RiME: Review of a Masterwork (PS4)

in #gaming7 years ago (edited)

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RiME tells the story of a young teenage boy with incredible upper body strength. It is also a beautiful work of art.

I played the PS4 version. Developed by Spanish studio, Tequila Works, it's been out for ten days and I have just finished the last chapter.

Games like RiME are rare. By that I mean it's a 3D adventure game with no combat mechanics. It follows in the footsteps of Journey, The Witness and... I'm drawing a blank. Suffice to say that RiME focuses on puzzle-solving, rather than violence.

The Game

We begin washed up on an island with a similar aesthetic to The Legend of Zelda: The Wind Waker albeit slightly less cartoonish. The comparison continues with an almost mute central character and puzzles that require logic, exploration and rock climbing. The latter showcases the boy's quite uncanny aforementioned upper body strength.

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RiME CLiMB TiME!

RiME is a relatively short game with esoteric subtext. Ostensibly we are trying to make our way to a huge white tower, the top of which contains a large, gold keyhole. This involves a lot of running, jumping, swimming and environmental manipulation. But as we delve deeper, reality warps. The edges of consciousness become fantastical. We experience fear and hostility. Where are we? Why are we here? Who built this crumbling architecture?

If you were a kid in the 80s, RiME might evoke a cartoon called The Mysterious Cities of Gold. Good.

Nice touches include:

  • Day/night transitions, which not only add verisimilitude but may have a higher meaning
  • Nice little animals, especially the mysterious red fox who acts as a discrete guidance counsellor
  • A button that makes the little boy express situation-appropriate sounds and actions
  • The way the little boy runs down steps and through shallow water—magically human

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Criticism

I have little bad to say about RiME. There were a couple of times the animation lagged and jumped, but that's minor. I'm a bit disappointed by the ambiguous controls associated with some actions, which is slightly less minor. The big issue, though, was the achievements.

Achievements, as far as I know, are mandatory in PS4 games. They're meant as a way for the community connect by sharing solutions, and to add extra value in general. There are many challenges in RiME (the trigger criteria for which are decidedly cryptic), and numerous hidden collectibles. This had the unfortunate effect of distracting me from the game's flow. The story is fairly linear in that areas are closed off after you pass them, so I tried to explore everything fully before moving on. It sullied and prolonged the musical and dramatic crescendos that would otherwise have immersed me in the narrative.

You might say this is my problem and I could have just left the achievements for another play-through. You might be right, but some of the collectibles are are entwined with the plot, so it's tricky pancake...

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Conclusion

It transpired that RiME is about something specific. I myself cannot fully relate, but someday surely will. It was still affecting and highly engaging. There is also much of my own life experience that I'm processing in relation to the rich tapestry of feelings it wove.

The scenery, score and plot devices are stunning, sweeping and rousing.

As a gameplay experience it has everything you would expect from this sort of game. Even though I got near-hopelessly lost at one point, the action is crisp and the puzzles are perfectly weighted.

If I could turn back time and have my first play-through again, I would ignore the achievements—save the ones I stumble upon—and focus on the 'script'. I suggest that you do the same.

As a final note, I'm glad that I could play it in front of my two year old nephew, which is a rare thing in this world of premium head-smashing. We need more games like this. Overall, RiME is a triumph.



Thank you for your time.

PS. If you enjoyed this review, you might enjoy a tangental piece I wrote in February about video game violence.

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I agree that RiME is a wonderful experience. It definitely left a mark in me and sadly, I can relate to the ending.

What made it hit even harder was that it was totally unexpected. It's only during the final chapter that the big hints start dropping and it begins to make sense. I can't blame them for keeping their cards close to their chest, the impact was greater that way.

I wasn't a big fan of the first couple of hours, though. The puzzles can be a bit tedious and I'm more of a fan of the exploration and mystery part. And I also don't like to search for collectibles, so I tried to experience the story without the distractions.

I just posted my RiME review, but I mostly agree with your views.

