t’s been a few months since RiME arrived on the market. Born as a Sony exclusive of weight, very close to the artistic drifts that the Japanese giant tries to include in its titles, it had then disappeared from the radar after an announcement and a few other rumors. Given for the lost, it is finally back strongly over the mouth of all without exclusivity and with a new window of launch on the market.We played it and we already enjoyed it in May in its PC version and now we launched the conversion test for the new Nintendo hybrid console. This is the difficulty of this review: if on one hand the incarnations of RiME released in recent months suffer just some technical problem, the new edition is a total disaster, as they have not seen for a long time.
I WRITE YOU A SONG
It is incredibly difficult to talk about the RiME narrative arc without ruining its (few) surprises. The puzzle game of Tequila Works incorporates the styles of adventures with a strong emotional and artistic potential, combining elements that go from ICO to any of the works of ThatGameCompany, the Journey team. In short RiME tells the story of a child’s journey into a particular world, made up of colorful landscapes and guide animals.But a world that changes and that from the serenity of the first moments, moves more and more towards the gloom of the final stages, because what he wants to convey is the awareness of himself that man must achieve in some specific situations, however bad this can do and how much suffering you feel during the journey. It is impossible to say anything without ruining the player experience, just as it is extremely understandable to understand what it is if you have played RiME.
All the common thread of the adventure – in its six, eight hours necessary to complete it also collecting the various collectibles – revolves around a single, great purpose: the advancement. Everything works according to a very simple puzzle game logic, but what does not convince in the first half of the adventure is the desire to lengthen the stock in an interminable way.
Only a few long and repeated phases bring the overall duration to rise for a title that could last at least a couple of hours less. The situation changes sharply when we move towards the last chapters, with the fourth specifically that can easily be considered one of the moments with the greatest visual and narrative impact of recent years. It is exclusively on this that you play the game of
RiME: the lack of foresight or perhaps the desire to give too much time to the player to metabolize the trip, not taking into account that only the last minutes of the epilogue really tell the reality of the world you have known previously.
The gameplay of RiME certainly does not shine for originality, but rather amalgamates some styles of the puzzle game. Within areas that are always quite large, what you are required to do is play with the perspective of objects: t
his is why most of the puzzles that will allow you to continue are play of shadows on walls to be positioned in the right way, or moving of objects in such a way as to be able to use the altars to align them prospectively and create doors where initially they were not provided.
Only by going forward in the adventure will you come into contact with a third element: a sort of sentinel of the forgotten world in which we find ourselves,
which can be used as a shoulder for solving riddles and which will not fail to tear more than one tear in the moment in which he will discover his purpose and that of his whole race.
In his gameplay RiME behaves discreetly: it boundIt is fun to play and never frustrating because it carefully avoids becoming too brain-bound, but rather gives clues to clues that make progress pleasant and relaxing.