What I Disliked
Swimming Is a Pain
Swimming in 3D video games continues to be an issue even in 2017 and RiME, sadly, isnโt the exception. Thereโs more than a few moments in RiME that include swimming and each of them arenโt very fun. It doesnโt help that the camera system in the game isnโt that great, and it somehow becomes worse during underwater sections. While Iโm glad the developers implemented simple two-button controls (A to dive, B to surface), itโs the camera that gets in the way, never truly giving the player the best angle and often times getting stuck on walls. Itโs easy to get confused underwater and I found myself either searching first for air bubbles or places to surface rather than focusing on where I needed to go. To add insult to injury, your character canโt breathe very long underwater either, which once again, didnโt make these sections very enjoyable to play.
Puzzles Are Hit and Miss (But Mostly Miss)
Itโs disappointing that the puzzles in RiME fall a little flat. There are a handful of clever ideas that deal with time manipulation and playing with night and day cycles but most of them are retreads of one another. Sometime after the second chapter, I felt like RiME had shown all of its cards and failed to deliver anything inventive in its puzzle design. They donโt require a ton of thought process either. I was mostly moving a contraption around in circles, moving a crate, or carrying various orbs. It doesnโt sound interesting on paper, and even less so in practice. Itโs a shame that RiME doesnโt add another element to its design. Thereโs exploration, platforming, and solving puzzles. Thatโs really about it. For some games that may be enough, as long as they excel at them. RiME, sadly, doesnโt quite hit that mark.
Switch Version Suffers
Okay, so this is a big one. I understand that this might be a tough pill to swallow, but RiME on the Switch isnโt the optimal way to play. Performance is wildly inconsistent with frequent technical hitches rearing its ugly head. Itโs especially noticeable when running around the open world and getting to the next objective. Itโs choppy and very distracting. The Switch is known to be an underpowered console when compared to PS4 and Xbox One, but RiME isnโt a graphically intensive game so itโs a shame when these problems popped up. RiME wasnโt perfect on those consoles either, but the technical hiccups are more prominent here on Switch. While frame rate took a serious drop in the outside environments, it did manage to stay relatively smooth in interior sections or smaller environments. If I were to take a guess, the problem seems to lie with how the game is loading and streaming assets on the Switch. It doesnโt feel like itโs loading fast enough, which causes frequent pauses during gameplay. The optimization is disappointing and Iโm hoping Tequila Works can iron it out sooner than later in a patch.
Playing in handheld mode doesnโt appear to remedy these problems either. In fact, image quality takes a huge hit when playing on the go. The first time I played RiME in handheld mode, I was surprised by how blurry it was, which made seeing specific objects harder to make out. Itโs obvious that itโs running at a lower resolution than the Switchโs 720p display. My eyes did adjust to it after some time but I would be lying if I didnโt admit I was pining to play it on the big screen at home. Despite this, however, RiME remains playable on the go which may be the most impressive thing about this.
If the Switch version really is the only way for you play RiME then, by all means, give it a spin. But if you have the opportunity to play it on another platform, that would be my recommendation.