RiME is an unforgettable story after a long silence. Review. Overview of RiME. My little trip

The young game developer Tequila Work, headquartered in Madrid (Spain), began its history in 2009, when former employees of Blizzard Entertainment, Mercurysteam Entertainment, Pyro Studios, Sony Computer Entertainment and Weta Digital joined its staff. Since then, the studio has released two unusual platform games: Deadlight and The Sexy Brutale, which have been well received by players and critics.

But the creation of a new promising project was delayed. Even in the early stages of the development of RiME, things were not going well for Tequila Works. A change in publisher, a staged video instead of a gameplay video, the cancellation of exclusivity for the PlayStation 4 console ... But every cloud has a silver lining: if it were not for the cancellation of the exclusive, the game might never have been released on PC.

On May 26, 2017, RiME was released on three major platforms: PC, PlayStation 4, and Xbox One. Let's see what she's hiding.

Game process

The new story began with a nameless boy stranded on a mysterious island. How he got on it is unknown: whether it was a shipwreck, or magic ... There was not the slightest hint of a plot in the opening video. The impression was that the game would be similar to the Dark Souls series, the creators of which did not bother with plot perturbations.

I was surprised by the complete absence of an interface: there were no bars of life, stamina and, possibly, magic, familiar to many RPGs. There was no mini-map or full-size map of the kind found in open-world games. The logical question arose: where to go and what to do in general?

Moving deeper into the island clarified two important gameplay components. Firstly, the hero could swim and even dive. This automatically expanded the zone of activity to the water spaces adjacent to the land. Secondly, the guy owned parkour a la Assassin's Creed Lite, which meant not only horizontal, but also vertical gameplay, familiar from the Assassin's Creed and Far Cry 4 series.

In the center of the island, a huge tower was discovered and not far from it a strange architectural structure in the form of statues of foxes. Meanwhile, pillars of light appeared in the surroundings, hinting at quests.

It turned out to be single statues scattered throughout the island. When approaching them, another feature of the boy came to light: with a cry, he could activate some kind of magic, which rushed to the architectural ensemble in the center of the island.

Activating the mysterious sculptures did not take much time and effort. The only hitch was a mother pig guarding her children at one of them. But this misunderstanding was resolved by feeding a large family with a fruit plucked from a nearby tree.

As we moved through the territory of the island, it turned out that in RiME there is a change in the time of day. In addition, we could find out that when a character fell from a great height, he was reborn near the scene of the tragedy.

Returning to the architectural ensemble, consisting of several statues of foxes, the boy activated the main statue. As a result, a little fox appeared, which became his partner and an important assistant during the game.

Gradually, new and more complex elements of interaction between the hero and the environment began to appear. For example, in order to open a magical door, it was necessary to stand in such a way that all three activated statues fell into the scream zone. Due to the fact that there is no training and any hints in RiME, it didn’t work out right away.

An important role here is played not only by the ability to think logically, but also by the player's attention. For example, in one of the darkened locations, I had to move a stone block for a long time - until I noticed a place where the boy from the block could climb onto the ledge of the column and then climb up.

In the future, another important innovation appeared - a sphere that enhances the cry. Installed in the right place, it is able to activate several obelisks, to which the protagonist could not shout at all desire.

Gradually, relatively simple logical tasks, which boiled down to opening magical passages, grew into a chain of quests that led to an epic magical action that affected an impressive piece of the island. The result was a grown tree.

Another interesting solution found during the passage of RiME was the ability to control the time of day. Rolling the golden sphere in a special chute, the boy was able to activate the magic mechanism that paved the bridge to the main tower of the island.

There, another non-standard element of the gameplay was revealed: in absolute darkness, the hero illuminated his path with the help of singing, and thanks to this he was able to go through an intricate labyrinth.

In the future, the calm and melancholic mode of passing RiME was violated by a flying creature, which actively interfered with the character and even hunted him.

The game has a new location with a hot desert, where we constantly had to hide in the shade from the scorching sun. The attacks of the winged monster also added complexity to the game, so you had to be careful when moving from cover to cover.

However, the monster was not so scary. After completing the quest chain, the boy managed to cause a natural disaster and end the monster. At the same time, the problem with the deadly heat was solved. True, not for long.

