Tequila Works / Tequila Works
Release date: 2022-11-19
Score: 6


the Game:

GYLT is an exploration journey with stealth and combat sequences, and puzzles, in a terrifying, twisted and dangerous world, with a strong narrative component that connects Sally's inner world with her real problem: bullying. The game talks about this problematic from a very respectful point of view. GYLT doesn’t give a solution for it but it tries to show how easy it’s to be part of bullying and show how bad it is. We define GYLT as delicate horror as players of all ages can enjoy. It hides a delicate but clear message about bullying.

We define GYLT as delicate horror as players of all ages can enjoy. As our inspirations we tend to say Little Nightmares meets Twin Peaks meets 13 Reason Why or It’s like if RiME was writen by Stephen King.

  • Exploration: Explore with simple navigation mechanics. combining smaller and more lineal locations with more opened areas. Deviate from the main path to find secondary puzzles and secrets that reveal more about world lore (Diaries, blood quartzs, jailed canaries) and will unlock a special ending. Secondary characters will add background information to the world.
  • Puzzles: Observation, deduction and ability are needed to solve them and will make use of the character basic abilities, gadgets she finds across the game and other objects she can carry temporarily. The puzzles are contextualized and integrated in the world and narrative.
  • Stealth & combat: Bizarre creatures will stalk Sally through her journey. These creatures represent the actions and feelings of bullying. Sally is defenseless girl but she can use the different items and gadgets and its upgrades she finds (flashlight, fire extinguiser, soda cans, batteries, inhalers) to fight the monsters she encounter and to heal herself. But not all of them can be defeated. Some of the monsters will be invulnerable to any of Sally’s resources and she’ll try to hide from them and avoid being discovered.

GYLT is on of the very few, or maybe the only horror game that people from all ages can play and enjoy, including kids.Horror games tend to be really explicit or are conceived for hardcore gamers. Ours is not. You can play GYLT, be scared, solve puzzles, run from the shapes, fight them…

It began with the idea of Guillermo Moreno. He had this idea of making a game about bullying. It was a very personal project, based on a real story.

#The Small


STDB!: Almost a year since the launch of Stadia and with the launch of Gylt. Are you happy with the reception of the game?

Tequila Works: A year ago! Yes, we are very happy with the reception the game has had among the gaming community since its launch, it has been common to receive congratulations through social networks, both for the artistic section and for the story and how it is told. At GYLT we deal with a very sensitive issue, and we do it in the most respectful possible way. And that is why several players have opened up to us telling us personal experiences, how they appreciate the game. Those words are what give us the energy to continue developing more video games with such human stories.

STDB!: How did you come up with the idea of touching a sensitive theme such as bullying in the game, which is also shown in such a shocking way?

Tequila Works: It was the idea of a colleague, Guillermo, based on a personal experience very close to him. His cousin suffered from bullying and the subject obsessed him so much that he wanted to translate it into a video game. During the development we had the advice of psychologists, who made us realize that we ourselves had not only been victims at some point in our lives, but also participated in bullying without realizing it, and how delicate and complex it 's this theme.

STDB!: Was there fear on the part of Google to make a game with this theme?

Tequila Works: Not really. They knew us from our previous games, and were aware of how we are capable of dealing with sensitive subjects. In addition, as we have said before, we were in contact with psychologists to help us deal with the issue of bullying in the most correct way possible. In no case did we want to annoy or make you feel bad, but we did want to expose the subject within a fantasy and horror story and that each one take their own conclusions.

STDB!: I have been able to read in some interviews that Google contacted you to carry out Gylt. Did you already know about the existence of Stadia or was the project presented to you at that time?

Tequila Works: Google came to us to show us Stadia because they wanted to know what we could develop for the platform that was unique. They weren't expecting a competitive multiplayer shooter, they wanted something different and that's why they came to talk to us. We make narrative video games designed for one player, or for another to enjoy sitting next to him, living the story with him. As soon as we learned about the possibilities that Stadia could offer, we said that of course we wanted to be part of it, and they trusted us from the first moment, which made development easier because they were more supportive than giving orders.

STDB!: Can you explain us how was the development of Gylt? Any difference in terms of development on Stadia compared to development on other platforms?

Tequila Works: At the development level, it represents a change as radical as the way of playing anywhere for the user.
It frees you from many restrictions by not having a "fixed" hardware. Let me explain: when you develop for PC, console or mobile, you need a development kit or SDK. In the case of the console, many times you are also required to be linked to a specific fixed IP, which makes it difficult to work outside the studio. In Stadia it is just the opposite, any screen is used not only to play but to work: you can try it on any device, there is no difference between computer, mobile, tablet, etc.
Even before COVID and having to work remotely, with GYLT we discovered the advantages of developing for a platform that not only virtualizes the process, and allows you to debug on a laptop anywhere. You can work on a machine that virtualizes the network conditions, on a local server, or directly in the cloud.
The hardware also does not limit you as before: Stadia works by instances. Each rack has a number of instances. Do you want to increase the power of your game? You can increase the number of instances of it. Not to mention the possibilities it opens up for design, where that border between actor and viewer (or active and passive) is blurred … or the one that really client and server are on the same machine, with which all game in the background is multiplayer, and also simultaneously local and remote (all instances in a rack can be friends playing a persistent multiplayer game for them, for example ). You have no idea of the possibilities that this plans.

STDB!: It will be possible in the future to see the arrival of titles like Rime, Sexy Brutale ... Or, why not, new titles?

Tequila Works: It is something that is not in our current plans, but who knows. We are always open to options to bring our titles to the largest possible audience.

