Once your average game development house find some success they tend to stay on the same track. Even in the indie scene, which is ripe with games that explore every niche possible in the gaming medium, you’ll see developers stick to a formula once they know they have an audience for it. However there are a few developers which, for better or for worse, branch out with every new release. Tequila Works, who previously brought us the survival horror game Deadlight, is very much in the latter category as their latest game RiME is nothing like anything they’ve released before. Whilst it might not be the most original idea (indeed I think we’ve had enough games in the “young child lost in ancient ruins” genre that it’s something of a stereotype) it is exceptionally well executed.

You wash ashore, the waves lapping at your feet and the sounds of a tropical island echoing in the distance. What lays before you is an island of ruins, the marks of a civilisation that has long since fallen dotting the landscape. In the distance stands a great tower, looming over the picturesque landscape below. Your memories of how you came to be here at hazy and there’s an ever present feeling that someone is watching you from a distance. This island and its mysterious tower hold the secrets to your past and, eventually, your future.

RiME’s cartoon-esque style comes from its cel-shading which typically goes hand in hand with low-poly work. RiME is most certainly not a low-poly piece however as after I cranked everything up to its maximum my system turned into a slideshow. As the screenshots will attest to though you can see that RiME is making good use of all the grunt you can throw at it with its large, expansive environments that are all lavished with details and modern effects. There were a couple sections where performance dropped through the floor although I’m not 100% sure if that was due to me alt-tabbing out or not. Also worth mentioning is the absolutely amazing soundtrack and foley work that coincides with RiME’s impressive visuals, something that is often overlooked in similar games.

RiME is a 3D platformer/puzzler, pitting you against a variety of challenges that you’ll need to beat to progress to the next section. It’s a linear game in terms of progression, meaning that there’s no backtracking through previous puzzles with new abilities in order to unlock something that was previously unavailable. Mechanically all the puzzles are straightforward and self-contained, rarely requiring you to go far away from the current area in order to solve them. However exploration is still very much encouraged as there are various things to collect scattered all over the place, the purposes of which aren’t made clear to you until the very end. Overall RiME is a very simplistic game, one that would have you focus more on the overall experience rather than any one aspect of the game itself.

As there are no real progression mechanics to speak of all of the puzzles in RiME build up in difficulty based on your understanding of the mechanics it presents to you. Initially the puzzles are simple, putting this block there or getting a NPC to do something for you, but over time you’ll be introduced to different mechanics which you’ll need to understand fully as the game goes on. RiME makes clever use of mechanics like perspective, day/night cycles and sound, all of which can be combined together in a variety of different ways. RiME shies away from making anything too complex or deliberately challenging although there are some sections (like the one where everything gets non-euclidean for a spell) which I can see some players getting stuck on.

For the most part the puzzles are intuitive although the game does have some issues when it comes to visual signalling. As an example not all surfaces are climbable and, whilst climbable ones are marked, there are some you can climb that aren’t marked (which are required to solve the puzzle). This becomes more apparent when you start exploring to find secrets and other hidden things as there’s numerous (unintentional, I believe) false flags scattered around. Now I’m not usually one to go object hunting in these kinds of games so I may be a bit more critical of these kinds of things than other reviewers may be but it was enough that I gave up on it after only an hour or so into my play through.

RiME tells its story visually with no dialogue to speak of. Whilst you get the general gist of what brought you to the island early on the nuances of the story are left until much later in the game. The ultimate reveal of RiME, whilst a powerful statement in its own right, probably required a bit more development of certain story aspects for it to have the impact it was aspiring to. Don’t get me wrong, RiME certainly had its heart wrenching moments for me, however I feel like the conclusion (which came together in the last 30 mins or so) needed a bit more time to develop to ensure that I was fully invested. Still the journey to that end was an enjoyable one.

RiME is a beautiful, well executed puzzle game from a game developer that continues to demonstrate their ability to innovate. The cel-shaded environments belie the incredible amount of detail throughout the game which, if you’re not careful, can bring even the most beastly of gaming PCs to its knees. Mechanically RiME is simple, putting the focus on the overall experience rather than challenging puzzles. The story, told visually without dialogue, is done well although its ultimate conclusion needed more development to have the impact it desired. If for nothing else RiME is worth playing just for how well everything is put together as the music, mechanics and visuals all work together beautifully.

Rating: 8.75/10

RiME is available on PC, PlayStation 4 and Xbox One right now for $29.99. Game was played on the PC with 4 hours of total play time and 26% of the achievements unlocked.

About the Author

David Klemke

David is an avid gamer and technology enthusiast in Australia. He got his first taste for both of those passions when his father, a radio engineer from the University of Melbourne, gave him an old DOS box to play games on.

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