Main game
3.94 average rating based on 143 ratings
This game has the most tragic and twisted story I've ever had the pleasure of experiencing in a video game.
Many people say of games like Silent Hill 2: It's not that the combat sucks, it's the mechanics that fit the feeling of dis-empowerment and fear. Those people are (a bit) right.
Many that played Rule of Rose say the same of this game. Those people are wrong.
I love this game. This game is ass to play.
I'm a firm defender of game mechanics that don't fall to the most comfy common denominator. I love the early RE games and I heavily disagree that the remakes are the way they are meant to be, as fun as they are. I think tank controls and fixed cameras, auto-aiming and awkward moving during which you cannot shoot (the RE4 haters really just were wrong, I'm sorry) are all elements of interaction with a world that perfectly encapsulates the relationship intended for the player to have with the world.
These mechanics are an element like any other in games. You don't go to Yoshi's Island complaining you can't aim eggs in an over the shoulder shooter style. You don't force Mario to stay in front of the camera permanently looking forward (or else you'd get Bubsy 3D), so why this obsession to …
Many people say of games like Silent Hill 2: It's not that the combat sucks, it's the mechanics that fit the feeling of dis-empowerment and fear. Those people are (a bit) right.
Many that played Rule of Rose say the same of this game. Those people are wrong.
I love this game. This game is ass to play.
I'm a firm defender of game mechanics that don't fall to the most comfy common denominator. I love the early RE games and I heavily disagree that the remakes are the way they are meant to be, as fun as they are. I think tank controls and fixed cameras, auto-aiming and awkward moving during which you cannot shoot (the RE4 haters really just were wrong, I'm sorry) are all elements of interaction with a world that perfectly encapsulates the relationship intended for the player to have with the world.
These mechanics are an element like any other in games. You don't go to Yoshi's Island complaining you can't aim eggs in an over the shoulder shooter style. You don't force Mario to stay in front of the camera permanently looking forward (or else you'd get Bubsy 3D), so why this obsession to turn all the games that came before into the same archetype popularized by their younger brother, "Spanish Vacation (Gone Wrong)"?
These old Survival horror games had something different in mind. They wanted to frame the story, the action and the horror in a different way, to have full control over what you see and specially what you don't, and the controls and interactions were developed as the best set of conditions to deal with that.
Here's my secret. I lied, I don't think SH2 has bad controls, or its combat sucks ass. Sure, it could have a bit of a more generous hit detection here and there, but who wouldn't?
Back to Rule of Rose.
This game is mechanically broken. Weapons are swung in what must be a hitbox the size of a noodle, misaligned with the animation positions on the character. Enemies pushed and are pushed in a way that fully betrays the illusion that they aren't just slippery capsules in a physics calculation engine. The balance and progression of finding random objects to barter, heal or just collect is completely whack, following the fact that you can count the necessary fights with the fingers of one hand, despite them feeling eternal due to how broken all of it is.
This was not done to enhance the horror and feeling of frustration, this is a result of a tricky development on a genre the studio was not exactly familiar with. As a brief positive aside, having Brown the dog smell items to find other items is great on its own, and it'd be fun if used by a better designed game.
So to summarize:
Rule of Rose, your game design might suck ass, but
I am a victim of your charms.
It's hard to rate this one. I enjoyed Rule of Rose overall. The story and aesthetic were both very cool, and I greatly enjoyed exploring the environments and learning the story as I went. However, the combat in this game is just atrocious. It would be better off without it. Movement, enemy collision, hitboxes are dreadful. Everything takes way too many hits to die. The more combat heavy chapters of the game were a real chore to get through. I'd recommend watching a Let's Play over playing it yourself.
Pocas imágenes nutren más nuestra vena terrorífica que la estampa de un niño o niña que no encaja en la percepción colectiva de la niñez. Quizás sea la estoicidad simétrica de las gemelas en The Shining (Kubrick, 1980), los movimientos antinaturales de la niña de The Exorcist (Friedkin, 1973), la resaltada palidez de Toshio Saeki en una película tan visualmente sombría como Ju-On: The Grudge (Takashi Shimizu, 2002) o la deforme menudez de los grey childs en Silent Hill (Konami, 1999). Juzgamos mentalmente como incorrecta la asociación de esos adultos en proceso, esas figuras frágiles, símbolo de pureza e inocencia, con elementos atribuidos al horror más primigenio. Prueba de ello es el terror japonés, tan fundamentado sobre figuras como el mentado Toshio Saeki o la niña de The Ring (Nakata Hideo, 1998). Los niños, tanto en el país nipón como fuera de él, protagonizan muchas veces obras de terror psicológico; al fin y al cabo, su incongruente dualidad es una ficción que se resquebraja al transformarse en máquinas de jumpscares.
Antes he aludido a Silent Hill, y es que la sombra de la franquicia de Konami es alargada. Cuando uno lee que existe un videojuego cuyo personaje protagonista, atribulado por …
Pocas imágenes nutren más nuestra vena terrorífica que la estampa de un niño o niña que no encaja en la percepción colectiva de la niñez. Quizás sea la estoicidad simétrica de las gemelas en The Shining (Kubrick, 1980), los movimientos antinaturales de la niña de The Exorcist (Friedkin, 1973), la resaltada palidez de Toshio Saeki en una película tan visualmente sombría como Ju-On: The Grudge (Takashi Shimizu, 2002) o la deforme menudez de los grey childs en Silent Hill (Konami, 1999). Juzgamos mentalmente como incorrecta la asociación de esos adultos en proceso, esas figuras frágiles, símbolo de pureza e inocencia, con elementos atribuidos al horror más primigenio. Prueba de ello es el terror japonés, tan fundamentado sobre figuras como el mentado Toshio Saeki o la niña de The Ring (Nakata Hideo, 1998). Los niños, tanto en el país nipón como fuera de él, protagonizan muchas veces obras de terror psicológico; al fin y al cabo, su incongruente dualidad es una ficción que se resquebraja al transformarse en máquinas de jumpscares.
Antes he aludido a Silent Hill, y es que la sombra de la franquicia de Konami es alargada. Cuando uno lee que existe un videojuego cuyo personaje protagonista, atribulado por los traumas de su pasado, vuelve al lugar donde todo comenzó para recordar, enfrentándose en el proceso a un sinfín de criaturas que simbolizan pasiones ocultas y memorias dolorosas, llega a la mente de manera instantánea la poligonal figura de un tal Harry Mason. Tan solo rebuscando en una biblioteca de juegos de culto podría emplazarse junto a Harry Mason, en esa imagen mental, aquella niña misteriosa de la que solo conocemos su nacionalidad inglesa y su nombre: Jennifer, protagonista de Rule of Rose.
Well, I did what I set out to do and completed this beautiful mess. It was nothing I expected from a video game and nothing I wanted from a combat system. I knew the game was banned in some countries and surrounded by a fair amount of controversy, but I went into Rule of Rose with little knowledge of the gameplay or the story. Now that I've completed the story, here is my review of the game.

