A short tale of a lost boy who needs to find himself
A little boy wakes up in an isolated, strange island. He doesn’t know where he is or how he’s ended up there.
He stands up and soon he meets his a little fox that acts as a spirit guide have been waiting for him for a long time.
His journey begins.
The little boy wanders around the island astonished with the gorgeous scenery, intrigued by the ancient paintings on the ruins and playful with the few wild boar that inhabit the island.
The day passes, and the night comes, the boy stops and helps the little wild boars reaching for oranges; soon, the boy receives his reward and a new path to explore opens…
The fox is waiting for him, he guides him towards blue beams of lights that meet strange unlit statues. There is no one to help the boy no one to talk to and he can only yell in frustration.
He then discovers that his yells have powerful effects on the status and light them up, which send the beam of lights to a centrepiece.
That seems to be what the fox is hoping for, the boy must find all the beam lights and yells at them.
Yell after yell, lighting statues up and open passages the boy continues his journey.
Not long before he meets another strange black figure dressed up with red cloak with no expression on his face, just looking and waiting for the boy at the end of each section.
Who is that red figure and why is waiting for the boy? What is this island? Why there are ruins?
The game made me ask all of these questions as soon as a took the controller of the boy. I felt alone, sad but thanks to the fox I felt relieved, I am not alone, the boy is not alone.
I want to talk to the figure with the cloak and ask him all the questions, I don’t know what is going on. The only clues I have are the paintings on the ruins that tell you a story from the pasts years.
The music guides you very through these feelings; it doesn’t distract you from the puzzles but helps you to stay focus and advance on the story.
The game challenges you with a variety of puzzle mechanics using the light as the main element.
Some of the puzzles require you to align the day or night light with a door frame to reveal a new door; other times a switch rotates an environment element to reveal a passage.
The other main gameplay mechanic is the climbing which the game requires to solve more puzzles or situations to advance on the story.
There are no pitfalls in this game, the only dangerous encounter the boy has is with a huge scary bird that lurkers on the sky and the boy have to defeat.
Games are a powerful tool to send messages
RIME is a short game, an experience of no more than 3 hours but an experience that I won’t forget.
People sometimes misunderstand videogames and think that games are just pure entertainment that gives you nothing, but when games like this come along the story changes.
Games, in my opinion, are the only media that can really make you feel that you are in control, and make you feel all sort of emotions.
I am an avid reader of books when I read a book I immerse in the world that the book is describing, but books do not always tell the story in the first person.
Other media such as movies or theatre plays can also make you feel powerful emotions, but games make empowered this feeling much more.
You control a character; you guide him/her through a journey, you make choices of who or what to help, sometimes you even have to pick a tough decision. No other media can make you feel that way.
Games like RIME, can make the player feel what is like to feel strong emotions like grief, sadness loneliness or more happy thoughts.
Games are not just shooters with empty content or silly platformers with fun puzzles; games are a powerful tool to send messages.
At least this is how I see games; I embrace games where I can experience an emotive story or transport me to a place that I wouldn’t be able to visit myself or meet people with different cultures.