As you progress, the turn came to the underwater world. And in it, in order not to suffocate, the movement took place along a chain of air bubbles, with the help of which oxygen was replenished. The underwater world has become not just a small element of RiME, but an important part of the game, which is tied to part of the plot.

In the future, the hero visited two more, unlike the previously seen locations. In them, we were waiting for a lot of new puzzles and a second, very unusual assistant. But our readers will be able to find out the details of this story, as well as go through the whole game on their own. I have outlined the noticeable elements of the gameplay that appear as you progress through RiME, trying not to spoil the game itself.

Conclusion

RiME was a surprise discovery in mid-2017. Taking into account the fact that the Tequila Works studio had experience only in creating platform games, the fate of a new game with full 3D graphics (Unreal Engine 4), and even with an open world, caused reasonable fears. However, the developers did not lose face and presented a high-quality and interesting project.

RiME takes the player to a beautiful, sad fairy tale. The surrounding world is so elaborated that in just a couple of minutes it drags you with your head. Complete immersion in the universe contributes to a wonderful soundtrack that accompanies throughout the game. Separately, it is worth noting the work of artists who created beautiful landscapes. Although the graphics here are cartoony and rustic in places, some views of the world around you want to admire for hours.

Another advantage of RiME is the thoughtfulness and balance of the storyline. The full passage of the game takes about six hours, which at first glance is not much. However, this time is jam-packed with a variety of puzzles, changing locations that are absolutely different from each other, and the unhurried development of the plot. After the final credits, there is a pleasant feeling of satisfaction and the realization that the time was not wasted. A rare quality for most modern games.

But still, it was not without its downsides. In some places, the camera behaved so unpredictably that it made it very difficult to control the character. And the speed of movement of the protagonist left much to be desired. Despite the constant running, he covered the distance from one point to another a little faster than a pedestrian. Because of this, RiME was occasionally annoying, but as you progressed, such moments smoothed out.

Final grades:

  • Game rating - 9.
  • Graphics score - 8.

Dmitry Prilepskikh aka Phoenix

Thank you for your help in preparing the material for publication: donnerjack.

  • RiME: performance testing
    Summary testing of eleven video cards and twelve processors in three resolutions and two modes of operation in the game on the Unreal Engine 4 engine.

  • News dedicated to RiME on the site site:
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Still in the early stages of development RiME at the studio Tequila Works things were going badly. The staged video instead of the gameplay, the change of publisher and the abolition of exclusivity on PS4 did their job - many began to fear that the game simply would not live to see the release. However, sometimes indie projects are much more tenacious than their big brothers. Why? Thanks to the dream, of course! And the new game about the adventures of a boy and his fox friend deserves to be called, albeit a small one, but still a dream.

The palaces of the mind

Most likely, the players who launched RiME will first of all have a question - what kind of tower is this in the distance and why should we come to it at all costs. If you do not go into the details of the plot, then this tower is a kind of ultimate goal of the whole journey. Passing it up and down is your primary task, but you don’t have to get hung up on this.

The world of RiME can be conditionally divided into four large locations: this is the island on which we find ourselves for the first time, an arid desert, a multi-level temple with ponds and a kind of jungle, as well as a rainy area near a gloomy minaret. And if the first place beckons with its charm, you want to stay there for a long time, then the further areas are more likely to ensure that you move strictly according to a given plot.

It's all been predicted...

However, all locations have their own nooks and crannies that contain collectibles. To sense from them, as from a goat of milk, but their search can stretch the passage for a dozen hours. And there are also a lot of rock carvings that complement the silent story with the necessary fragments, so keep your eyes peeled!

Fus Ro Dah!

Our hero's skills are not that many, but all will come in handy. After all, you will have to climb a lot of sheer walls and rocks, jump over obstacles and ... scream. No, you heard right - the boy can neither fight nor resist misfortunes in any other way, but he knows how to howl!

Scream is generally almost the most important gameplay element that you will resort to throughout your journey through the world of RiME. Partly because it solves a good half of the puzzles in the game. Well, puzzles are perhaps the strongest side of the project.

