RiME: Guiding Players Through Grief

by Lena Kinder

 

 

In the 2017 indie game RiME, developed by Tequila Works, players experience one of life’s sorrows—grief. RiME is a progression game focusing on challenging puzzles and narrative. The game follows a young boy, Enu, as he journeys through the five stages of grief. While the game’s levels represent these five stages, what could be considered more critical to the player's experience is the use of non-playable characters. The purpose of these characters is to navigate the player through the rules and objectives of the game. In other words, these characters act as guides, helping the player——as Enu——cross through their painful pilgrimage to acceptance. The game gives players three central guides: a fox, a red-cloaked figure, and a robot. Each guide uses different leading forms that involve diegetic elements and team-building exercises, leading the player through challenging puzzles and objectives to create powerful bonds and emotions.

When RiME begins, Enu wakes up on the beach of a deserted island, which, to the player, seems beautiful and frightening. The isolated setting leaves the player feeling lost and confused, wandering around the island for their objective. After a distress break, the player awakens to find their first guide: the fox. The player's attachment to their new orange-buddy runs deeper than the fox’s cuteness. This wispy creature is the first sense of comfort players are given, telling the player: “You’re not alone.” Because of the fox’s ability to comfort the players, it pulls us into the first stage of grief—denial. The fox shifts the daunting tone of the island to something softer by teaching the player the rules of the game and setting the tone for the game's partnerships and team-like experience. The fox grabs the player’s attention by using diegetic elements such as sound and colors. As the fox runs towards a new objective, orange and white trails float briefly behind, popping against the game’s surroundings and drawing the player's focus. If the trail is lost, the fox will call out to the player, revealing its location. The call doesn’t just pull the players toward their destination. The fox will call out when the player must mimic it; this action helps solve puzzles and even gain access to new areas. Although the player rarely interacts with the fox outside of cutscenes, there is a bond that grows through gameplay. While this furry guide doesn’t stick around for the entire game, players know that it will appear again in times of need, leading them to puzzles, keys, and new areas. 

The red-cloak figure has a mysterious and almost melancholy way of guiding the player through RiME. Now, this guide doesn’t seem to symbolize a stage of grief, but, instead, the lost loved one. Rather than helping the player learn rules or solve puzzles, this character focuses solely on leading the player to the primary objective of each level. Like the fox, the red-cloaked figure uses diegetic color to gain the player's attention. Red is used to contrast the other colors within the game; while the player moves their camera to investigate their surroundings, the red cloak is eminently eye-catching and communicates to the player where their next objective is located. Even so, the red-cloaked figure is not only crucial in finding objectives but also creating a connection between the character and player. Both the red-cloaked figure and Enu wear matching colored fabric, a connection that establishes a mystery between the two and intrigues the player, leaving them with an overwhelming need to approach this guide and uncover the secret ties between them. Throughout the game, this mysterious figure always appears just out of reach of the player, often standing on high ledges or disappearing behind nearby corners. One moment, the player catches the red-cloak in their camera's frame, and the next, the character is gone. With this guide, the interactions mimic the experiences of forgetting the lost loved one is gone and then remembering their passing. The gap between Enu and the red-cloak shows the profound sorrow of never being physically near the lost companion again. Even when you imagine them close by. 

A mechanical being becomes the player's final partner in their journey through grief. Like the fox, the player must awaken their new robotic guide to solve puzzles and complete objectives. However, unlike the fun-loving fox, players witness the robot’s very own grief. The environment surrounding the player and this guide is filled with piles of wrecked robots. At first, these piles only seem like rubble——the memories of an ancient world. But, this perspective quickly shifts as the robot travels through this environment, crying out in pain. The player and the robot become responsible for one another to complete the final two levels. Squares are engraved in the ground of the robot’s area, and this guide must stand within them to solve puzzles for further progression. Deviating from the previous interactions with the other two guides, the player must act as their companion’s guide. The player uses blue orbs to give the robot life and lead the robot to engravings. Once a puzzle is completed, the role of leader switches, causing the robot to break apart walls and create new pathways for the player to progress. As this team-building process continues, the player begins to experience feelings of dependence on the robot. When the robot is ultimately lost, it leaves the player with a deep sense of loss and guilt——forcing them to understand that they must move forward through their own journey. 

Guides play an essential role in leading RiME’s players through the emotional roller coaster of grief. The players not only become invested in the story that unfolds, but they also develop deep bonds with the characters that lead them through the game’s narrative. On the game-mechanics side of things, diegetic colors and sounds are vital elements used during encounters with the fox and red-cloaked figure. As the fox teaches the players fundamental rules of the game, it uses color and sound to give helpful hints about necessary actions and locations. The red-cloak figure uses color to create an air of mystery that entices the player, luring them to main objective sites. However, unlike the fox and red-cloaked figure, the robot plays an active role in solving puzzles and traveling to new areas. Unlike the other guides, the robot does not use color or sound to create an experience with the player. Instead, the robot builds a co-dependent relationship that the player relies on by switching leadership roles and team-building puzzles. While RiME resonates with players who have experienced grief first-hand, it also gives those who have not the gift of empathy—helping them understand the painful journey of grief.