A couple of months again a brand new model of the preferred rhythm sport Synth Riders was once introduced to be coming to Nintendo Transfer. As a contemporary take at the rhythm sport style, we needed to take a seat down with Arturo Perez, CEO from Kluge Interactive. I used to be particularly curious as to what it takes to translate a sport from VR to the Nintendo Transfer and what is going into keeping up a sport with an absolutely authorized soundtrack. On this interview we chat about what went into growing Synth Riders for consoles and what gamers can be expecting from this upcoming rhythm sport when it releases on Nintendo Transfer this week.
Willem Hilhorst (Nintendo International File, WH): Are you able to communicate slightly bit about how Synth Riders for Nintendo Transfer got here in combination. I remember the fact that Kluge has most commonly labored on VR titles. What was once it love to shift from immersive leisure to a ‘2D sport’ on a console?
Arturo Perez (CEO, Kluge Interactive): The shift to Transfer 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 amplify distinctive participant reports throughout platforms, and Transfer represented an enormous, underserved alternative.
Our philosophy was once translating the core of what makes Synth Riders particular—that immersion inside a musical, futuristic cyberpunk global—to the Transfer platform. We needed to reimagine how gamers would revel in that go with the flow state and rhythm-driven gameplay with out the bodily immersion of VR.
The thrilling section was once that Transfer in truth gave us new inventive alternatives. Lets introduce customizable Synth Rider avatars with outfits and equipment, and the third-person standpoint in truth complements the hoverboard stunts and rail-grinding visuals in ways in which had now not been the point of interest in VR. We additionally leaned into Transfer’s power as THE platform for native multiplayer, constructing out 4-player as opposed to and co-op modes that faucet into that Mario Kart/Ruin Bros. social gaming target market.
WH: Adapting the gameplay from complete frame motion, health nearly turns out like rather a problem. However the Transfer additionally seems like a super platform to retain a few of the ones concepts. Did you believe protecting stuff like movement controls to catch the track notes?
AP: That is a super query. In VR, Synth Riders emphasizes herbal, flowing freestyle dance actions, and we indubitably explored more than a few regulate schemes for Transfer, together with movement controls.
In the end, we translated that fluidity to twin analog stick regulate for left/proper hand note-catching, plus button inputs for rail-riding and stunts. This offers gamers precision and responsiveness whilst keeping up that sense of rhythm and go with the flow.
We additionally tailored the 360-degree immersion of VR right into a dynamic digital camera device that anticipates observe patterns and stumbling blocks, protecting gamers locked into the motion. And whilst we got rid of the exercise/health facet, we intensified the score-chasing and aggressive mechanics—3 problem ranges, leaderboards, and 4-player battles substitute calorie-burning with natural gaming ability.
What we saved intact was once that basic beat-synced gameplay the place you catch notes and trip rails in absolute best sync with the track. The core loop is natural Synth Riders; the supply approach is simply platform-specific.

WH: Few rhythm video games have a devoted forged of characters that cross on a tale in combination. What made the crew make a decision to incorporate a tale in particular for a rhythm sport?
AP: We would have liked to offer gamers one thing past taking part in via a tracklist. The Marketing campaign mode emerged from our cyberpunk aesthetic and world-building—we had this wealthy futuristic surroundings, so why now not give it stakes and narrative?
In Marketing campaign mode, rebels are racing in opposition to time to prevent a ruthless AI named XANDER from seizing regulate on this adrenaline-fueled musical battleground. It provides development and function to the gameplay, making every monitor really feel adore it issues past simply chasing top ratings.
The destiny of the town is actually to your arms, and that narrative framework transforms rhythm gameplay into one thing extra epic and tasty.

