
Performance issues, lower than promised graphical fidelity, and a high entry price with little on offer once you get through the gates, left many critics and early adopters feeling cold. When Stadia launched in November last year, the resounding reception was likely not what Google had hoped for, though given the state of the tech at the time, almost certainly what was expected.

I'm not talking about Stadia specifically. In fact, one day when we look back, people will wonder why people were questioning streaming at all.

#GYLT GAME ARTWORK DOWNLOAD#
"This is my personal opinion, but this is like the early days of Steam in a sense that this is when people were complaining that it took too long to download, and then the download would stop and people were the price was exactly the same as a boxed game," says Rubio.

It's a new technology traditionally streaming solutions didn't work" The decision to go exclusive with Stadia was, Rubio explains, all about potential using a mobile phone to play testbuilds of Gylt on the commute to work was a game changer. The thing that blew our minds, is that when you are playing this game on a crappy laptop or a phone or a tablet, it works. "It's true that we believe that Tequila Works is a brand itself, and we have followers who are expecting the Tequila Works game, even if they can expect the unexpected. "I guess this is more like a bet, in a sense that we believe in the technology, but at the same time, you must see it as the early days, in the sense that this is a platform or technology that is just starting," says Rubio. So it has been very hands off."įor a studio like Tequila Works though, which has developed a small but dedicated following, the exclusivity deal is a double-edged sword: it denies all but the most diehard and committed fans access to the latest game, but does place it in front of a new audience looking for diverse experiences on Stadia. The whole thing about Google is that they have all this influx of data, all this analysis of user tests most of the time it was facts, like where people were getting stuck in the game, rather than. "Most of them are coming from PlayStation, so maybe because they were familiar with the process, but they have been very hands off. "They have been a very good partner, and I only have very good words for the Stadia team," he says. "When you are playing this game on a crappy laptop or a phone or a tablet, it works. In fact, under Google he adds, Gylt had the "smoothest production for a Tequila Works game ever."

Rubio says this began a "very open and honest dialogue" with Google, as the tech giant financed and produced the project. But Rubio sounds almost surprised when he says Google wanted a narrative-focused, indie exclusive without online or multiplayer. Riding high off the success of 2017's Rime, it's not hard to see why Tequila Works got the call. Google approached Tequila Works around two years ago, and Rubio says he was immediately impressed by the Stadia tech. While speaking with at the Fun and Serious Game Festival in Bilbao, Spain, Rubio discusses working with Google in the run up to Stadia's launch, and what the future holds for game streaming. Tequila Works' Google Stadia exclusive Gylt is somewhat of an anomaly on the list of games currently available via the streaming service.ĭescribed as "delicate horror" by CEO and creative director Raul Rubio, it's inspired by Pan's Labyrinth director Geuillmo Del Toro, who is "in love with his monsters."īut nestled amid the blockbusters and arcade-style games, Gylt's haunting exploration of teenage bullying is Stadia's clear attempt at getting some indie credentials.
