Metascore
58

Mixed or average reviews - based on 11 Critics

Critic score distribution:
  1. Positive: 2 out of 11
  2. Negative: 3 out of 11
  1. I would even find myself thinking about a puzzle when I wasn't playing. They are enormously satisfying when finally solved, and more than once I felt quite elated with myself.
  2. An ode to "Myst" for all point-and-click lovers, a very worthwhile indie project. Let's hope some of those who enjoyed “Myst” sit up and take notice, as this is a complex and cleverly designed game.
  3. If you enjoyed the Myst series of games or want to relive those retro-adventures from the late 90’s then Rhem fits the bill perfectly. The graphics are surprising good and support some devious puzzle designs that require careful exploration and all of your analytical skills.
  4. The story is as full of holes as a bullet ridden block of Swiss cheese.
  5. Although the engine and interface are quite antiquated and there’s no innovation here; for you Myst and Riven fans, I’d like to stress the positives. There are unbelievable opportunities for exploration. The game is truly gigantic. The many puzzles are varied and very challenging.
  6. If you are looking for a story driven classic adventure with memorable characterizations I’d suggest looking elsewhere.
  7. While some of the puzzles touch the edge of too challenging, overall they are some of the best in the business since "Myst" hit the scene.
  8. Puzzles in the absence of a plot can be a relaxing distraction to some, and a painful chore for others. Consider me one of the others. I found myself extremely bored playing this game.
  9. RHEM harkens back to the days of classic PC puzzle-adventures like Myst. Unfortunately, RHEM doesn’t possess quality graphics and audio to make it palatable while sitting and contemplating its tough puzzles.
  10. A long-winded Myst-like puzzle game that will likely appeal to the hardcore gamer only.
  11. The game isn't at all involving, with its poor sound and graphics and nonsensical story. There just isn't anything to drive the player along. [Oct 2003, p.95]

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