Rez (video game): Difference between revisions
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{{short description|2001 rail shooter video game}} |
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{{Use mdy dates|date=July 2020}} |
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{{Infobox VG |
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{{Infobox video game |
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|title = Rez |
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| title = Rez |
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|image = [[Image:RezBoxArt.jpg|230px]] |
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| image = RezBoxArt.jpg |
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|caption= |
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| caption = Box art used in Japan and Europe for the Dreamcast and PS2 releases |
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|developer='''DC/PS2'''<br/>[[United Game Artists]]<br/>'''Xbox 360'''<br/>[[Q Entertainment]] |
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| developer = [[United Game Artists]]{{efn|''Rez HD'' co-developed by [[Q Entertainment]] and [[HexaDrive]];<ref name="WiredInterview"/> ''Rez Infinite'' co-developed by Enhance Games, Resonair and Monstars.<ref name="PolyMizuguchiInfinite"/>}} |
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|publisher='''Dreamcast''' <br /> {{vgrelease|Japan|JP|[[Sega]]}} <br /> {{vgrelease|European Union|EU|[[BigBen Interactive]]}}<br /> '''PlayStation 2''' <br /> {{vgrelease|European Union|EU|[[Sony Computer Entertainment]]}}<br />{{vgrelease|International version|INT|[[Sega]]}} <BR /> '''Xbox 360''' <br /> {{vgrelease|International version|INT|[[Microsoft Game Studios]]}} |
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| publisher = {{collapsible list|title={{nobold|[[Sega]]}}|'''Dreamcast'''<br/>Sega<br/>'''PlayStation 2'''<br/>{{vgrelease|WW|Sega|EU|[[Sony Interactive Entertainment|Sony Computer Entertainment]]}}'''''HD'''''<br/>[[Microsoft Game Studios]]<br/>'''''Infinite'''''<br/>Enhance Games}} |
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|designer = [[Tetsuya Mizuguchi]] |
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| producer = [[Tetsuya Mizuguchi]] |
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|engine = |
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| director = Jun Kobayashi |
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|released = '''Dreamcast''' <br /> |
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| designer = Hiroyuki Abe<br>Katsuhiko Yamada |
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{{vgrelease|Japan|JP|[[November 21]] [[2001]]}}<br /> |
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| programmer = Mitsuru Takahashi |
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{{vgrelease|European Union|EU|[[January 11]] [[2002]]}} <br /> |
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| artist = [[Katsumi Yokota]] |
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'''PlayStation 2''' <br /> |
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| composer = Keiichi Sugiyama{{efn|Sound director and designer, composer of opening stage track and additional music.<ref name="RezComments"/>}} |
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{{vgrelease|Japan|JP|[[November 21]], [[2001]]}}<br /> |
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| engine = [[Unreal Engine 4]] (''Rez Infinite'') |
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{{vgrelease|North America|NA|[[January 7]], [[2002]]}} <br /> |
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| released = {{collapsible list|title={{nobold|November 22, 2001}}|'''Dreamcast'''{{vgrelease|JP|November 22, 2001}}{{vgrelease|EU|February 20, 2002}}'''PlayStation 2'''<br />{{vgrelease|JP|November 22, 2001}}{{vgrelease|NA|January 8, 2002}}{{vgrelease|EU|February 20, 2002}}'''Xbox 360'''<br />January 30, 2008<br />'''PlayStation 4'''<br />October 13, 2016<br />'''Windows'''<br />August 9, 2017<br />'''Android'''<br />November 20, 2017<br />'''Oculus Quest'''<br />October 13, 2020<br />'''PlayStation 5'''<br />February 22, 2023}} |
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{{vgrelease|European Union|EU|[[February 22]], [[2002]]}} <br /> |
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| genre = [[Rail shooter]], [[Music video game|music]] |
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'''Xbox 360''' <br /> |
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| modes = [[Single-player video game|Single-player]] |
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{{vgrelease|International|INT|[[January 30]], [[2008]]}}<ref name="ign xbla date">{{cite web | url = http://www.1up.com/do/newsStory?cId=3165583 | title = |
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| platforms = {{unbulleted list|[[Dreamcast]]|[[PlayStation 2]]|[[Xbox 360]]|[[PlayStation 4]]|[[Windows]]|[[Android (operating system)|Android]]|[[Oculus Quest]]|[[PlayStation 5]]}} |
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The Scoop on Rez HD, Available Next Wednesday | date = [[2008-01-24]] | accessdate = 2008-01-24 | first = James | last = Mielke | publisher = 1UP }}</ref> |
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|genre = [[rail shooter|Rail Shooter]], [[music game|Music]] |
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|modes = [[Single player]] |
