Early concept work was undertaken under the working title Echoes of Siren the game was initially green-lit by Microsoft, but was later rejected. Funding of the game was later obtained from Sony, for a release on PlayStation 4, with the first trailer released at Gamescom 2013. In 2016, Tequila Works re-acquired the rights to the intellectual property.
After such a long and troubled development, many feared that RiME would be a failure, but Tequila Works proved that there can be light at the end of the tunnel. With peculiar storytelling, varied puzzles, well-crafted platforming elements and gorgeous presentation, RiME can rival with the unique beauty of Team ICO’s games.
An excellent point of convergence between an adventure, a puzzle game and a platformer, Rime is a visually stunning and memorable experience through a young boys’s eyes. A story with some great twists which go beyond the appearances.
The process of getting Rime hasn’t been easy, but Tequila Works made, it the end, a special and touching adventure. Balanced between puzzles and exploration, RiME has come to stay in a very unique place.
Rime never strays too far from the “indie” trappings of ambiguous narrative, mysterious puzzles in a mysterious land, and a young protagonist incapable of fighting, but it delivers a meaningful and satisfying finale that shook me in a way I was not expecting.
This is perhaps the most damning and instructive thing I can say about Rime. Save for its manipulative final moments, I spent the of the entirety of the game completely stone-faced. I felt only a detached appreciation for visuals and music that, because of the monotonous game they envelop, never congeal into something really moving. No giggles of delight, no gasps of wonder, just … nothing. I didn’t hate Rime. I didn’t love Rime. I played Rime for a while, then later, it ended.
Rime is a middling puzzle platformer with some genuine narrative depth, but the latter doesn’t quite justify the former.