The principle of all such riddles is simple: shout next to the totem, and it, in turn, activates a certain object. At first, everything seems logical and understandable, but gradually the complexity of the chain of actions will grow. Somewhere it will be necessary to move the balls, which amplify the cry and convey it to distant totems, somewhere - try to shout at both at once, and stuff like that.

It is with the help of such totems that we will revive our cute fluffy.

More often than puzzles tied to the voice of the hero, there will be two more types of riddles that focus on the perception of the surrounding world and its details. In one case, everything literally depends on your point of view (something similar had to be faced by Batman in the series Batman: Arkham), in the other, players are waiting for the game of shadows that has repeatedly appeared earlier.

No one will really explain to you what to do in the case of this or that riddle, but it is also not forbidden to act intuitively. And more often than not, this is only for the benefit of the player himself.

However, RiME is not limited to solving all sorts of puzzles. It is actually based on one big system, when we need to find a special key and open a passage further with it, then again a key, again a passage, and so on in a circle.

In addition, almost all zones have their own water test, where we spend a long time in the deep expanses. The air bubbles produced by pink corals help us with this.

Who are all these people?

But not only puzzles will test the imagination of the young hero. A little later it turns out that he and his bodyguard friend are not alone here (not taking into account the grazing boars). A mysterious stranger in a red robe will look after the characters from afar throughout the journey through the fairy-tale island.

In addition to the obvious question (who is he?), we are also interested in why there is no way to reach him.

And on the second "level" a hefty, pterodactyl-like bird awaits us - the local boss. And it will not be so easy to deal with it ...

Although this is nothing compared to the mystical black silhouettes that hide in the shadows. At first they seem defenseless, but over time they become aggressive and rush to deal with the boy themselves, sucking strength out of him. Just like the creepy Dementors from Harry Potter.

True, sometimes you are not so much afraid of beings shrouded in mystery as you feel sorry for them.

There will also be strange-looking mechanical creatures, as if they came straight out of the Dwemer ruins. There will be a couple of exceptional moments associated with one of these, so no more about them.

Here you will find peace

RiME does not impress with either deep detailing or design solutions, but at the same time it knows how to make it “beautiful”. A romantic lagoon, a sky-colored ocean, green meadows, ancient ruins and a horizon where a majestic tower looms, from which it is simply impossible to take your eyes off .... The first location is undoubtedly the prettiest. And the Mediterranean style really suits her.

Dynamic weather change included.

Conceptually and visually, the game is similar to the little-known The Girl and the Robot, by the way, drawing inspiration from the animated films of Studio Ghibli. And in RiME you can find an abyss of similar images, as if taken from their feature films. So, the local “Dementors” partly resemble the Faceless God Kaonashi from “Spirited Away”, and the white tower is a tower from “The Return of the Cat”, where it also later appeared as a bulwark of salvation in a sense.

If you are interested in the technical side of the issue, then everything is not as smooth as we would like. Optimization problems again befell the PC version. In short, it is not recommended to play RiME at high texture detail yet, otherwise you risk getting a ladder of pixels.

But what can not find fault with is the musical component. The soundtrack of the game turned out to be rich in enchanting melodies that anticipate all your small achievements in RiME.

When the hero rose to the ground, I realized that the next 5-7 hours in his company simply have to be great. Rime, like many other small studio titles, doesn't aim for photorealism: instead, its wondrous world, whose performance is reminiscent of The Witness in style, is devoid of unnecessary trifles. Laconicism did not harm the video sequence: here and there the eye clings to the effects of wind or rain, to a ripe fruit or some kind of living creature. Cleaned of interface panels, Rime promised an unforgettable adventure.

Cleaned of interface panels, Rime promised an unforgettable adventure.

The wonderful island beckons with open spaces, complex terrain and a high tower in the distance, which, obviously, is the goal of our trip. Getting to it just won't work: you have to deal with obstacles by solving a few simple, intuitive puzzles. For example, if a wild boar does not let you go somewhere, then you need to lure him out with the very ripe fruits that grow on the nearest bush.

In general, not a game, but charm - in the best traditions of Journey and the works of Fumito Ueda, Rime reveals its story not with words, but with images. So, anyway, I thought at first. What can you say to your soul: the first impression is extremely important, but that is a double-edged sword. If a game appears to be something that it later turns out not to be, then this will often cause justified outrage.


