But it was a really fun challenge to take on!
To conclude, what would your Top 5 favorite albums be? That’s a really, really hard question to answer! Here are a few albums that spring to mind, but if you ask me the same question tomorrow you will probably get a different answer! 🙂
Videogame:
Koichi Sugiyama — Dragon Quest VIII
Toby Fox — Undertale
Junichi Masuda — Pokémon Red/Blue
Ilan Eshkeri — The Sims 4
Jeremy Soule — Skyrim
Other:
Keith Jarrett — The Köln Concert
NOFX — The Decline
Zero 7 — Simple Things
Alan Gilbert & The New York Philharmonic — Mahler Symphony #2
Scrap Riders is a pixel art beat’em up adventure game set in a cyberpunk future, developed by Spanish studio Games for Tutti. You play as Rast, a member of the outlaw bikers gang Scrap Riders, and make your way through the wastelands as well as a big metropolis controlled by corporations. Act as a smuggler with caustic humor to survive in this post-apocalyptic world.
Fight your way through this 2D beat them up using your fists and guns, but beware: the wastelands are not for the faint of heart. There, violence is always the answer, but it won’t be enough! Without your wits you won't last long. Talk to the right people, gather clues, and kick bad guys’ asses!
Scrap Riders is a pixel art beat’em up adventure game set in a cyberpunk future, developed by Spanish studio Games for Tutti. You play as Rast, a member of the outlaw bikers gang Scrap Riders, and make your way through the wastelands as well as a big metropolis controlled by corporations. Act as a smuggler with caustic humor to survive in this post-apocalyptic world.
Fight your way through this 2D beat them up using your fists and guns, but beware: the wastelands are not for the faint of heart. There, violence is always the answer, but it won’t be enough! Without your wits you won't last long. Talk to the right people, gather clues, and kick bad guys’ asses!
We're sorry to announce that we realised too late there is an issue with our mouse & keyboard settings 😕
players without a controller may find it difficult to find the bindings:
Instead of using the "ENTER" button, you can play using "WASD" as arrow keys, and "K" as ENTER and L as CANCEL For the keyboard, "I", "J", "K", "L" is the equivalent to "Y", "X", "A", "B" (on a XBOX controller).
We're working on a quick fix to correct this mistake, in the meantime the bindings are there. We still recommend using a controller 🎮
🏍️Scrap Riders Developer Livestream
Hello Riders 🏍️
Want to know more about Scrap Riders? Then join us on the Developer Livestream on June 20th at 5PM CEST/8AM PT! We’ll answer your questions and show you what the life of a post-apocalyptic biker gang is.
Scrap Riders is a pixel art beat’em up adventure game set in a cyberpunk future, developed by Spanish studio Games for Tutti. You play as Rast, a member of the outlaw bikers gang Scrap Riders, and make your way through the wastelands as well as a big metropolis controlled by corporations. Act as a smuggler with caustic humor to survive in this post-apocalyptic world.
Fight your way through this 2D beat them up using your fists and guns, but beware: the wastelands are not for the faint of heart. There, violence is always the answer, but it won’t be enough! Without your wits you won't last long. Talk to the right people, gather clues, and kick bad guys’ asses!
Check out the SCRAP RIDERS Developper Livestream!
Steam Next Fest is now blasting and we’re part of it with a demo for SCRAP RIDERS If you’d like to know more, Join the GamesForTutti team for a stream tomorrow, june 16th at 7PM CET/10AM PT
Raúl Díaz (Programmer) Jonathan Romero (2D Artist) Marc Celma (Sound Design) Carlos Cabañero (Programmer)
We're excited to show you our game! Don't hesitate to ask questions if you have any, and see you tomorrow!
More news about future events coming soon, in the meantime you can check out our pre-recorded gameplay to get an idea of what you're stepping into!
Steam Next Fest: Scrap Riders Demo is now live!
Hey Everyone,
Scrap Riders is a part of the Steam Next Fest, feel free to try the demo!
Scrap Riders is a pixel art beat’em up adventure game set in a cyberpunk future, developed by Spanish studio Games for Tutti. You play as Rast, a member of the outlaw bikers gang Scrap Riders, and make your way through the wastelands as well as a big metropolis controlled by corporations. Act as a smuggler with caustic humor to survive in this post-apocalyptic world.
Fight your way through this 2D beat them up using your fists and guns, but beware: the wastelands are not for the faint of heart. There, violence is always the answer, but it won’t be enough! Without your wits you won't last long. Talk to the right people, gather clues, and kick bad guys’ asses!