Just a few months again a brand new model of the favored rhythm recreation Synth Riders was introduced to be coming to Nintendo Swap. As a contemporary tackle the rhythm recreation style, we wished to sit down down with Arturo Perez, CEO from Kluge Interactive. I used to be particularly curious as to what it takes to translate a recreation from VR to the Nintendo Swap and what goes into sustaining a recreation with a completely licensed soundtrack. On this interview we chat about what went into creating Synth Riders for consoles and what gamers can anticipate from this upcoming rhythm recreation when it releases on Nintendo Swap this week.
Willem Hilhorst (Nintendo World Report, WH): Are you able to speak a little bit bit about how Synth Riders for Nintendo Swap got here collectively. I perceive that Kluge has principally labored on VR titles. What was it wish to shift from immersive leisure to a ‘2D recreation’ on a console?
Arturo Perez (CEO, Kluge Interactive): The shift to Swap wasn’t actually a “pivot” from VR—it is extra of a strategic enlargement that is core to our DNA. It is in our nature to develop distinctive participant experiences throughout platforms, and Swap represented an enormous, underserved alternative.
Our philosophy was translating the core of what makes Synth Riders particular—that immersion inside a musical, futuristic cyberpunk world—to the Swap platform. We needed to reimagine how gamers would expertise that circulation state and rhythm-driven gameplay with out the bodily immersion of VR.
The thrilling half was that Swap truly gave us new inventive alternatives. We might introduce customizable Synth Rider avatars with outfits and equipment, and the third-person perspective truly enhances the hoverboard stunts and rail-grinding visuals in ways in which had not been the main focus in VR. We additionally leaned into Swap’s power as THE platform for native multiplayer, constructing out 4-player versus and co-op modes that faucet into that Mario Kart/Smash Bros. social gaming viewers.
WH: Adapting the gameplay from full physique motion, health virtually looks like fairly a problem. However the Swap additionally seems like a perfect platform to retain a few of these concepts. Did you take into account retaining stuff like movement controls to catch the music notes?
AP: That is an excellent query. In VR, Synth Riders emphasizes pure, flowing freestyle dance actions, and we positively explored numerous management schemes for Swap, together with movement controls.
In the end, we translated that fluidity to twin analog stick management for left/proper hand note-catching, plus button inputs for rail-riding and stunts. This provides gamers precision and responsiveness whereas sustaining that sense of rhythm and circulation.
We additionally tailored the 360-degree immersion of VR right into a dynamic digicam system that anticipates be aware patterns and obstacles, retaining gamers locked into the motion. And whereas we eliminated the exercise/health side, we intensified the score-chasing and aggressive mechanics—three problem ranges, leaderboards, and 4-player battles exchange calorie-burning with pure gaming talent.
What we saved intact was that basic beat-synced gameplay the place you catch notes and trip rails in good sync with the music. The core loop is pure Synth Riders; the supply methodology is simply platform-specific.

WH: Few rhythm video games have a devoted forged of characters that go on a narrative collectively. What made the group resolve to incorporate a narrative particularly for a rhythm recreation?
AP: We wished to provide gamers one thing past taking part in by means of a tracklist. The Marketing campaign mode emerged from our cyberpunk aesthetic and world-building—we had this wealthy futuristic setting, so why not give it stakes and narrative?
In Marketing campaign mode, rebels are racing towards time to cease a ruthless AI named XANDER from seizing management on this adrenaline-fueled musical battleground. It provides development and objective to the gameplay, making every monitor really feel prefer it issues past simply chasing excessive scores.
The destiny of town is actually in your fingers, and that narrative framework transforms rhythm gameplay into one thing extra epic and fascinating.