Further space, if you like - air, there will be much less: more and more often we are driven into boring corridors, which is why there are less and less opportunities to enjoy the views. And, to be honest, these views will noticeably change: the island is not simple, so get ready for a change of scenery and, as a result, moods. An interesting journey through a mysterious world? Well, how do you say...

In the first half of Rime, this may not be noticeable, but its developers have paid a lot of attention to the plot. More precisely, this: he suddenly jumps out from behind the curtain and stands up to his full height, proudly raising his head, in the last 15 minutes of the game. Before that, we are hinted that something unpleasant has happened somewhere, but this is not so important: you know how it happens in The Talos Principle or The Last Guardian? We have some kind of goal - even if not very specific, like "getting out of here" - and we are going to it.


The wonderful island beckons with open spaces, complex terrain and a high tower in the distance...

In Rime, we first run towards the tower, and then ... We just go forward. Background? Motivation? Characters? Modest attempts to portray the relationship between the main actors are shattered by the lack of a process for building these relationships. After all, you can't just take and feel warm feelings for someone whom you have seen a couple of times, probably without even interacting with him much. Rime is very cool about such things, although here and there you can find various “collectible” objects like some kind of pictures designed to explain something. I doubt, however, that they were really created for this purpose, otherwise why were they so diligently hidden?

When did I realize that I didn't really like Rime? When suddenly a deliberately sad (it is possible that someone will find it touching) ending suddenly came, but I didn’t care. Rime is definitely superior to its "colleagues" like Submerged or Toren (but not The Last Guardian) in general, but the contribution of the plot to the victory over dead competitors, frankly, is small. In addition to the fact that such an ending was quite expected, the authors frankly lost sight of the fact that in the "silent world" it is also desirable to somehow develop the story.


I understand that the plot in such a game is the subject of a beautifully meaningless argument, because where one player sees elegant metaphors, another will see only empty corridors and the same type of tasks. Yes, and pleasant music plays on the side of a story hiding somewhere. It is absolutely incomprehensible what all this should mean, but the background melody is very good!

Rime's real problem is its gameplay. This is not a “pedestrian simulator”, therefore, without dragging boxes, playing light and shadow, jumping on platforms, during which the camera can suddenly take a “cinematic”, but not very convenient angle, and screams (various mechanisms are activated here by voice), it will not do . And Tequila Works does not offer anything special in this regard: apart from a couple of bright moments, puzzles do not differ in variety. Even if some new fun is presented to you, you can be sure: most likely, in the future there will be so many such episodes that they will fill your teeth.


Even if some new fun is presented to you, you can be sure: most likely, in the future there will be so many such episodes that they will fill your teeth.

The same fruit for the boar that I have already mentioned above is the most striking example, because this is a very natural situation that will happen at the very beginning of the path. There is an animal, there is vegetation on which something is ripening, somewhere nearby other animals are eating something. We add one to the other and get a simple, but pleasant, organically inscribed task in the environment. Further - much more boring. Elegance has largely given way to necessity. The need to occupy you with something, which makes the new problem seem like a purely “mechanical” stub, a far-fetched obstacle on the way to the denouement. Some mechanisms, blocks (read: "boxes for buttons"), wandering in the dark, silent helpers...

I will not name the latter: Rime already has quite a few trump cards, because the game that boasts of open spaces is very linear even where a large clearing with many buildings opens up to the eye. However, in the most extreme case, the developers added a kind of fox to our "satellites", which occasionally tells the boy where he needs to go next. Sometimes, however, she is silent: just at the very moments when the logic of the designer of the next puzzle begins to raise serious questions.

Creating a computer game is a long and laborious process that requires significant resources and dedication of developers. In addition, it is often thorny, as can be seen in the example RiME- an indie project from a little-known Spanish studio Tequila Works . It took the creators of the game five years to make the story of the adventures of the boy in the red cloak available to the audience. Already in the early stages, the studio experienced serious problems with funding.


Developers initially supported Microsoft and Sony, but soon both publishers stopped their support, apparently believing that the project had no chance. And it is not known how this whole story would have ended if the idea Tequila Works didn't look attractive gray box.