STDB!: What was it like working with Stadia (communication, etc ...) being one of the first teams that released a title for the platform and above all a title that, for now, is exclusive and also Pro?

Tequila Works: As we have said before, communication was good, although working with departments from other countries of companies as large as Google is always a challenge.

STDB!: Casi un año desde el lanzamiento de Stadia y con el lanzamiento de Gylt ¿Estáis contentos con la recepción del juego?

Tequila Works: ¡Hace ya un año! Sí, estamos muy contentos por la recepción que ha tenido el juego entre la comunidad de jugadores. Desde su lanzamiento ha sido habitual recibir felicitaciones a través de las redes sociales, tanto por el apartado artístico como por la historia y por cómo está contada. En GYLT tratamos un tema muy delicado, y lo hacemos de la manera más respetuosa posible. Y por ello varios jugadores se han abierto a nosotros contándonos experiencias personales, cómo aprecian el juego. Esas palabras son las que nos dan la energía para continuar desarrollando más videojuegos con historias tan humanas.

STDB!: ¿Cómo se llegó a la idea de tocar en el juego un tema tan sensible como el bullying, que además está mostrado de una manera tan impactante?

Tequila Works: Fue la idea de un compañero, Guillermo, basada en una experiencia personal muy cercana a él. Su prima sufría acoso escolar y el tema le obsesionaba tanto que quiso plasmarlo en un videojuego. Durante el desarrollo contamos con el asesoramiento de psicólogos, que nos hicieron darnos cuenta de que nosotros mismos no sólo habíamos sido víctimas en algún momento de nuestras vidas, sino también partícipes del bullying sin habernos dado cuenta, y de lo delicado y complejo que es el tema.

STDB!: ¿Hubo miedo por parte de Google de realizar un juego con esta temática?

Tequila Works: Realmente no. Nos conocían por nuestros juegos anteriores, y eran conscientes de cómo somos capaces de tratar temas delicados. Además, como hemos contado antes, estuvimos en contacto con psicólogos para que nos ayudaran a tratar el tema del bullying de la manera más correcta posible. En ningún caso queríamos molestar ni hacer sentir mal, pero sí exponer el tema dentro de una historia de fantasía y terror y que cada uno sacara sus propias conclusiones.

STDB!: He podido leer en algunas entrevistas que Google se puso en contacto con vosotros para realizar este Gylt. ¿Ya sabíais de la existencia de Stadia o el proyecto os fue presentado en ese momento?

Tequila Works: Google vino a nosotros a mostrarnos Stadia porque querían saber qué podríamos desarrollar para la plataforma que fuese único. No esperaban un shooter competitivo multijugador, ellos querían algo diferente y por eso vinieron a hablar con nosotros. Hacemos videojuegos narrativos pensados para un jugador, o para que otro disfrute sentado a su lado viviendo con él la historia. En cuanto conocimos las posibilidades que podía ofrecer Stadia dijimos que por supuesto queríamos formar parte, y confiaron en nosotros desde el primer momento, lo que hizo que el desarrollo fuera más sencillo porque estuvieron más como apoyo que dando órdenes.

STDB!: Podéis explicarnos cómo fue el desarrollo de Gylt? ¿Alguna diferencia en cuanto al desarrollo en Stadia en comparación con el desarrollo en otras plataformas?

Tequila Works: A nivel desarrollo supone un cambio tan radical como lo es la forma de jugar en cualquier parte para el usuario.
Te libera de muchas restricciones al no haber un hardware “fijo”. Me explico: cuando desarrollas para PC, consola o móvil, necesitas un kit de desarrollo o SDK. En el caso de consola, muchas veces se te requiere además que vaya vinculado a una IP fija determinada, con lo que se hace complicado trabajar fuera del estudio. En Stadia es justo lo contrario, cualquier pantalla sirve no sólo para jugar sino para trabajar: puedes probarlo en cualquier dispositivo, no hay diferencia entre ordenador, móvil, tableta, etc.
Incluso antes del COVID y tener que trabajar en remoto, con GYLT descubrimos las ventajas de desarrollar para una plataforma que no sólo virtualiza el proceso, y te permite debuggear en un portátil patatero en cualquier parte. Puedes trabajar sobre una máquina que virtualiza las condiciones de red, sobre un servidor local, o directamente en la nube.
El hardware además no te limite como antes: Stadia funciona por instancias. Cada rack tiene un número de instancias. ¿Quieres aumentar la potencia de tu juego? Puedes aumentar el número de instancias del mismo. Por no mencionar las posibilidades que abre de cara al diseño, donde se difumina esa frontera entre actor y espectador (o activo y pasivo)... O el que realmente cliente y servidor están en la misma máquina, con lo que todo juego en el fondo es multijugador, y además simultáneamente local y remoto (todos las instancias en un rack pueden ser amigos jugando un juego multijugador persistente para ellos, por ejemplo). No os hacéis idea de las posibilidades que esto planea.

STDB!: Será posible en un futuro ver la llegada de títulos como Rime, Sexy Brutale… O, por qué no, ¿nuevos títulos?

Tequila Works: Es algo que no está en nuestros planes actuales, pero quién sabe. Siempre estamos abiertos a opciones de llevar nuestros títulos a la mayor cantidad de público posible.

STDB!: ¿Cómo fue trabajar con Stadia (comunicación, etc…) siendo uno de los primeros equipos que sacó un título para la plataforma y encima un título que, de momento, de momento, es exclusivo y además Pro?

Tequila Works: Como ya hemos dicho antes la comunicación fue buena, aunque trabajar con departamentos de otros países de empresas tan grandes como Google siempre supone un reto.

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Game Last Update: 2022-11-17 18:11:48