WH:The Swap is presently over eight years outdated and the {hardware} is exhibiting its age. Are you able to stroll me a little bit bit by means of what it’s wish to develop a totally new title for this {hardware}? And had been there belongings you ended up needing to chop again on to maintain it working easily?
AP:Growing for Swap positively requires optimization, however we seen the {hardware} constraints as inventive alternatives slightly than limitations. We prioritized sustaining the neon cyberpunk aesthetic and people retro-futuristic cityscapes that outline Synth Riders’ visible id—that was non-negotiable.
We additionally centered our technical sources on making certain the beat-synced gameplay stays completely responsive, as a result of in a rhythm recreation, timing is all the things. We additionally made certain the sport runs easily throughout all three problem ranges and maintains steady efficiency in 4-player native multiplayer, which was essential for the social gaming expertise we wished to ship.
We really feel this recreation launch is the beginning of our journey on the Nintendo Swap ecosystem, and we’re additionally excited to proceed innovating sooner or later for Nintendo followers of rhythm video games.

WH: I feel music rhythm video games are make or break relying on their track choice, however particularly how effectively the songs translate to the gameplay and visuals. There’s lots of DLC obtainable and already introduced. Are there distinctive options to those songs apart from the music?
AP: Completely. We now have as much as 64 electrifying tracks within the Final Version Bundle, and every is fastidiously crafted for gameplay. The range spans from synthwave—the style that impressed the sport’s VR origins—to ’80s anthems and right this moment’s hits
The DLC music packs—Woman Gaga Music Pack, Gorillaz Music Pack, Monstercat Music Pack, 80s Mixtape: Aspect B, Present Waves, and Synthwave Necessities Vol. 3—every deliver new beats and actions to tackle. Each monitor is designed with be aware patterns, rail sequences, and impediment choreography that is synchronized to the music’s rhythm and depth. The cyberpunk visuals and environments shift to enhance every track’s power and elegance. What makes us distinctive is that we provide a broad style range spanning ‘80s legends, present pop, and synthwave multi functional bundle. And we are the ONLY mainstream rhythm recreation honoring synthwave heritage, which provides us credibility with music-centric players and nostalgia-driven ‘80s followers.

WH: I am all the time enthusiastic about new music rhythm video games, however have additionally been burned by experiences like FUSER and different video games that used licensed music tracks. How do you’re feeling in regards to the inclusion of so many licensed tracks and is there a threat of these being made unavailable a decade from now? How do you’re feeling as a creator about that side of your recreation?
AP: What I can say is that we have constructed Synth Riders as a franchise with endurance—we have already confirmed that in VR with ongoing assist, cross-platform multiplayer, and partnerships with Apple, Meta, and PlayStation. We’re dedicated to this ecosystem long-term. The bottom recreation contains 40-64 songs relying on the version, so there’s substantial content material that might be obtainable. We have additionally structured our DLC as music packs that characterize full, curated experiences, which displays our dedication to preserving these music collections. As creators, we wish gamers to have the ability to take pleasure in these experiences for years to come back, and we’re working inside the business’s licensing framework to make that potential.

WH: Do you will have a small element within the recreation or side that you’re notably pleased with? Maybe it’s within the UI design, a small reference or a little bit private contact that you simply put in there that you simply particularly like?
AP: The sofa co-op mode is one thing I am notably pleased with. Most rhythm video games are aggressive by nature—you are battling for top scores or racing towards one another. However we created a mode the place as much as 4 gamers should work collectively and share the beat, the place all talent ranges are welcome. We really feel the sofa co-op mode is a superb instance of how we like to deliver innovation to our gameplay, in a approach that’s uniquely designed for every platform.
There’s one thing particular about that collaborative rhythm expertise—everybody contributing to the identical musical circulation, supporting one another by means of difficult sections, and celebrating collectively whenever you nail a troublesome passage. It captures what we love about music itself: it is higher when shared.
Synth Riders launches on Nintendo Swap December fifteenth 2025. The bottom recreation comes with 28 songs for $29,99. The Deluxe version options 42 songs and contains tracks by Gorillaz and Woman Gaga and prices $39,99. The final word version has 64 songs with all six DLC packs for $69,99. DLC may be purchased individually between $7,99 and $10,99.