Story line

Why is RiME so remarkable and unusual that it has already been dubbed another handmade masterpiece? Unusually bright and colorful graphics, wonderful musical accompaniment and a heart touching story about love, loss and death. And also the lack of language voice acting and navigation, which, however, is not new. The game begins with the fact that the main character, a boy of 10-12 years old, finds himself on the seashore of a small picturesque island. The sun shines brightly, seagulls soar in the sky, with a soft roar the waves of the warm ocean break on the sandy shore.


The boy does not know who he is, how he got to this mysterious island, it is only known that in order to avoid this he needs to climb to the top of the white tower, a huge column rising in the center of the island. Along the way, he will have to collect fragments of memories and solve puzzles, the only way to restore the picture of the past in his memory and understand the meaning of his stay in this beautiful and mysterious archipelago. And so, the little hero sets off on his journey. As you progress, it turns out that the boy can run, jump, dive and swim, climb rocks, carry various objects and ... scream. Yes, it is in this unusual way that RiME manages objects and transforms the surrounding reality.


For example, to break a huge jug blocking the path, you need to shout at it well. Under the influence of sound waves of the voice, statues-totems “come to life”, which, in turn, open doors, start elevators and other useful mechanisms, torches are lit with their voices, annoying representatives of the local fauna are scared away with their voices. The solution to other puzzles is based on the play of light and shadow, and RiME has the majority of such puzzles. However, the puzzles are far from the most important thing in the game, they are too simple, the main focus is on the fabulously colorful world and on the protagonist himself.


The mysterious island that he has to explore is not so uninhabited anymore. At the beginning of the passage, the boy meets a fox (a clear allusion to Antoine de Saint-Exupery's The Little Prince), who becomes his partner and guide in this beautiful, but strange world, where magic and the miraculous coexist with high-tech devices. Most of the creatures inhabiting the world of RiME are harmless, but you should not relax, some of them can still pose a threat to the little hero. Take at least a skull-headed bird and either people or ghosts in dark robes. The boy does not have to fight them, all he can do is run away.


The RiME game world consists of four locations - you can get to the next one only by going through the previous one and finding the main artifact - the key. Leaving the azure coast and the hills of the island, the hero finds himself in an abandoned city, and then in a gloomy rainy labyrinth. All locations are completely different from each other, but all are picturesque and have wonderful musical accompaniment, sad and bewitching at the same time. And in RiME you will not hear a word, there are no dialogues in the game, it is perceived intuitively, the meaning of what is happening is revealed only in the final and then not completely, leaving everyone a certain amount of fantasy in the interpretation of the ending.


The final

If the creators of RiME can guarantee anything, these are inexpressible emotions at the end, but in order to feel the beauty of the game, you need to take a holistic approach to it, not limited to evaluating the gameplay, graphics or psychologism, although it is the latter that plays a big role in it. If we consider RiME one-sidedly, it will turn out to be quite a secondary, but for someone, perhaps, a mediocre product. And this is understandable, because there is nothing innovative in the game, something that jaded consumers of the gaming industry usually expect. The beauty of RiME is in its simplicity and depth at the same time, and also in the emotional richness and turning the viewer from the world of everyday life to the eternal theme of love and death.

Image gallery:






All your thorny path to release RiME passed with the label "project in the style of creations" unceremoniously pasted on by the press. He beckoned and alerted at the same time, calling to perch on a stool and rummage around on the mezzanine of a dusty reference book of weights and measures, with which the gamer of the early 2000s tried to approach the living classics of Ueda-san and Co. However, just like we used to be studios, their work belongs rather to the cohort of so-called "impression games". This somewhat lowers the bar, on the other hand - in the same niche with the outstanding Brothers: A Tale of Two Sons and Journey, no one can feel at least a little confident.

RiME in such a company is so uncomfortable that it’s just right to start humming condescendingly to enter the duty “it’s not so embarrassing to lose to the greats”, until a little later you look over the lines again: look, and this one in the raincoat turns out to be that lively one. brainchild Tequila Works at first, there is a catastrophic lack of emotional intensity, involvement in what is happening, at the same time, adjusting their game exclusively to this criterion is the same as placing an obese passenger on the side of a reserved seat: the uncle will not enter, even if you ram the whole car.