Now the game has settled into my PS4—I've only played Overwatch for months—I think it's nearly time to give RiME another go. I really want to just play the main game without collecting stuff, but I know I'll get sidetracked by achievements. Maybe only once I have 100% completed it can I fully immerse myself in the story.

I'm sorry you can relate to the ending, if you mean what I think you mean. I actually found the reveal mildly esoteric. The pieces have not yet come together for me...

Running the risk of spoiling the end for other players, I think you guessed what I mean.

Spoilers

Me and my wife lost our firstborn in 2010 due to medical malpractice. After a peaceful and healthy pregnancy, we went to the hospital at 40 weeks for the birth, and - to cut a long story short - we were left unattended for a few hours, despite my (ours) request to get some assistance, as something seemed wrong. Later, a rushed and desperate delivery with forceps ended up with our baby girl being born nearly dead (she didn't cry or react). She ended dying 2 hours later.

It was hell. Our perfect babygirl died due to the irresponsibility of overly-confident nurses and doctors. It was shattering, words cannot describe this dreamlike state where you go after something like this. After the first couple of weeks, "friends" start to grow apart, as if it all had already passed in just a few days. As if our bad luck was contagious.

After many years of battling in court, many, many lies from doctors and nurses led to a lost cause. "The baby didn't adapt to life outside", they argued. No actual reason was given, ECGs were conveniently hidden to give the impression the heartbeat was good all along (it wasn't), and much, much more.

In 2012 we had our second child, another babygirl. It was a tough time, and no matter how much we love her, nothing will make us forget our first girl.

Denial and isolation; Anger; Bargaining; Depression; Acceptance. We've been through it all. Still can't say we have (or ever will) accept it. Because it was closer to murder than to a natural occurrence. RiME naturally hit me hard.

I can't say I managed to make sense of the entire game (I don't think that is possible). But the message works perfectly, and I actually thought "How didn't I see this coming?".

Sorry for the wall of text.

Sorry it has taken me so long to reply. I've had to take time to process your story. I'm so sorry for your loss.

As for the game, I think I need to play it again, but every time I go to it I feel like it may have been a one time experience. I want to love it like Journey but I just can't. I need something new.

what did you think of the way the story unfolded? did you think it was to slow? did you like all of the levels? personally I found the story very slow and I was really bored at times because of the stories pace. I thought the last level was the best! everything came together in that one.

I felt the story was something to decipher as I progressed. I had no expectations so I just let it do its thing while I solved the puzzles. I never got bored, but I did get frustrated when I put the game down for a day and then couldn't remember where I was!

My favourite chapter was 3. The last level was cool but the impact was tempered by my bittersweet feelings about the distracting collectibles and their ultimate role in the game.

Ok. I see yeah I can totally see how getting the collectibles could hinder the ending. The third level was my least favorite. after the second one I kind of just wanted to get on with the story so i blew thru that level. I think what helped you enjoy the story a bit more and not make it feel so slow is that you were getting all the keyholes which are sort of essential to the story. I really did not like that.

It was a choice between getting sidetracked from the main game to embellish the story, or just focussing on the main game and playing through again to fill in the blanks.

In hindsight the latter would have been a much better plan. I can see how this must have been a tricky choice for the developers too.

I hesitated to take it on my switch and your article convinced me! :)

I'm so glad! What was holding you back? I hope I've represented it objectively.

Thanks for the comment :D

Nice review man. Thanks to you I might take it on later this weekend.

Keep it going, upvoted and followed :)

Thanks for your support!

I'd love to hear how you get on :D

Nice review mate :)
I don't know why exactly, but RIME always seems (graphically) like a cheaper version of zelda to me :D

Thanks for reading :D

It looks and feels a lot like Zelda, yes. Like I wrote, it's graphically more realistic than Wind Waker. It's also more advanced than Ocarina, but less advanced than Breath of the Wild (although I haven't got my Switch just so I'm only guessing).

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