WH:The Transfer is recently over 8 years outdated and the {hardware} is appearing its age. Are you able to stroll me slightly bit via what it’s love to broaden a fully new name for this {hardware}? And have been there stuff you ended up desiring to reduce directly to stay it operating easily?
AP:Growing for Transfer indubitably calls for optimization, however we seen the {hardware} constraints as inventive alternatives quite than barriers. We prioritized keeping up the neon cyberpunk aesthetic and the ones retro-futuristic cityscapes that outline Synth Riders’ visible identification—that was once non-negotiable.
We additionally centered our technical assets on making sure the beat-synced gameplay stays completely responsive, as a result of in a rhythm sport, timing is the whole thing. We additionally made certain the sport runs easily throughout all 3 problem ranges and maintains strong efficiency in 4-player native multiplayer, which was once the most important for the social gaming revel in we needed to ship.
We really feel this sport unencumber is the beginning of our adventure at the Nintendo Transfer ecosystem, and we’re additionally excited to proceed innovating someday for Nintendo lovers of rhythm video games.

WH: I believe track rhythm video games are make or smash relying on their track variety, however particularly how neatly the songs translate to the gameplay and visuals. There is a large number of DLC to be had and already introduced. Are there distinctive options to those songs excluding the track?
AP: Completely. Now we have as much as 64 electrifying tracks within the Final Version Package, and every is thoroughly crafted for gameplay. The range spans from synthwave—the style that impressed the sport’s VR origins—to ’80s anthems and lately’s hits
The DLC track packs—Woman Gaga Track Pack, Gorillaz Track Pack, Monstercat Track Pack, 80s Mixtape: Facet B, Present Waves, and Synthwave Necessities Vol. 3—every carry new beats and actions to tackle. Each and every monitor is designed with observe patterns, rail sequences, and impediment choreography that is synchronized to the track’s rhythm and depth. The cyberpunk visuals and environments shift to counterpoint every track’s power and elegance. What makes us distinctive is that we provide a extensive style range spanning ‘80s legends, present pop, and synthwave multi function package deal. And we are the ONLY mainstream rhythm sport honoring synthwave heritage, which supplies us credibility with music-centric players and nostalgia-driven ‘80s lovers.

WH: I am at all times enthusiastic about new track rhythm video games, however have additionally been burned via reports like FUSER and different video games that used authorized track tracks. How do you are feeling concerning the inclusion of such a lot of authorized tracks and is there a possibility of the ones being made unavailable a decade from now? How do you are feeling as a author about that facet of your sport?
AP: What I will say is that we now have constructed Synth Riders as a franchise with endurance—we now have already confirmed that during VR with ongoing beef up, cross-platform multiplayer, and partnerships with Apple, Meta, and PlayStation. We are dedicated to this ecosystem long-term. The bottom sport contains 40-64 songs relying at the version, so there may be considerable content material that will probably be to be had. We now have additionally structured our DLC as track packs that constitute whole, curated reports, which displays our dedication to conserving those track collections. As creators, we wish gamers in an effort to experience those reports for future years, and we are operating inside the business’s licensing framework to make that imaginable.

WH: Do you have got a small element within the sport or facet that you’re specifically happy with? Possibly it’s within the UI design, a small reference or slightly personalized effect that you simply installed there that you simply particularly like?
AP: The sofa co-op mode is one thing I am specifically happy with. Maximum rhythm video games are aggressive via nature—you are fighting for prime ratings or racing in opposition to every different. However we created a method the place as much as 4 gamers should paintings in combination and proportion the beat, the place all ability ranges are welcome. We really feel the sofa co-op mode is a smart instance of ways we like to carry innovation to our gameplay, in some way that’s uniquely designed for every platform.
There is something particular about that collaborative rhythm revel in—everybody contributing to the similar musical go with the flow, supporting every different via difficult sections, and celebrating in combination whilst you nail a hard passage. It captures what we like about track itself: it is higher when shared.
Synth Riders launches on Nintendo Transfer December fifteenth 2025. The bottom sport comes with 28 songs for $29,99. The Deluxe version options 42 songs and contains tracks via Gorillaz and Woman Gaga and prices $39,99. Without equal version has 64 songs with all six DLC packs for $69,99. DLC may also be purchased in my opinion between $7,99 and $10,99.