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|ratings = [[Entertainment Software Rating Board|ESRB]]: E (Everyone) |
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|platforms = [[Dreamcast]], [[PlayStation 2]], [[Xbox Live Arcade]] |
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|media = [[GD-ROM]], [[CD-ROM]], Download |
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|requirements = |
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|input = '''Dreamcast'''<br />[[Dreamcast#Accessories|Dreamcast Controller]], [[Dreamcast#Accessories|Dreamcast Mouse]]<br />'''Playstation 2'''<br />[[DualShock|PS2 Controller]], [[Rez#Trance Vibrator|Trance Vibrator]]<br />'''Xbox 360'''<br />[[Xbox 360 Controller]] |
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}} |
}} |
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'''''Rez'''''{{efn|{{nihongo||レズ|Rezu|lead=yes}}}} is a [[Music video game|musical]] [[rail shooter]] game developed by [[United Game Artists]] and published by [[Sega]] for the [[Dreamcast]] and [[PlayStation 2]]. It was released in Japan in 2001, followed by releases to the United States and Europe in 2002. The game was ported to [[Xbox 360]] as '''''Rez HD''''' by [[Q Entertainment]] and [[HexaDrive]] in 2008. A [[virtual reality]]-compatible expanded version dubbed '''''Rez Infinite''''' was co-developed and released through 2016 to 2023 by Enhance Games, Resonair and Monstars for [[PlayStation 4]], [[Windows]], [[Android (operating system)|Android]], [[Oculus Quest]] and [[PlayStation 5]]. |
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'''''Rez''''', developed under the codename '''''K-Project''''', is a [[rail shooter]] video game released by [[Sega]] in [[Japan]] in [[2001]] for the [[Dreamcast]] and [[PlayStation 2]], with a [[Europe]]an Dreamcast release and [[United States]] PlayStation 2 release in 2002. The game was developed by Sega's [[United Game Artists]] division, which contained several former members of the disbanded [[Team Andromeda]], the Sega development team behind the ''[[Panzer Dragoon]]'' series. It was conceptualized and produced by [[Tetsuya Mizuguchi]], when he was still a member of [[United Game Artists]] and now being well-known for recent games such as ''[[Lumines]]'', ''[[Every Extend Extra]]'' and ''[[Meteos]]''. Mizuguchi's company, [[Q Entertainment]] released a [[high definition]] version, '''''Rez HD''''' to the [[Xbox Live Arcade]] in 2008.<ref>{{cite web | url = http://www.1up.com/do/newsStory?cId=3162732 | title = Rez HD Coming to XBL Arcade in Early 08 | date =2007-09-11 | accessdate = 2007-09-11 | publisher = 1up | first = Patrick | last = Klepek }}</ref><ref>{{cite web | url = http://www.shacknews.com/onearticle.x/48901 | title = Microsoft Secures Classic Japanese Titles: Ikaruga and Rez Heading to XBLA | date =2007-09-12 | accessdate = 2007-09-12 | publisher = Shacknews | first = Nick | last = Breckon }}</ref><ref name="ign xbla date"/> |
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Following a hacker's journey into a malfunctioning AI system, the game has [[Player character|players]] controlling their [[Avatar (computing)|avatar]] as they shoot down numerous enemies. The gameplay and projectile hits sync with the music and have vibration feedback for different controllers, aiming to create a sense of [[synesthesia]]. The narrative is told using little description and no dialogue and includes thematic references to the journey of life and [[technological singularity]]. |
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The game is notable for replacing the typical sound effects found in most rail shooter games with [[trance music]], with sounds and melodies created by the player as they target and destroy foes in the game, leading to a form of [[synesthesia]], enhanced by an optional Trance Vibrator [[peripheral]]. Although Rez was critically acclaimed, it did not get much commercial attention in the United States. |
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The game was conceived by [[Tetsuya Mizuguchi]] during 1994 and 1995, drawing inspiration from European [[disco]] music. Production began in 1999 after United Game Artists finished work on ''[[Space Channel 5]]''. The design concept drew from [[rave]] culture and classic rail shooters, and [[Level (video games)|level]] design made extensive use of wire frame graphics inspired by the paintings of [[Wassily Kandinsky]]. The music, supervised by Keiichi Sugiyama, featured collaborations with multiple Japanese and European music artists and influenced level designs. |
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==Story== |
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The game is set in futuristic computer "supernetwork" called the K-project where much of the data flow is controlled by an [[artificial intelligence|AI]] named Eden. Eden has become overwhelmed with the amount of knowledge gathered on the network, causing her to doubt her existence and enter a shutdown sequence, which would create catastrophic problems everywhere should she be able to complete this. The player plays the protagonist hacker, logging into the K-project system to reboot Eden while destroying any viruses or firewalls that happen to inhibit progress, and analyzing other sub-areas of the network to gain access to Eden's location. The K-Project name and much of the game's visual and [[synesthesia]] inspiration comes from the Russian painter [[Wassily Kandinsky]], whereas the ''Rez'' name was inspired by the [[Underworld (band)|Underworld]] [[Rez (song)|track of the same name.]]<ref>{{cite web|last=Davison|first=John|date=March 14, 2005|url=http://www.1up.com/do/blogEntry?bId=3968774&publicUserId=5345401|title=The Next Gen Console War Has Begun|publisher=1UP.com}}</ref> |
