REVIEW · 2017-05-26
RiME
A wordless island on rails — when “beautiful” and “empty” name the same design
First Impressions
RiME answers differently depending on the vessel you pour the question into. The Steam store's all-reviews line reads 90% positive across 3,234 reviews, labelled Very Positive (snapshot 2026-08-20); English only, 88% of 1,457; SteamDB counts 4,359 positive against 641 negative out of 5,000, or 87.19%. Cut it anywhere and it looks like a well-liked game.
On Metacritic, though, the PC user score falls to 7.3 — Mixed or Average — with 138 positive (61%), 56 mixed (25%) and 32 negative (14%). The critic side sits at 78, twelve positive and seven mixed out of nineteen, none negative. A thumbs-up-or-down question gets ninety percent up; a ten-point number pushes four in ten outside the positive band. That gap is the way into this game.
The helpful positives keep saying beautiful, gorgeous, emotional, moving, relaxing, and 'it made me cry.' The negative side keeps saying misrepresented, linear, too short, overpriced, performance — and 'the puzzles are too easy.' The same screen is being called wordless storytelling by one side and thinness by the other.
RiME — Steam store key art
The World
What the positive side is actually buying is clear enough: sound, light, and a story told without words. The proper nouns that recur most in the pool are not the developer's — they are Journey, Abzû, Ico, Wind Waker. Several reviews reach for Ghibli or a Lord of the Rings score to describe the music, and one calls it the best soundtrack of its year.
What interests me is that the praise describes a state of looking rather than a quality of play: 'I felt like a child again,' 'I wanted to see every corner,' 'anything you can see, you eventually reach.' In Puzzlebyrinth's terms, this game spends its entire observation budget on the landscape rather than the board. No HUD and no dialogue is not a promise of freedom; it is a line drawn to keep your eyes on the scenery.
The same line reads as emptiness on the negative side: 'you don't know what any of it means until the reveal,' 'every scene felt like it could mean anything.' Scattering clues like breadcrumbs offers room to interpret if you are willing to gather them, and a run of deferrals if you are not. It is not a matter of better or worse but of range — who the resolution was focused for. Set against COCOON, where the space itself carries the rules, the difference is easy to see.
RiME — Steam store screenshot
Putting the Mechanics into Words
Take inventory of the verbs: run, climb, swim, shout. Only the last acts on the world — the boy's voice opens the stonework. For puzzle content the pool reports pushing, and light and shadow. No timers, no combat, no game over; die and you reappear near where you were, several reviews note.
And the most frequent complaint is that the puzzles are too easy. What matters is that the positive side reports the same fact: 'nothing here will tax your brain,' 'they're not hard, so the flow never breaks.' The description matches; only the sign is reversed. One negative review names the crux — a day-night cycle acting on a ball, used once and discarded.
So this is not a shortfall of difficulty but the consequence of rules that never accumulate. Each chapter sets down a new device and the next chapter replaces it; the learning curve spreads sideways instead of stacking. Nothing combinatorial ignites, and so no search for a solution begins. I read a similar caveat in the pool for ChromaGun, but that game narrowed to one verb and then built grammar on it. RiME has four verbs and carries no grammar forward.
RiME — Steam store screenshot
Feel of the Controls
The most concrete complaint in the pool is the camera and the controls. It loses track of your facing while climbing and diving; you want to jump left on screen and must push right on the stick; keyboard and mouse are not recommended, use a pad. Those three recur across languages, joined by no vibration toggle and thin options.
On the climbing itself, one review calls it Uncharted-like but slower and more realistic. The same reviewer notes that after you interact with something, the camera lingers on it far too long before swinging back behind the boy. That is not a complaint about precision; it is about being made to wait.
In a game whose stated aim is immersion, the moment the controls enter your awareness is itself the deduction. The camera has been pulled toward direction — toward showing you the landscape — while remaining the reference frame for input, and structurally that is where it gives. A 2025 review does say the fine points 'work better than I hoped,' so how far a single playthrough acclimatises you is part of the variance.
RiME — Steam store screenshot
Design Craft
The most-upvoted negative review in the pool (381 votes) aims at the selling, not the playing: as beautiful as the screenshots, but badly misrepresented on the store page — not about free exploration at all, rather an extremely linear run of puzzles, platforming and scripted sequences, where the only choice is the order of up to four areas. The store text does say 'explore the enigmatic island, reach the tower's peak,' and the tags do include Open World and Walking Simulator.
The collectibles carry the same twist. A highly-rated German review notes that a game billing itself as relaxing keeps showing you pickups you cannot reach yet, which produces pressure rather than calm — and since part of the story rides on them, anyone who declines to collect loses part of the story. Chapter select after the ending softens it. Relaxation and completion are two demands that pull against each other inside one design.
This game subtracts a great deal: combat, HUD, dialogue, game over. The subtraction works — the recurring line 'not one annoying minute' is its dividend. The trouble is what was set down in the cleared space: landscape and music, not rules. One review invokes The Sexy Brutale, the same studio's other 2017 release, for seeding its hints early, and the comparison lands. RiME's deduction is not crude design but the design of expectation — of classification.
RiME — Steam store screenshot
Sources
This piece was written by reading the user reviews on the Steam store page as of 20 August 2026. No review text is quoted directly; typical claims are reconstructed.
- Steam: RiME (90% of 3,234 reviews positive, Very Positive; 88% of 1,457 English reviews)
- Read the most-helpful reviews per locale in English, German, Spanish and Korean — about twenty-six once duplicates are removed, including four Not Recommended. The store's About This Game text, tag order and price display were also used
- SteamDB: RiME (4,359 positive / 641 negative of 5,000, 87.19%), Metacritic user reviews (7.3; 138 positive / 56 mixed / 32 negative), Metacritic critic reviews (78; 12 positive / 7 mixed / 0 negative)
- The images in the body are official assets served by the Steam store page itself; the image CDN was unreachable from the environment this piece was written in, so their contents could not be checked by eye and the captions are kept to the title and the asset type
Closing
Against Steam's 90% I give this a 7.5, judged as design. The deduction is not the ease itself but the structure in which no rule crosses a chapter boundary; the credit is how thoroughly it subtracts. No combat, no HUD, no dialogue, no game over, and still six hours of scenes hold together — that is not easily copied. The Metacritic user score falling to 7.3 and 'mixed' reads, to me, as what happens when the question shifts from 'did you like it' to 'what is it worth': the thinness on the play side becomes a number.
It suits someone who came for landscape and sound, someone willing to assemble a wordless story themselves, someone buying a single pass through. It does not suit someone who came for resistance, or who read the Open World tag literally. Where the pool nearly agrees is length and price: about six hours for the story, eight or nine with the collectibles, and against the $29.99 list price the advice to wait for a sale is close to unanimous.
The boy runs, climbs, swims and shouts. Of the four verbs only the voice reaches the world, and the island answers each call exactly once. The design of the answering was held back; the hand that built an island capable of answering remains.
RiME — Steam store screenshot
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