The Good
Story:
The story in Rule of Rose was surprisingly gripping. The interaction between the characters drove most of the narrative and highlighted the cruelty children are capable of when left to their own devices. I don't want to spoil anything here, but the story deals with some heavy topics. However, sometimes it isn't always obvious what's going on. Sometimes the narrative is a bit muddy.
Atmosphere:
This is where the game truly shines. The story is about children and takes place in the early 20th century, so the game leans into this theme. The music in the game is top-notch and evokes a sense of being teleported back in time. The aesthetic of the locations you visit throughout the game was …
Well, I did what I set out to do and completed this beautiful mess. It was nothing I expected from a video game and nothing I wanted from a combat system. I knew the game was banned in some countries and surrounded by a fair amount of controversy, but I went into Rule of Rose with little knowledge of the gameplay or the story. Now that I've completed the story, here is my review of the game.

The Good
Story:
The story in Rule of Rose was surprisingly gripping. The interaction between the characters drove most of the narrative and highlighted the cruelty children are capable of when left to their own devices. I don't want to spoil anything here, but the story deals with some heavy topics. However, sometimes it isn't always obvious what's going on. Sometimes the narrative is a bit muddy.
Atmosphere:
This is where the game truly shines. The story is about children and takes place in the early 20th century, so the game leans into this theme. The music in the game is top-notch and evokes a sense of being teleported back in time. The aesthetic of the locations you visit throughout the game was carefully crafted to support this feeling. The menu screens were all chalk drawings that appeared to be drawn by children. However, despite the game sitting in the horror genre, this isn't a horror game. There weren't any jumpscares or tropes typical of the genre. Instead, this was a psychological dive into the story of a damaged soul. Heavy themes abound but don't expect to be scared at any point in the game.
Gameplay:
RoR has one mechanic that I thoroughly enjoyed. The main character has a dog companion who will help her find items and key locations scattered throughout the world. Items in the player inventory had a "Find" option and when this was activated, the dog would search out other items or locations connected to the "Found" item. This was a clever way to help the player head to the next room to drive the story without placing a dot on a map. I loved this mechanic.

The Bad

The Ugly

Conclusion
Rule of Rose is a truly wonderful atmospherical adventure in the survival horror genre and one that comes with a hefty price tag due to its limited copies.
Controversial at the time of its release, this game got banned for its sexual innuendos involving children, but overall isn't anything graphic or obscene, and is more or less just implied through dialog.
Rule of Rose captures all the things that makes a survival horror game work, from its eerie dread ridden location to its tough controls that makes enemy combat even more terrifying.
The story is captivating and original, and doesn't rely on cheesy clichéd ideas that so many games in this genre have used.
Exploration is the highlighted experience here, the creators built a wonderfully tense atmosphere that lasts all the way to the end. For this being a PS2 game, it looks very polished and even looks like it could of been an early PS3 title.
All in all, Rule of Rose is a must play for any fan of the genre, and should be experienced for its unique monsters and atmosphere.
I can't recommend this game enough.
I've launched my spoiler-free guide for Rule of Rose. Feedback is appreciated!
New blog post where I talk about Drakengard, Rule of Rose, and more!
There will never be another game like Rule of Rose ever again. The plot, characters, art, music, atmosphere, pretty much everything aside from the actual gameplay is THE BEST you will ever experience, bar none. I can't rate this game anything lower than 5 stars, purely because this feels much more like a work of art than a video game. As far as problems go, Rule of rose has such a beautiful expansive map, but it’s hell to navigate, and you get few rewards for exploring. If anything you get punished for exploring due to the messy combat system, which is unfinished and hard to get to work right. Despite this, I really can't knock any points off it it. There can't possibly be anything like this game out there, and it will forever be a piece of art I wish I could experience again for the first time.