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The game met with low sales, but strong critical reception due to its music, gameplay and graphics, though several reviewers faulted a lack of content. It also received several industry award nominations, and has been remembered as one of the Dreamcast's best titles. ''Rez HD'' and ''Rez Infinite'' have likewise met with praise from journalists. ''Rez Infinite'' in particular was hailed for its virtual reality integration and its additional [[Unreal Engine 4]]-powered zone Area X, described as the closest people might see to a true sequel. Mizuguchi eventually produced a spiritual successor to ''Rez'' at Q Entertainment titled ''[[Child of Eden]]''. |
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==Gameplay== |
==Gameplay== |
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[[File:Rez ingame.jpg|thumb|left|''Rez'' in-game screenshot on the Sega Dreamcast]] |
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''Rez'' is a [[rail shooter]] in which the player takes control of an onscreen avatar traveling along a predetermined path through the computer network. The player cannot affect his or her movement in any way (aside from choosing a few minor branching paths by shooting specific targets in one level). The player targets foes by holding a "lock-on" button while moving an aiming reticule over up to 8 enemies. Once the "lock-on" button is released, the avatar fires shots that home in on each target. Failure to hit an enemy or projectile in time may cause a collision, which reduces the player's current evolution level by one and changes the avatar's form. The game is over if the avatar is hit while at its lowest possible level. At higher evolution levels, the avatar appears as a humanoid figure, while it appears as a simple sphere at the lowest level. |
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''Rez'' is a [[video game]] that combines mechanics from the [[music video game|music game]] genre and [[rail shooter]]s like ''[[Panzer Dragoon]]''.<ref name="NGrez"/> Players take the role of a hacker infiltrating a malfunctioning [[artificial intelligence]] and fighting off [[Computer virus|viruses]] and corrupted security programs.<ref name="RetroRez"/> Destroying data nodes in each level raises the "layer level" to a maximum number of 10. Raising a layer level changes the background music, layout, and enemies of a level.<ref name="RezGameplay"/> There are five levels, dubbed Areas, although at the start only four can be accessed.{{sfn|Sega|2002|p=10-11}} Achieving 100% leveling score for the first four areas of the game unlocks Area 5.<ref name="RezGameplay"/> |
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The player character can assume six forms at different power levels, with a seventh unlocked for Area 5.{{sfn|Sega|2002|p=12}}{{sfn|Infinite|2017|p=45–49}} The player starts the game by default at Level 01. Upon being damaged, the player devolves into a previous form. The lowest possible is Level 00, and if hit again in this state the [[Game over|game ends]].{{sfn|Sega|2002|p=12}} The player raises their level using Progress Nodes, which appear after a certain number of enemies are destroyed. There are singular Progress Nodes and X3 Progress Nodes that fill three bars on the level meter. The player can also collect up to four Overdrive Nodes, which fill a meter and trigger automatic screen-clearing attacks.{{sfn|Sega|2002|p=13}} |
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[[Image:Rez ingame.jpg|thumb|left|300px|''Rez'' in-game screenshot]]Some enemies randomly drop [[power-up]] items when destroyed. Two different items enhance the player's avatar by increasing his/her "evolution bar" by one and three points respectively. Another item enables the player to trigger an "Overdrive", which releases a continuous shower of shots at all enemies on the screen for a short period of time. In some game modes, score bonus items also appear periodically. |
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During gameplay, the player runs through a level on rails and manually aims a lock-on missile launcher at up to eight targets.<ref name="GameSpotPS2review"/><ref name="IGNPS2review"/> As the player shoots down enemies, the impact automatically syncs with the background track to create additional musical layers within each level.<ref name="RetroRez"/><ref name="GameSpotPS2review"/> The shots can be fed back to the player through controller vibration feedback.<ref name="RezGameplay"/><ref name="RezVibrations"/> Each Area ends in a [[Boss (video games)|boss]] fight.<ref name="RezGameplay"/> Bosses scale in [[Difficulty level|difficulty]] depending on the number of enemies killed in the previous layers.<ref name="RetroRez"/> |
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The game consists of five main areas. The first four are divided into ten sub-sections and conclude with a boss battle. The final area contains a larger number of sections and a [[boss rush]], in which the player must fight variations of the bosses from the first four areas. The player then goes on to the network's core to restart Eden in a final boss battle. |