At the same time, RiME itself begs for a direct comparison, using a similar pattern, peeped from its older comrades. A storm, several torn images, a boy in a red cloak, who turns up on the shore, which raises his eyes in surprise to the island stretching in front of him: here he and the player will spend the next 5-7 hours. That's the point, the aforementioned "living wage" of the plot would be enough to start a fleeting adventure with regular "pit stops" every 15-20 minutes. The project of the Spanish studio turns out to be a middle-distance runner, and is only warming up when the “emotional sprinters” are already approaching their equator.

Such a vacuum in the prologue could well have been avoided if the developers did not promote a natural “romance with a stone”. We climb bare rocks, move hewn blocks, interact with jigsaw puzzle statues, and contemplate antique-like architecture. With such episodes, the game badly generates feedback, for the reasons indicated above, it lacks the emotional charge inherent in the introduction, it is in no hurry to surprise with unexpected decisions and images.

At the same time, RiME fails to find a link between the player and the virtual world. It could be, for example, another character who would act as a kind of “energy conductor”, like Jorda in the same (by the way, the opportunity to take this girl by the hand is still one of the most intimate moments in video games), but in this direction developers go only half way.


It is clear that we cannot run our palms over the rough terrain, breathe in the salty breeze, and because of the above omissions, we are not able to integrate into the emotional background. Therefore, as a rule, developers strew our way with a variety of game systems that can provide “acclimatization”. The authors of Ico did the same, introducing tedious and primitive, but still battles. Despite the successfully resolved issues with the perception of their history and the world, they understood that, among other things, the user needed to create a point of application of force so that the fictional universe could also be felt tactilely, reverberated in the fingers.

Therefore, it is natural to see how RiME started up when the island further begins to run its claws deeper and deeper into its ward. This is still a rather indirect interaction, but there is a conflict, new nuances in the gameplay, mechanics, finally. Straighten the shoulders and puzzles, even the context of the story begins to take on a meaningful shape, even if this part of the story is placed in the category of collectibles.

These metamorphoses are felt so consistently and organically only thanks to the transparent design. You always know at least approximately where to go and what to do, know which ledge you can jump to, how and where to use this or that object. The authors unobtrusively, but at the same time very far-sighted approached the training of the player, preferring to convey information through scenes, interior elements and color schemes, as if by chance played out. The interface is minimal, the immersion is complete.


RiME, despite some secondary nature in the soundtrack (cello parts and flute interspersed here completely), is perceived as a moderately original, elegant carved box, which was presented for the anniversary. True, when you open it, you find a large banknote there, the value of which (including artistic, of course) is much lower.

Looking back at the storyline that has been covered, at the story that remains just a lead to something grandiose, at the relatively small number of memorable mise-en-scenes, at the forcing of a series of events, you understand how a fairy tale saturated with meaningful images would work much better than in current form of metaphor. Much less obscura, but unlike the more personal Brothers: A Tale of Two Sons, a living reminder of that.

Moreover, the “second bottom” of the game does not look like a weighty enough reason to fence the bottom of the first one. And after watching the final credits and going into the level selection menu, you realize that the developers chewed everything in general so that no one would leave offended. But you still leave offended. And then, remembering the story with the thoughtful ending of Journey, the idea about which the authors from thatgamecompany were prompted by a bug and the subsequent reaction of the tester to it, you regret that something similar did not happen within the walls of Tequila Works.


No matter how you look at it, RiME seems to be frozen in a half-position: in terms of timing, situations and mechanics, it is a little more than just an impression game, in terms of emotional intensity it is much weaker.

Nevertheless, I really want to recommend the project, it came out lively, sincere, to match the perfectly animated main character, who was drawn and voiced by an unimaginable (for the indie segment, of course) number of reactions to the environment, characters and situations. To say, they say, by purchasing a budget version for the PC, the work of the Spanish studio should be encouraged (after all, on PS4 for a lower price, you can join the monumental The Last Guardian). And when you read the news that the game is giving a light to the top PC configurations, you freeze in the same confusion as after the RiME finale.

Well, at least the development studio is consistent in everything.