- Release Year: 2010
- Platforms: Windows, Xbox 360
- Publisher: OneBigGame, Valcon Games LLC
- Developer: Zoë Mode
- Genre: Action, Puzzle
- Perspective: Fixed / flip-screen
- Game Mode: Single-player
- Gameplay: Block placement, Polyomino puzzle, Quad formation, rhythm
- Average Score: 80/100
Description
Chime is a charitable music puzzle game that combines elements of Tetris with rhythm-based gameplay, where players place hexomino shapes on a grid to form and expand ‘quads’—rectangular areas at least 3×3 squares—to color the board while a moving timeline triggers musical samples from tracks by artists like Philip Glass and Moby. As the position marker advances, sounds play based on quad shapes, increasing in intensity with difficulty, and the objective is to color at least 50% of the grid to progress through levels, with all proceeds supporting charities such as Save the Children.
Gameplay Videos
Where to Buy Chime
PC
Guides & Walkthroughs
Reviews & Reception
metacritic.com (79/100): The best new puzzle game since 2005’s Lumines and one of the best puzzle ‘toys’ on Xbox 360.
Chime: Review
Introduction
Imagine a digital canvas where every block you place doesn’t just fill space but composes a symphony, turning geometry into melody and puzzles into philanthropy. Released in 2010, Chime isn’t your typical video game—it’s a harmonious fusion of Tetris-like block placement and rhythm-driven creativity, all wrapped in a charitable mission that donates proceeds to children’s causes. Developed by the UK’s Zoë Mode and published by the non-profit OneBigGame, Chime arrived on Xbox Live Arcade as a beacon of innovation in the indie puzzle scene, challenging players to “remix” music by artists like Philip Glass and Moby. Its legacy endures not just for its addictive gameplay but for proving that games can entertain, innovate, and give back. In this review, I’ll argue that Chime stands as a pivotal title in music-puzzle hybrids, blending accessibility with depth to create an experience that’s as intellectually satisfying as it is emotionally uplifting, even if its brevity sometimes leaves players craving more.
Development History & Context
Chime‘s origins trace back to a bold experiment in game development: creating a title entirely for charity. Zoë Mode, a Brighton-based studio known for casual party games like the SingStar series and family-friendly titles such as Zumba Fitness, took on this project as their first collaboration with OneBigGame, a non-profit publisher founded in 2009 to leverage the gaming industry’s reach for social good. The studio’s team of around 60 developers, including key figures like Ste Curran (narrative designer) and Nathan McCree (composer), poured their efforts into a game where all developer royalties from initial sales (up to June 2010 on consoles) went directly to charities like Save the Children and the Starlight Children’s Foundation. Later versions, including the Steam release, committed at least 5% of proceeds to these causes, with OneBigGame ensuring a minimum 80% pass-through to partners.
The vision stemmed from a desire to innovate beyond Zoë Mode’s party-game roots. Lead developer Ed Daly and the team drew inspiration from puzzle classics like Tetris and Lumines, but infused a musical twist to align with the era’s growing interest in rhythm games (Rock Band, Guitar Hero). Technological constraints of 2010’s Xbox 360 and emerging Windows platforms played a role: Chime was built using Microsoft XNA, allowing for efficient procedural audio integration on modest hardware (1.7 GHz processor, 512 MB RAM minimum). Distribution via Xbox Live Arcade (XBLA) and later Steam democratized access—priced at just 400 Microsoft Points ($5) initially, it lowered barriers for impulse buys.
The 2010 gaming landscape was ripe for this. XBLA was booming with indie hits like Braid and Geometry Wars, emphasizing short, replayable experiences over sprawling epics. Music games dominated charts, but Chime differentiated itself by letting players create music rather than mimic it. Released February 3, 2010, on Xbox 360, it followed on Windows (September 6, 2010) and expanded to PlayStation 3 as Chime Super Deluxe in 2011, adding tracks and features. A 2015 Kickstarter for sequel Chime Sharp (funded at $128,000) showed ongoing passion, though planned follow-ups like Chime Flat fizzled. Development trivia, like the pro bono contributions from artists (Philip Glass’s “Brazil,” Moby’s “Ooh Yeah”), underscores the game’s communal spirit—music was manipulated by Marc Canham to sync with gameplay, creating a procedural soundscape that felt alive within hardware limits.
