Review cover RiME (PlayStation 4)
Official GBAtemp Review

Product Information:

  • Release Date (NA): May 26, 2017
  • Publisher: Grey Box Games
  • Developer: Tequila Works
  • Genres: Puzzle, Adventure
  • Also For: Computer, Xbox One

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
Rime is a puzzle adventure game by Tequila Works. Following a nameless boy who washes ashore a strange island, he must explore and figure out what happened and where he is. But is the game compelling enough for you to find out?

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Shouting At Blue Things: The Game

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RiME is a game about a boy who’s really good at shouting at things. And not just any old thing, blue statue-esque things. And that’s about the extent of the gameplay of RiME. A puzzle adventure game, RiME follows the the story of a young nameless boy washed ashore on an island after a rough storm on the seas. As you’re seemingly stranded on this island, you decide to explore a bit to figure out what’s going on. Or, at least, that’s what I take away from it. RiME, like ICO or The Last Guardian, is told in a narrative-less, vague fashion where a majority of the atmosphere comes from sounds instead of actual story telling. Most of the real story you’ll find in RiME is based off of little hidden extras strewn about the island, which include things like toys, “keyholes” that you can look through to provide a storyboard image, emblems, and things like little shells that provide a lullaby of some sort. If you happen to miss a couple extras, you’re pretty much left without those pieces of the story as there’s no backtracking, so if you’re not really exploring every nook and cranny, you’re sort of in the dark the whole game until the end. The most you really gleam of the story is that there was a storm, you were on a boat, and then you fell off the boat. That's about it. When you finish each of the 4 main levels, you're shown little cutscenes of the little boy putting the story together, but it's not until the end do you really get the full story and finally understand a lot of the design choices in each individual level. 

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The gameplay of RiME is pretty simple. As you explore the island, you come across little blue statues and balls that you “shout” at to use, which can do anything from opening doors and turning on lights to activating two legged robots and dispelling shadow creatures in some of the latter levels. Unfortunately, this makes for rather shallow gameplay, as the puzzles are extremely easy and involve, at most, activating a statue or two and doing some climbing. There was the occasional light based puzzles, where you have to cast shadows on various objects to activate a door or something, but they were few and far between and were equally as simple. The bulk of the level design is also rather linear for a seemingly open world game. There are generally a few paths from the main area that lead to secrets, but otherwise there’s just the one way to go. At least this one way is relatively good looking.

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My first impression of RiME the second I booted it up was “Boy, this kinda looks like a Gamecube game…”. The cel-shaded art style Tequila Works uses is extremely similar to Wind Waker in design, so much so that I was initially disappointed in the visual aspects of it. I don’t want to say that it looks bad per se, yet for a game released in 2017 to look just like a 15 year old game can be a bit of a let down. But, as I continued on through each level, I really began to appreciate the art style for what it was. It accented the setting of the game quite well, and boy do some areas look really pretty.

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Verdict

What We Liked ...
  • Good looking visuals.
What We Didn't Like ...
  • Story makes pretty much no sense until the very end of the game.
  • No real exploration, the level design is fairly linear.
  • Simple puzzles and shallow gameplay mechanics.
4
Gameplay
Unfortunately, the gameplay ends up being a bit of a letdown. There's no real depth to anything you do, a good 80% of the game boils down to "Shout at blue statue, activate door, continue, drag box to pressure plate, activate door, continue".
7
Presentation
RiME looks pretty. The cel-shaded design looks pretty outdated at first, but as you move on you really start to see the beauty of the game.
6
Lasting Appeal
There are a fair few extras in RiME that are hidden throughout each area, which might boost the lasting appeal to some players, but otherwise it's linear level design doesn't deviate much per each playthrough. I missed out on a vast majority of the extras myself during my initial 8-9 hour playthrough, so it at least warrants a second to find every little thing.
6.5
out of 10

Overall

Overall, RiME is ok. It's a rather simple game wrapped in a beautiful package, but that's about the most that I can really say about RiME. A more open world feel would've been a welcome addition, as well as some puzzles that actual involve a tad more thinking rather than "Oh just open this door by finding this thing and shouting at it".
Didn't think it'd be possible to see a game worse than Breath of the Wild.

