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During the Great Conflict, the people of Rimworld shut off their planet from the rest of humanity behind an impenetrable forcefield. They were not heard from again.
Now, 300 years after the War, you are on a mission to find out what happened on the planet during those years and to renew contact if possible.
Upon crossing the forcefield, your one-man dropship crashes. You are alone on Rimworld...
| Average Rating: based on 2 ratings Number of Reviews Written by IFDB Members: 2 |
One.
Rimworld is a thoroughly enjoyable though standard SF-adventure.
So, threehundred years ago, during the intergalactic war, the people of Rimworld closed off their planet from the rest of humanity with an impenetrable forcefield to avoid getting involved in the devastating fight. They were never heard from again.
Now, a diplomatic ship has been sent to Rimworld to re-establish communications. Only a one-man dropship can penetrate the atmospheric barrier: your dropship, which crashes upon entry. No help seems to be nearby.
Here we have one of my most beloved SF-tropes: stranded on a desolate planet. The initial game-area is small, simple and orderly. A bit boring even. But once you explore the outer rooms, the game-world quickly expands. Teleportation portals and different types of vehicles bring you to new submaps, some bigger and certainly more challenging than the initial map. Very good use of space and bottlenecks.
The puzzles you encounter are the usual adventuring fare, for the most part. Certainly not bad, but nothing very original either. There are two "action-puzzles", one which involves climbing and one which involves evading and killing enemies. Although there is some logic to them, they are ultimately try-die-repeat puzzles. The final endgame puzzle depends on using an object whose workings are underclued, which is a shame. Aha-moments are not so exhilarating when they are the consequence of "let's just throw the entire inventory at it and see what happens." There has to be some planning and expectation involved to give the player a sense of accomplishment.
I would have happily given this game four stars for entertaining me for a week with its puzzles, the great scenery, the alone-on-the-planet feel, but the outro bummed me out. One, there could have been at least two more playable scenes after the "boss-puzzle". Two, it left me feeling like I had just watched a no-brainer action-flick from the eighties ("The hero has put everything in place, nothing left to see here. Move along folks.") while there was certainly room for some introspection or a hint at a wider meaning. Bummer.
Still, a good adventure. Nothing more, nothing less.
Rimworld feels like an archetypal 80s RPG: You find yourself, surprise surprise, on abandoned planet amidst the abandoned relics of civilization, your goals vague and your timeframe not very urgent. And yet there's nothing wrong with the archetype. Abandoned civilizations make interesting settings. The atmosphere is strong, if not exceptionally striking; the prose is serviceable; the puzzles are interesting, if not exceptionally original.
Rimworld makes for a reasonably entertaining afternoon (or morning, or evening, as your preferences may be); you won't feel that your time has been wasted. But there are so many other things.