Narrative & Thematic Deep Dive
Chime eschews traditional storytelling for an abstract, experiential narrative, where the “plot” unfolds through player agency in a void of grids and sounds. There’s no dialogue, no characters—just you, the blocks, and the music. This minimalism is deliberate, inviting players to project their own narrative onto the canvas. Each level, tied to a unique track, serves as a chapter in a symphony of creation: starting with the minimalist pulses of Philip Glass’s “Brazil,” building to the euphoric builds in Moby’s “Ooh Yeah,” and culminating in the witty, Portal-inspired “Still Alive” (exclusive to Windows/Steam). The progression mirrors a composer’s journey—from sparse motifs to layered crescendos—as the beatline sweeps across the grid, “conducting” your placements.
Thematically, Chime explores creation over destruction, a refreshing counterpoint to Tetris‘s frantic clearances. Quads (3×3+ block formations) don’t vanish chaotically; they expand, harmonize, and “stamp” the grid, symbolizing growth and permanence. This evokes themes of mindfulness and flow states, akin to meditative games like Flower or Osmos. The charity angle amplifies this: every purchase remixes real-world impact, turning solitary puzzling into a collective good. Subtle nods, like the “companion cube” reward in “Still Alive” (a 3×3 block referencing Portal’s lore), add meta-humor, blending game worlds without overt dialogue.
Deeper analysis reveals undertones of accessibility and inclusivity. With no fail states beyond time limits, Chime democratizes puzzle-solving, much like its charitable ethos—anyone can contribute to the “score,” whether filling 50% for unlocks or pushing for 100%+ coverage. Free Mode acts as a sandbox narrative, letting players sequence sounds at leisure, fostering experimentation over competition. Critiques from reviews (e.g., Eurogamer’s note on “dreamy calm” vs. tension) highlight how this absence of high-stakes drama makes Chime a thematic outlier: it’s about harmony, not conquest, challenging the era’s adrenaline-fueled block-dropper trope.
Gameplay Mechanics & Systems
At its core, Chime deconstructs the block-puzzle genre into a rhythmic symphony. Players control hexominoes (six-square shapes, evoking Tetris tetrominoes but bulkier) on a fixed grid, previewing the next piece for strategic placement. The beatline—a horizontal sweeper synced to the track—triggers audio samples upon hitting blocks, evolving the music dynamically. The hook: forming “quads” (solid 3×3+ rectangles). Once initiated, you have seconds to expand them orthogonally before the beatline “seals” them, coloring the covered area and scoring based on size (larger quads yield bigger multipliers, up to 8x for overlaps).
Core loops revolve around coverage: aim for 50% to unlock tracks, 100% to flip the grid and extend play (via 20-second bonuses per 10% filled). Timed Mode offers 3-, 6-, or 9-minute challenges (extendable via coverage), emphasizing efficiency—early quads build multipliers, but overcrowding risks grid lock. Free Mode ditches timers for pure sequencing, letting you craft loops like a digital DJ. UI is minimalist: a clean grid dominates, with coverage percentage, score, and upcoming piece previews in corners; no clutter, though some reviewers (e.g., PC Gamer) noted initial opacity in mechanics.
Innovations shine in audio integration: quad shapes dictate samples (e.g., bass hits for wide forms, synths for tall ones), making placement a compositional choice. The Portal level adds whimsy—a companion cube drops at high multipliers, auto-forming a quad. Flaws include repetition: only five base tracks (six on PC) limit variety, and shapes per level (three types) can feel restrictive. No combat or progression trees exist—advancement is score-based, with online leaderboards fostering competition. Controls are intuitive (rotate/move/drop via sticks/buttons), responsive on Xbox controllers, though mouse support on PC feels secondary. Overall, the systems reward spatial foresight and rhythm intuition, creating “one more go” addiction without frustration—pure, flawed elegance.
