Like with any good nickname, if a game-dev studio has a
catchphrase, it should be something someone says once, then it
just sticks. Well, nobody at RED knows who said it first, but “We
Are Rebels” has been living with us since forever. It’s on our
t-shirts and studio walls; it’s something we say, and one of the
ways we think. It’s an expression we often add after coming up
with something crazy — as well as a casual equivalent of “what can
possibly go wrong?”. And while there’s much shared understanding
of its exact meaning, there’s no singular definition everybody
would accept without adding a few words of their own. In this
phrase, we’ve found something that unites, but also leaves room
for individuality. And we love it. Being a rebel doesn’t always
mean acting in opposition. One of the things we like doing the
most is tackling problems we don’t initially know how to approach.
I mean, who in their right mind makes an open world TPP RPG, then
a card game, and then an FPP RPG? Us, apparently. Instead of
falling into an annualized development cycle, we choose to
challenge ourselves, often shooting for the stars. We’re
independent and have no corporate overlords, so we have the
creative space to experiment, and we’re also big enough to leave a
mark and attempt things other studios can’t. Finally, much like
every self-respecting rebel, we live to challenge the status quo.
Bad design practices, bad business motivations, bad relations with
gamers — they’re things we are and will remain vocal about. For
everyone's benefit. This is what it means to be a rebel. But
there’s definitely more to it — all of us here are really eager to
hear what it means for you.