Feature Interview: Rimelands: Hammer of Thor
Finnish Developers Dicework Games are currently in production of their second game to be released in the AppStore. Rimelands: Hammer of Thor will be a new RPG set amongst the alternative history of a post-apocalyptic world where creatures of myth roam the land. Explore mysterious vaults and frosty landscapes littered with treasure and fearsome enemies, playing as a young treasure hunter exploring abandoned vaults to appease her grandmother's seemingly endless appetite for riches, while struggling to find more about her dead parents and shrouded past.
The game is being published by Crescent Moon Games, creators of Ravensword: The Fallen King, and the upcoming Ultra Kid: Mystery of the Mutant.

I caught up with Arto Koistinen, CEO of Dicework Games to answers some questions about Rimelands.
Callum: Arto, what are players going to expect from Rimelands: Hammer of Thor? Arto: I think the most important thing is that we're treading into new ground with the game. It began as kind of a roguelike with puzzle elements, but has been slowly taking more and more steps into the direction of a more story-driven roleplaying game. We have a dual approach for the game currently. In addition to a very engaging story, Rimelands: Hammer of Thor has very strong Gameplay and tactical combat elements. Gamers will be engaged right from the start with a fantastic storyline and immersive game play. Callum: Why did you decide to go the RPG route? Arto: We always wanted to do an RPG. We wanted to design an RPG for iDevices from the ground up. We began to work on the project mid 2009 when most of the RPGs in the App Store were still ports from other mobiles or clones of existing PC/console games. We wanted to make a game that was originally designed for the device. Callum: What was the inspiration for Rimelands? Arto: The games that inspired Rimelands: Hammer of Thor included roguelikes such as Nethack and Final Fantasy games and World of Warcraft, as well as board games like HeroQuest and Descent: Journeys in the Dark. Personally I've been playing Chrono Trigger a lot during the production, so it has had some influence in particular.For the setting Fallout is an obvious one, as we're also having sort of a post-apocalyptic world with vaults and all, as was the relatively obscure Amiga game Transarctica. Ghibli animations such as Laputa and Nausicaa also inspired us, especially on the steampunk side of things.
As for the story we've been looking more into pulp adventure than into the traditional fantasy games that so often influences RPGs. Indiana Jones is an obvious example of that, of course. Longest Journey and Dreamfall are something I look up to as games that have excellent portrayal of female protagonists (I admit being somewhat a Ragnar Tørnqvist fan) and a great story.
Naturally, we've been digging a lot of Norse lore and European myths in general for all things related to the magical creatures and monsters in the game, rather than having the usual Tolkienesque troupe.
Callum: I see from the back-story that this is a new fantasy world, could you describe a bit about it? Arto: It's not actually a fantasy world per se. It's an alternative history, where rampant advances in technology in the 18th and 19th century drove the world into a new ice age, that lasted for a thousand years. During the ice age, people lived under the ground in gigantic vaults. When they finally re-emerged, they found a world populated by creatures of myth.The game is set in a small part of this world, surrounding the most prosperous of the vaults, Asgard. As you can see in the map on the website, the area in the game is roughly equal to northern Europe.

So, basically, the process was driven by the gameplay and its needs, though after a point the world started living on its own and now incorporates all sorts of things not directly related to the game.
Callum: I understand that there will be some puzzle elements of the game, what are we to expect? And will there be side quests? Arto: Yes, there will be some light puzzle elements, but we haven't nailed down all the specifics yet, so it's too early to go into them in any particular depth.And yes, there will be sidequests, and they are something that we're looking to extend upon in the later (free) updates.



We're also listening intently to feedback we get from our beta test community and making it better based on that.
We haven't made any decisions on paid DLC yet.
Callum: Are there any plans to bring Rimelands to the iPad? Arto: Absolutely, but for now we're concentrating on the iPhone/iPod version. The game's production began long before the iPad was announced. We don't want to make a hurried iPad conversion just to get it there, so it'll take some effort to make a version that plays on the strengths of the larger device. Callum: The concept artwork featured on rimelands.com is brilliant; will it be featured throughout the game? Arto: The art on the website (as well as the art of the upcoming video) was done by our concept artist Nelli Telkkinen, and yes, we'll have more of her art in the game.
Keep an eye out for future developments for Rimelands. We'll have more information and hopefully some previews as the release date comes closer.