World-Building, Art & Sound
Chime‘s “world” is an abstract expanse of grids, devoid of lore-heavy environments but rich in atmospheric immersion. Each level’s grid varies in size and shape (e.g., elongated for Markus Schulz’s “Spilled Cranberries”), serving as a blank canvas that evolves from empty void to vibrant, colored tapestry. Visuals are functional minimalism: wireframe grids in cool blues/greens, blocks in metallic hues that pulse with the beatline’s glow. Quads “stamp” with satisfying ink-like fills, but critics (e.g., Xbox World 360) lamented the plain aesthetic—lacking Lumines‘s psychedelic flair, it prioritizes clarity over spectacle. Flip-screen resets add a kinetic thrill, like turning a page in a sonic sketchbook.
Sound design elevates everything: procedurally generated from artist-donated stems, placements trigger layered samples that build the track in real-time. Philip Glass’s minimalist motifs unfold into orchestral swells; Paul Hartnoll’s “For Silence” (Orbital) pulses with electronica builds that intensify with progress. Nathan McCree’s composition ties it together, with Marc Canham’s manipulation ensuring seamless sync—quad completions unleash climactic drops, turning puzzles into concerts. The “Still Alive” level nods to Portal with GLaDOS’s wry vocals amid chimes, blending nostalgia with novelty. Atmosphere is hypnotic: early stages soothe like ambient electronica, later ones ramp to euphoric chaos, contributing to a zen-like flow that reviewers (e.g., NowGamer) called “mesmerizing.” Drawbacks? Repetitive loops in extended play, but the sound’s evolution keeps engagement high, making Chime a auditory world-builder par excellence.
Reception & Legacy
Upon launch, Chime garnered strong praise, earning a 79/100 Metacritic for Xbox 360 (generally favorable), 73/100 for PC, and 78/100 for Super Deluxe on PS3. Critics lauded its innovation: GameSpot (8/10) called it “incredibly captivating,” highlighting the remix mechanic; IGN (8/10) praised its charity hook and hours of amusement. MobyGames aggregates 81% from 31 critics, with standouts like GameZebo (90%) noting its “progressive” music layer. Player scores averaged 3.7/5, with gripes over content scarcity (only five tracks) but love for the “addictive” flow (DarkZero: 9/10). Sales hit 32,974 units by 2011, modest but amplified by its $5 price and 400 MS Points accessibility—boosted by a 50G achievement for purchase alone.
Commercially, it succeeded as a digital darling, charting on XBLA and Steam (94% positive reviews today). Reputation evolved from “charity novelty” to genre staple: included in 1001 Video Games You Must Play Before You Die, it influenced music-puzzles like Crypt of the NecroDancer (procedural rhythms) and Spin Rhythm XD (beat-sync placement). Chime Super Deluxe (2011) added tracks (e.g., Brian Eno), while Chime Sharp (2015) iterated with new mechanics, funding via Kickstarter but spawning no further sequels. Industry-wide, it pioneered charity gaming—OneBigGame’s model inspired titles like That Dragon, Cancer—proving puzzles could drive social change. Legacy: a quiet influencer, blending indie ethos with mainstream appeal, though its brevity tempers enduring play.
Conclusion
Chime is a masterclass in restraint, weaving puzzle precision with musical magic into a charitable tapestry that resonates years later. Its development as a goodwill project, innovative mechanics that let players compose via geometry, and evocative soundscape outweigh minor flaws like limited content. In video game history, it carves a niche as the anti-Tetris—creative, calm, and conscientious—earning its place among 2010’s XBLA gems. Verdict: Essential for puzzle enthusiasts and music lovers; a timeless reminder that games can harmonize fun with purpose. Score: 8.5/10. If you’re seeking affordable zen with a side of impact, Chime still chimes true.