Edit: But on a more serious note, I'm actually really intrigued by this game. I'll probably pick it up when it's on sale, and I tackle more of my backlog. There's really no rush.
 
Lulz at the negatives. Someone really didn't 'get' it, huh?

Story is meant to be that way. It's an ARTSY game. If that's not your thing, then fine, but it's not a 'negative'.
While the levels are mostly linear, there's moments where you can look around in a more exploratory way. When looking at the secrets, it's actually difficult to find some despite an overall linear adventure. Also tons of games are linear.
And the simple puzzles are what make the game approachable for a wide audience. It wasn't aimed to be a complex super-hard game. The puzzles are satisfying, and will still give casual players a bit of difficulty because of the overall lack of guidance that lends itself to the feelings of self-discovery and context clue awareness.

If you're going to review shit, you need to look at more than just your own personal views.
 
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@TobiasAmaranth... mmm, no opinion regarding the game, but you sound kinda like carrying some pain in the bottoms...

Though I think Tom is unnecesarily harsh normally, his negatives make sense (and they usually do, even when he gruntilly kills FFXV and Zelda BotW against my expectations).

Regarding the negatives:
"Story makes pretty much no sense until the very end of the game": The story in an "artsy" game makes sense all along always, it may be told in a special way, in some way that is not easy to catch straightforward perhaps, but it makes sense all along. If you try to obfuscate the story so that it makes no sense at all until the end, but with no additional meaning than just trying to make something look more interesting than it really is, I would call that not artsy but pretentious. If the story makes no sense it is a negative.

"No real exploration, the level design is fairly linear": If the level design is linear, it is linear. No matter if there are some secrets here and there. If you tried to sell some experience as full of exploration and it ends up to have a linear level design, then this is a negative.

"Simple puzzles and shallow gameplay mechanics": Simple puzzles are lazy design from the get go, the excuse that it is "approachable to a wide audience" is nonsense. If you want it to be approachable make the mechanics good and easy to get into, and put that together with a progressive forgiving difficulty curve, if instead of that you make all puzzles easy you are making an unchallenging boring game.
 
TobiasAmaranth is just butthurt. I totally agree with this review. I preordered the game thinking it was going to be awesome and while it was a nice game I felt that it totally fell short of expectations.

Most of the game you're literally just running around. This game consists of 80% running and 20% super easy puzzles.

I really wanted to like this game a lot too. I walked away from it satisfied yet disappointed. I think the only thing that saves it is the story and art style.

This game is like going into a fancy restaurant and ordering a gourmet dish only to get something that while tastes good, barely makes a dent in your hunger.
 
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Thank goodness this didnt end up just being a Switch exclusive or it might have never seen the light of day. I would really like to play this game eventually, but I don't think I will be paying the full $30 asking price. The world, while pretty, looks very sparse and barren.
 
that's a game I was waiting for few years.
you gave it a better note I thought you'd pick.

That game had many issues, developers issues and rumors about being a fake game, Sony stopping support to the team due to no progress in years etc.
that's still a game I want to play one day, I liked ICO and felt it was a nice copy when I watched the previews. I'll wait until I have more time to try it.
 
HOUSTON and MADRID Aug. 3, 2017 – Grey Box, Six Foot and independent developer Tequila Works have announced that the captivating puzzle adventure game RiME will launch on Nintendo Switch™ on Nov. 14 in North America and Nov. 17 in European territories. It will be available digitally via the Nintendo eShop for $29.99 / €34.99 / £29.99.

A special physical edition of RiME, containing the full game and a digital download code for its sweeping, evocative original score by David García Díaz, will be available at retailers for $39.99 / €44.99 / £39.99.
 
Review cover
Product Information:
  • Release Date (NA): May 26, 2017
  • Publisher: Grey Box Games
  • Developer: Tequila Works
  • Genres: Puzzle, Adventure
  • Also For: Computer, Xbox One
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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