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Video Game / Rime

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Be careful while you're exploring; what you discover along the way may change you.

RiME is an adventure platformer game by Spanish developer Tequila Works. The game was released on May 26, 2017 for PlayStation 4, Xbox One, PC and for the Nintendo Switch on November 14, 2017.

The game focuses on a boy who is shipwrecked on a mystical island and has to use his wits to traverse the terrain and the ruins left behind by a forgotten civilization. As he traverses the various game areas, he starts learning about what happened, where he may have come from, and who the mysterious hooded figure he sometimes spies in the distance may be. It turns into a quest to unlock the entire story and bring some closure.

Puzzles, adventure, drama, pathos, and even a cute little fox await. Enjoy the journey.


Rime provides examples of:

  • Adult Fear: The father watches his son get washed out to sea and killed. He even had a grasp on the boy, but lost his grip.
  • After the End: The society or civilization that built the wonderful architecture is completely gone, their works collapsing and left derelict.
  • Alien Geometries: The third level includes corridors that are different depending on camera angle, a tall vertical shaft that you can climb up to return to the room you started from at the same vertical level, and doors that lead to different places depending on switches.
  • Animal Companion: In the first area, the boy awakens an ethereal fox which periodically points the way forward and helps solve a few puzzles.
  • Arc Symbol: Two of them — spirals and keyholes. Both are emblematic of the main tower.
  • Beautiful Void: The island is very beautiful but it doesn't have a lot of people to interact with. There are animals though. Being something of a Spiritual Successor to the Trope Namer Myst, this is to be expected.
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  • Bittersweet Ending: The boy reaches his goal, only to reveal he was Dead All Along. In reality, the boy and his father were on a boat one stormy night when the son fell into the ocean, lost at sea. The father awakes, still grieving. But the boy's ghost appears to him to assure his father the death wasn't his fault. Following that, the boy's ghost moves on to the afterlife, and his father can move on with his life.
  • Bizarrchitecture: In later levels, you can easily move down seemingly infinite corridors, or enter a room with a vertical shaft going upwards to another room, which turns out to be below it.
  • Bookends: The first and last major puzzles deal with activating a statue by finding four smaller statues linked to it. Also, the first one unlocks the fox, and the second one kills it.
  • Context-Sensitive Button: The button to activate the boy's voice will, depending on the situation: sing, yell, cry, or hiss like an angry spirit.
  • The Ending Changes Everything: The boy was Dead All Along, and the whole game appears to be a highly metaphorical story the father is telling himself to deal with the grief — that his son actually survived, landed on an island, and the father's spirit is guiding him back home.
  • Fashionable Asymmetry: The boy's outfit is very asymmetrical, with a tunic that only goes over one shoulder and mismatched arm braces and sandals.
  • Five Stages of Grief: The major sections of the game are designed and named for the five stages of grief, representing the boy's father grappling with his son's death.
    • Denial: The island in the beginning is lush, pleasant, mysterious and unthreatening. The boy encounters benign animals and befriends a helpful spirit fox, all of which are based on toys in his bedroom.
    • Anger: The second world is a harsh desert tormented by a monstrous bird, which steals the golden orb the boy needs to proceed. The area contains several windmills which hold captive stormclouds; the boy releases their fury to defeat the bird. There are also shades which appear sullen and fearful.
    • Bargaining: The boy needs the help of mechanical Sentries to proceed, which he gains by rebuilding their population. The shades are now active, trying to leech away his life force in a vain effort to restore themselves. While the bulk of the section has little to do with Bargaining, the cutscene after the section is completed has the boy watching his father fall off the boat and die, which is the reverse of what actually happened. This is the father trying to bargain for his son's life — "Take me instead!"
    • Depression: everything is suffused with Grey Rain of Depression; the shades stand listlessly without motivation. The friends the boy has gained sacrifice themselves to help him proceed, including the fox that has been his guide since the beginning; the loss causes him to cross the Despair Event Horizon and become a shade himself.
    • Acceptance: The boy reaches the top of the tower and falls into the sky, leaving the world behind for good; his father lets go of the remaining scrap of his clothing, releasing it to the wind.
  • Forced Perspective: Some of the puzzles involve getting multiple objects to form an arch when viewed from a certain angle.
  • Golden Ending: Finding all four White Shades means that the man's deceased wife appears in the ending alongside his deceased son. The Achievement "Sweet Memory" is then awarded.
  • Gotta Catch Them All: Exploring the game world reveals multiple types of collectibles: Toys, outfits, musical conch shells, images detailing the backstory, and others. An Achievement is awarded for completing each collection. The common thread is that they are all the father has left of his deceased son and wife, and the Golden Ending is unlocked by finding all of the White Shades.
  • Heroic Sacrifice:
    • Three of the Sentries allow themselves to be destroyed in order to open the doors that the boy needs to pass.
    • The fox expends the last of his spiritual energy helping the boy solve the second Statue puzzle.
  • Island of Mystery: The island has very striking ruins with no apparent explanation at the start of the game.
  • Kidnapping Bird of Prey: In the desert area, a large bird-like creature patrols and will grab the boy if he stays in the open too long.
  • Last of His Kind: Initially, there is one Sentry which is still able to be awakened. It provides instructions to create a new one, which in turn helps replenish the others.
  • Le Parkour: How the boy traverses most of the obstacles in the game.
  • Living Shadow: Throughout the game, you can encounter what appear to be humanoid shades or phantoms. Most are peaceful, but a few....
  • Magic Music: The boy can influence certain statues and machinery by shouting or singing. This also appears to be the basis for construction and the way technology in the game works.
  • Magitech: By singing/shouting magic none the less!
  • Manly Tears: The father, as he comes to grips with his immense loss, and probably You when you learn what has actually happened.
  • Meaningful Name: "Rime" is an allusion to "The Rime of The Ancient Mariner" — a poem which details a similar story of loss and grief on the ocean.
  • Mysterious Stranger: There appears to be someone else on the island wearing an obscuring red cloak. It's the in-story avatar of the boy's father, trying to move on after the boy's death. More seldom seen is a stationary white figure which represents the soul of the boy's already deceased mother.
  • No Name Given: For any character at all.
  • Ontological Mystery: The game opens with the boy awakening on an island shore, and no other prompting as to who he is, how he got there, or what is happening.
  • Perspective Magic: A staple of the game's puzzles and mechanics. You can make doors, objects, and even paths by arranging 3D environment from a 2D perspective.
  • Robot Buddy: The Sentinel the boy makes is friendly, and the boy gets quite attached to it, unfortunately it sacrifices itself when opening the final gate in the rainy island.
  • Scenery Porn: The island is colorful and has stunningly beautiful environments.
  • Spiritual Successor: An unidentified protagonist lands on an eerie, beautiful island. There is no prompting, so the only option is to start exploring and watch the story unfold by solving puzzles. Are we talking about Rime, or Myst?
  • The Tower: The Focal point of the game. The Tower itself is an almost mind boggling huge structure which appears to connect various game environments.
  • Wham Shot: At the very end, when you see the father agonizing about unlocking his dead son's room, and realize that the boy was Dead All Along and the story is the father's way of dealing with immense grief.


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