Overview
Tequila Works spent years in development limbo with RiME — it began life as a Sony exclusive before the Madrid studio bought the rights back and shipped it in 2017 through Grey Box on PC, PlayStation 4, Xbox One, and eventually Nintendo Switch. That troubled history matters, because the finished product shows both the polish of long gestation and the scar tissue of a project that changed shape more than once.
The premise is deliberately spare. A young boy washes ashore on a Mediterranean island after a storm. A white tower looms at its center. A spirit fox appears, barks, and trots off toward the horizon. That’s the entire onboarding — no tutorial pop-ups, no dialogue, no HUD clutter. The player walks, climbs, sings (the boy’s shout is the primary puzzle tool), and the island slowly teaches its logic.
RiME sits squarely in the lineage of ICO and Journey: wordless, elegiac, three-to-eight hours long, more interested in feeling than friction. It arrived at a moment when that subgenre was crowded, and critics at the time dinged it for familiarity. That was always a slightly unfair frame. What Tequila Works actually built is a structural gamble — a five-act adventure secretly organized around the five stages of grief, where the environmental storytelling isn’t decoration but the entire narrative payload. Its critical standing has warmed considerably with distance. Time has been kind to this game.
Key features
- Voice-driven environmental puzzles: The boy’s shout activates statues, opens doors, and manipulates sound-reactive machinery. Later chapters layer in light-and-shadow projection, perspective illusions, and time manipulation — a genuinely varied toolkit for a game with no inventory and no combat.
- A wordless, five-act narrative: The story of who this boy is and why he’s here unfolds entirely through murals, collectibles, and staging. The structure maps onto denial, anger, bargaining, depression, and acceptance — and the final act reframes the whole journey.
- David García’s orchestral score: The soundtrack does the emotional lifting that dialogue would in any other game. It’s the connective tissue between puzzle chambers, and it carries real weight.
- Layered collectibles for completionists: Dozens of hidden outfits, toys, keyholes, and lullaby shells reward off-path exploration — and unusually, several of them add real narrative information rather than achievement chaff.
Analysis
The Gameplay Loop
RiME’s core loop is simple: enter a space, read it, sing at things, move objects, climb, proceed. The first chapter — a sun-drenched open island — is the game at its most confident. It hands the player a hub area with puzzles radiating outward, trusts them to find the sequence, and lets the fox nudge only when they’re lost. The wild boar that can be befriended, the fruit that can be carried to hidden alcoves — none of it is mandatory, and that generosity of optional detail is what separates RiME from its cheaper imitators.
The honest critique: the puzzles are easy. Not occasionally easy — consistently, deliberately easy. A veteran of The Witness or even Portal will solve most chambers on sight. Tequila Works clearly made a choice to keep friction low so the emotional pacing never stalls, and whether that choice works depends entirely on what a player came for. As a puzzle game, RiME is mid-tier. As a paced emotional experience where puzzles function as breathing rhythm — tension, release, tension, release — the design works remarkably well. The second chapter’s perspective puzzles, where fragmented statues align by finding the one true vantage point, are the mechanical high mark. The time-manipulation sequences late in the game are the low one: clever in concept, fiddly in execution.
Structure as Storytelling
Here’s where RiME earns its reputation. Each chapter has a distinct palette, a distinct mechanical theme, and a distinct emotional register — the furious windmill-and-sentinel chapter plays nothing like the rain-soaked, grief-heavy fourth act, where the color literally drains from the world. The game tells the player what it’s about through level design long before it tells them through the ending. On a first playthrough this reads as tonal variety. On a second, it reads as architecture. That’s the mark of a team that knew exactly what it was building, even if the marketing never figured out how to say it.
The finale deserves its reputation. Without spoiling it: the last twenty minutes execute a reveal that transforms RiME from “pretty puzzle game” into something people still write about years later. It’s not a twist in the M. Night Shyamalan sense — it’s a reframing, and it lands because every collectible, every mural, every white-cloaked figure glimpsed across a canyon was placed in service of it. Games this short rarely have this much retroactive density.
The Friction
Two complaints hold up. First, the platforming is assisted to the point of weightlessness — the boy magnetizes to ledges, and there’s virtually no way to fail outside scripted chase sequences. Second, the middle third sags. Chapter three is longer than its ideas, and the sentinel-avoidance sequences flirt with stealth mechanics the game hasn’t built the vocabulary to support. Neither flaw is fatal. Both are noticeable.
Visuals & performance
RiME’s art direction is its calling card, and it has aged better than its tech. The Mediterranean palette — whitewashed ruins, cobalt water, terracotta cliffs — filtered through a Ghibli-adjacent softness, produces screenshot-bait in nearly every frame. The cel-shaded-adjacent style means it hasn’t dated the way photorealistic 2017 releases have.
The engine is another story. RiME runs on Unreal Engine 4, and at launch it was heavier than it had any right to be for its visual complexity — a 2D-styled game of this scope is light on hardware, and the launch demands didn’t match. The PC version has long since been patched into good shape. The Switch port, handled by QLOC, launched in rough condition, with reduced resolution, uneven frame pacing, and blurry distant geometry. Post-launch patches improved it meaningfully, but it remains the compromised way to play. Denuvo, another launch-era controversy on PC, was removed years ago.
Platform nuances
Steam is the definitive version. The art direction deserves the headroom, and the game’s frequent long vistas are where the extra fidelity actually pays off. Controller strongly recommended; the game was designed around one, and keyboard traversal feels approximate. It’s also a frequent deep-discount title, which resolves most value complaints outright.
Switch is the thematically pleasant, technically compromised option. A contemplative five-to-eight-hour game is a natural fit for handheld play, and docked performance post-patch is acceptable. But it means trading image quality in a game whose image quality is the point. If both platforms are available, this is not a close call. If Switch is the only option, the port is playable and the ending hits just as hard.
Final verdict
RiME is a game whose whole is greater than its parts. Judged mechanically, it’s a competent, pretty, undemanding puzzle-platformer — solid but unremarkable. Judged as a complete authored experience, it’s something rarer: a game with the discipline to make every system, palette choice, and hidden trinket serve a single emotional thesis, then pay it off in a finale most bigger-budget narratives wouldn’t dare attempt. Years on, its reputation keeps growing because people finish it and immediately need to tell someone. We recommend it on PC if possible, in as few sittings as possible, and without reading anything about the ending first. Some games are about their mechanics. RiME is about where it leaves you.
Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review