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Review
RHEM
2

Review by Robert Washburne

November 4, 2005 |
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Puzzles! GLORIOUS Puzzles!
Pathways. Catwalks. Stairs. Elevators. Rotating walkways. Trains.
Numbers. Colors. Numbers. Keys. Numbers. Meandering pipes. And more
numbers. Layer upon layer of devious, sneaky, WONDERFUL puzzles.
Welcome to the Puzzle Palace.
Welcome to Rhem
2.
First, I would like to say that I don't normally review a game until
I have finished playing it. But in this case I am going to make an
exception. It has taken me several weeks of playing just to get through
what I think is the first half. At this rate it will take over a
month to finish. That is too long to get the word out on this game
and I am not going to ruin the fun I am having by resorting to a
walkthrough just to blast to the end. I am going to savior every
delectable conundrum.
In case you didn't get the idea yet, this is a puzzle-centric game
in the tradition of Jewels of the Oracle and Safecracker. If you
don't like puzzles for the sake of puzzles, then you might as well
move on. But if you love puzzles as much as I do then prepare yourself
for an orgy of obsessive puzzle overload.
Rhem 2 is the sequel to
(surprise!) Rhem. In Rhem you are driving your little Cooper Mini
Train along the track when you end up in
what appears to be an abandoned refinery. There are pipes, wires
and pathways running everywhere. But there are also locked doors
and locked boxes and clues scattered everywhere. You find notes from
Kales, an earlier visitor, who first discovered what he calls the “city” of
Rhem and decided to repair and fix it up. He speaks of finding parts
of a mysterious key which will take him to another world. It is imperative
that he get word back to his brother, Zetais, but rather than send
the note himself, he cuts it into pieces and trusts that the next
person to come along will assemble them and stick it in the fax machine.
No plot hole here. No sir.
Rhem 2 continues with you picking up a piece of the key from Zetais
and driving your little Mini Train down into an underground area
similar to the Rhem of the surface. There you find a message from
Kales:
"Hello. My name is
KALES. By the time you receive this message, I won't be here anymore.
If you were with my brother ZETAIS, you
will have certainly received the first part of the key. I found the
second part a few years ago in another area of RHEM, above on the
surface. Maybe it was you that helped me back then and informed my
brother ZETAIS. The third part must also be hidden here in the caves.
With these three parts it will be possible for you to open the entryway
to a deeper, more hidden part of this cave system. There, in an unknown
part of the caves, lies a secret artifact..."
Where is Kales? He couldn't waste time here because he has to go
and explore the entrance to Rhem 3. So it is up to you to uncover
the secrets of Rhem 2.
Needless to say, story is not the strong point of this game. Nor
is it intended to be. It is an excuse to get you here and start working
on the puzzles. And it is adequate fore job.
The graphics are also up to the job. While not the high art of a
B. Sokal, they are definitely better than your average independent
developer. Good mood setting and no jarring pristine renderings.
There is dirt and rust where it needs to be.
Sound effects are right up there with the pros. However, the best
you can say about the voice acting is that it is an improvement from
Rhem. In Rhem, a woman obviously did the voice and then it was slowed
down to sound like a man. I understand low budget, but come on! In
Rhem 2 Knut at least found a couple of guys to do the speaking. English
wasn't their primary language. Acting wasn't their primary skill.
The words didn't sync with the lips. But at least you could understand
them and there isn't much of it.
So it is safe to say that this game stands or falls on its puzzles.
It stands.
The puzzles are all logically
thought out and nicely layered. At first, you have to find your
way around. Rhem 2 is a concentrated
version of Rhem – the pathways are shorter, tighter and more
complex. Clues are scattered everywhere – pinned to walls or
formally mounted as works of art – and eventually you will
collect enough to unlock the doors to get to the remaining passages.
The entire game counts as one giant maze.
Minor clues open the puzzles which reveal the major clues which
open the major puzzles. It takes three or four layers of puzzles
just to get to the next area.
So far, the puzzles have been of two basic types: Navigate the maze
and find the combination to the lock. Mazes, however aren't just
finding your way along the path. They also consist of unsnarling
the miles of tangled conduit which runs through the caves. And while
you may only have to find the combination to one door pinned to the
wall, there are others which will require high school algebra to
decode. Very few are single step puzzles. There are a few mechanical
puzzles as well.
But as complex as the puzzles have been, they have been logical.
There were only two times where I was so stuck that I had to resort
to a hint. Once was where I knew how to solve a puzzle, but I had
confused BLUE with GREEN in the dim light of my office. Another was
where I had missed the small hot spot which allowed me to turn an
object over to see what was on its back.
Which brings up the point
of navigation. The interface is classic 2D Slide show. 3D would
have been nice – there was always some
angle I would have liked to look at - but 2D does the job. And while
the pathways can get very complex, they are tight enough so that
you never loose your sense of direction. There is a compass to help
you as well.
The only objections I have had were the small hot spots which I
missed and the small dabs of color which were easy to miss-read.
(It would have been nice if each color also had a unique texture
for the benefit of the color-blind.) Otherwise, no complaints.
My final evaluation? This
is a independent game written by a single person. That counts for
a lot, but there is very little to forgive.
Everything short of the voice acting is professional. Knut Mueller
wanted to give us a puzzling experience and he nailed it to the wall.
If you love puzzles, then you will want this game.
   
Final Grade: A-
(find out more about our
grading system)
System Requirements:
| Windows |
Mac |
- Win 98/2000/ME/XP
- 600 MHz Pentium
or faster
- 128 MB free
RAM
- 100 MB free
harddisk space
- CD-ROM, 800
x 600 display, 32-Bit-color
- QuickTime 6,
soundcard, videocard
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- 300 MHz or faster (G3, G4, G5)
- Mac OS 9.x or
Mac OS X 10.2 or newer
- 64 MB free RAM
- 100 MB free
harddisk space
- CD-ROM, 800
x 600 display
- 32-Bit-color,
QuickTime 6
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