- PAL release: N/A
- NA release: N/A
- JP release: N/A
- Developer: Bits Studios
- Publisher: Bits Studios
- N64 Magazine Score: N/A
Riqa was a game that was shrouded in mystery for quite a while. It was one of Bits Studios three big N64 projects. The other two – Die Hard and Thieves World – both ended up being relaunched into GameCube projects, while Riqa was fully cancelled, with only a few screenshots in magazines to show for it. However, in 2024 a developer uploaded some prototypes onto the internet so we can finally see what it was like. Now I’ve played it, it’s a massive shame it was cancelled.
Selecting the first level (which I don’t think was supposed to be the first level), it has one of the three main characters – Riqa – assaulting an enemy base. At first I kept dying pretty much immediately until I got used to the controls, which feel surprisingly modern. Movement is similar to a 3D platformer (no tank controls), moving in relation to the camera while the c-buttons move the camera. Hold R to lock on and you’ll change into strafe mode, which lets you evade enemy fire. Once I had this down, the game became a lot of fun.
Going into the secret underground base, I was able to test out a laser types for your blaster, including a cool shot that splits into three and ricochets off the walls multiple times. On top of the regular goons, there were also some little spider robots and some turrets. I opened a few ways with buttons and activated some machinery, but ended up not having anywhere to go. It’s difficult to know if I’m just missing something or it’s just not finished in a prototype, but there was a machine, a busted control panel and an NPC I couldn’t interact with, so I suspect that had something to do with it.
Level 2 is a very detailed tutorial explaining how the various aspects of the game works, including grabbing ledges and explaining that holding R to strafe also means that you can’t walk off platforms, with the negative of making your jump shorter. While locked on, you can also use the C-buttons to target special areas (for shooting switches) or line up your next target. We also get snippets of the main story. Your mission is to give a warning to a warlord that an assassin is after him. However, he has already received a message saying that with the description of Riqa as the assassin, so you have to kill all his men (or, optionally, stun) to let him know the truth.
The area gets attacked and there seem to be a few side quests in the game, as a prisoner asks you to deliver a letter to their mum, and there are some hidden emblems dotted around the level. There’s supposed to be a boss outside, but he never turns up.
The next level that works has a load of electrical fences, although I had to just jump on top (and get damaged) to get on top of. I can’t find much to interact with here, so again I may be missing something or that’s all that’s done at this point.
Another level puts you in control of a new character – Kane – although he felt the same as Riqa. This mission involves going down a mine and avoiding sawblade machinery. I got a door opened and couldn’t progress any further – once again there seemed to be an NPC that may have opened the way.
Kane also had a working boss, a giant mining robot where you had to shoot the tanks on the back of it, although the game crashed when I shot one off. That was it for the latest prototype, but I decided to check out earlier ones.
The earliest prototype is a small square room and puts you in control of the final character, called Tak’ on the menu (with the apostrophe). You can blow up a statue of yourself, but that’s it. The movement still feels the same, and still fun to move around.
Another prototype loaded empty voids until I got to level 6, where I got a very different kind of level – a village hub world of sorts. There’s no jumping or shooting here, and the NPCs make references to terrorists that you defeated, so it sounds like you liberated them so they can go abouts you lives. Some hidden chests contain credits for spending money.
The buildings on the left have a few shops and restaurants, along with an underground area connecting the two, with some teenagers complaining that the place is boring without the terrorists. The buildings on the right contain what seems to be a hotel lobby and a giant lift under construction. The building at the end of the street is a large office for the mayor of the town.
It really does seem like Bits Studios nailed the core mechanics of the game, such as the shooting and movement, which also includes a slide that feels great to use. There are different ammo types, different armours and secondary weapons such as grenades and tripwires. It all feels surprisingly modern and I think this could have been something special – it just needed a game around it.
Fun
We’re stuck with that single, non-explanatory picture, but – if everything goes according to plan – we should have something tasty for you in N64/42.
N64 Magazine #41
Should it be finished?
I’m curious enough by the design of the characters that I’d like to know more about them and find out what story the game would have had.
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