For a title that leaves us forever ( Scalebound ), recently there is another one that has come back to be seen after years of absence more or less justified. We talk about Rime , the work of Tequila Works, which enchanted everyone in August 2013 in that of Cologne.


Shown at Gamescom, the title went under the nose of Microsoft, then end in the clutches of Sony and become even an exclusive PlayStation 4 . But you know, things do not always go as hoped and after three years of development, Tequila Works replied for the rhymes (sorry) to the Japanese house taking up the title rights. Today, Rime

is a cross platform platform for PlayStation 4, Xbox One, PC Windows and Nintendo Switch users. Thanks to a new 27 minute trailer released exclusively by IGN US colleagues, we have the opportunity to see the state of development, refresh our memory and di


scover some new detail on the title. Where have I seen you … If you look at Rime you have come to mind a series of titles released in the last few years, quiet, it is normal. For aesthetics and visual impact, the title of Tequila Works returns to memory titles like Wind Waker (in particular), works by Fumito Ueda, The Witness


Creative director of the game, Raul Rubio, said he was inspired by Japanese animation of some products such as The Enchanted City and Princess Mononoke, but also the art of Joaquin Sorolla, Giorgio de Chirico and Salvador Dalì.

This is a piece of art with great artistic breath, a vision that is conveyed to a cartoon character who, as we are in the period, remembers a lot the work Nintendo is doing on The Legend of Zelda: Breath of the Wild .

For what has been seen, the design level is evocative and well cared for. The beautiful settings of the Tequila Works artists are embellished with a series of surprisingly well-realized light effects and particles, for a cel shading title. In addition, the alternation between day and night so soft and never abrupt contributes, in the whole, to creating a very warm and accommodating atmosphere.

Unfortunately, we did not know or see anything else, but I do not honestly see the time to put your hands on it, or if we can only hear a few minutes of Akira Yamaoka’s soundtrack, already known for composing Silent’s musical background Hill . How many things in the world can you do in Rime’s Adventure


begins in a fairly classic way, a tribute (whether wanted or not) to Nintendo’s adventurous elf. The protagonist of the game wakes up on a beach after a storm, without any remembrance of how it got there. From that moment on he will have to discover the mysteries of the island, accompanied only by a mysterious fox as the only adventurer.
This kind of very cryptic gameplay, w


ith no screening of any kind or narrative direction, is a bit abusive in recent times, it should be said. Likewise, an adventure like Rime can only work with self-induced gaming suggestions, without being guided or in any way influenced by the ideas of the development team.
In terms of gameplay, Rimeallows al


most completely free exploration of the entire game map. The only limitation is that the plot is told in chapters, and some areas of the island will only be accessible at certain times. Progress will be tied to the collection of some useful objects to overcome proposed envir


onmental puzzles, or the release of some abilities to explore new atlases of the atoll. In general, according to the few information released by Tequila Works, the world of Rime has a myriad of hidden passages and secrets, but only a way to go on in the main story.
Environmental puzzles include lever


s, scalable walls, movable objects and buttons of any kind, objects to move, and all the classic ones that come to mind. Nothing under the sun again, but to strike is the environmental interaction that, for now, seems to be definitely interesting.

In a sequence, the protag

onist collects the fruits to feed some wild boars who, attracted by food, will move from a path otherwise inaccessible by the i


rrational animal. The mechanism by which the enigma is introduced is, moreover, the classic “Nintendo system”, where a gameplay solution is first shown, then reworked so that the player can apply it in the best way. This is a symptom that Tequila Works has done its job well, and in a title that riddles its spine, it reassures us of the quality of the advent of the adventure.