this is a few weeks late, can't believe it doesn't get more exposure but here:
http://www.polygon.com/2014/7/7/5869031/the-reason-for-rime-a-near-fatal-accident
interesting tidbits:
"We were blown away by the reception to a small indie game," he says. "We looked at the game again because the moment you are compared with such giants you need to deliver or they will destroy you." Sony has taken control of announcements for the PlayStation 4 exclusive, but Rubio said a release date is likely to be made public soon."
"I can tell you that there is no combat. That was something that was intentional from the beginning. Your avatar is a little child. It makes so no sense for you to find a legendary sword or whatever and then start killing monsters. There are very good games that do that but Rime is not one of those. We wanted to make Rime more personal. Something that is general enough that anyone can enjoy it as a tale, a fable or a rhyme but is also deep enough that it can be personal and can touch you deep inside you."
One of the conclusions the team came to, after that successful Gamescom, is that Rime has to stand on its own. "We focus on what makes this game unique. And not on what makes it like Ico," he says.
Apart from the main character, there are no other humans in the game. There is no dialog. "We don't look at the story in terms of NPCs giving out quests," explains Rubio. "The island itself is a character. The ambition was always that the island would tell the story. It is reacting to your presence. The seagulls and boars react to your presence because you shouldn't be there. You are a trespasser."
"Rime's art director is Jose Luis Vaello, who also created the look for Castlevania: Lords of Shadow."