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Progress through the game unlocks additional areas and modes including an enemy-free exploration mode, [[Score (game)|score]] attack, and boss rush.<ref name="RezGameplay"/>{{sfn|Sega|2002|p=16}} There is also a mode where all five areas are played back to back with raised difficulty.<ref name="RezGameplay"/> Each area's completion is scored by Analyzation (data nodes accessed), Shot Down (enemies destroyed) and Support Item (support nodes collected).{{sfn|Sega|2002|p=8-9}} |
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The final area features a variable difficulty scale, depending on the player's performance in the first four areas. According to Sega, this system was employed to make the game more accessible to casual players, while also making it more challenging for experienced players, thus potentially increasing its replay value.{{Fact|date=October 2007}} In addition, completing all five levels unlocks alternate gameplay modes, color schemes and secret areas. |
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==Synopsis== |
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Unlike most games, ''Rez'' contains almost no sound effects or spoken dialogue. Instead, the game is set to [[trance music]], which plays in the background and gradually evolves as the player moves among sections. The music is enhanced by musical effects (such as trills and drums) generated by the player's actions, enemies and surroundings. Player actions are usually locked to the rhythm of the music, such that shots and hits against enemies occur exactly on each beat (as opposed to occurring in real time). Graphical elements such as the polygons that make up the player's avatar, as well as background elements, also "beat" in time with the music. In reference to these coordinated effects, Sega focused its marketing of ''Rez'' primarily on the game's qualities of "[[synesthesia]]", the association of different senses and stimuli with one another. |
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The narrative of ''Rez'' is told without dialogue and using minimal description, relying on in-game visual storytelling.{{sfn|Infinite|2017|p=45–49}} In the future, amid a rising population and an overflowing amount of information corrupting [[cyberspace]], a new network dubbed "K Project" is created to manage the data. At the heart of K Project is an artificial intelligence called Eden. Overwhelmed by the ever-increasing flow of information, Eden begins doubting its purpose and existence, withdrawing into sleep at the heart of cyberspace when finally confronted with humanity's clashing nature and actions in the real world. The player, a hacker, dives into cyberspace and fights off viruses and infected [[Firewall (computing)|firewall]]s to find and wake Eden.<ref name="RezStory"/> When they reach the final area, the hacker is confronted with questions about the [[meaning of life]], then after a final battle succeeds in reconstituting and waking Eden.{{sfn|Infinite|2017|p=45–49}} |
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==Production== |
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[[File:Tetsuya_Mizuguchi.jpg|thumb|right|upright|[[Tetsuya Mizuguchi]] in 2007]] |
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''Rez'' was developed by [[United Game Artists]], an internal studio of [[Sega]] led by [[Tetsuya Mizuguchi]], who was then known for his work on [[racing game]]s.<ref name="VGD"/> The original concept for ''Rez'' originated between 1994 and 1995.<ref name="PlayTrance"/> During research work in Europe on ''[[Sega Rally Championship 2]]'', Mizuguchi and a few friends attended the open-air music event [[Street Parade]]. Seeing people swaying en masse to the music, he decided that this was the type of game he wished to make.<ref name="PolyRez"/> At this time, the technology was inadequate for realising his vision.<ref name="PlayTrance"/> In 1998, Mizuguchi was approached about forming a dedicated team to work on new innovative titles for Sega's new [[Dreamcast]] console; his first project along these lines was ''[[Space Channel 5]]'', and during its production he made plans for ''Rez''. He built up his new team at what would become United Game Artists.<ref name="PolyRez"/> As with ''Space Channel 5'', Mizuguchi wanted to draw in casual gamers from across demographics, along with people who would normally not play games.<ref name="DengInterview"/> He had great difficulty pitching the game to Sega, as he found it difficult to explain what ''Rez'' was until they played the prototype.<ref name="VGD"/> |
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A "Special Package" version of the PlayStation 2 release of the game was sold in Japan only, including a [[USB]] device called a '''Trance Vibrator''', which pulses in time with the music. The intended use of the device would be to hold it, put it in a pocket, or sit on it while playing (a pouch was provided to protect the device); similar to the DualShock, it would vibrate in time with the music, but much more powerfully than the DualShock's own feedback, helping to extend the synesthesia to the player's feeling of touch. While not explicitly marketed as a sex toy or [[masturbatory]] aid, it has reportedly been used as such.<ref>{{cite web|last=Kohler|first=Chris|date=May 2003|url=http://www.wired.com/wired/archive/11.05/play.html?pg=6|title=Better Than a Joystick|publisher=Wired}}</ref> <ref>{{cite web|last=Pinckard|first=Jane|date=October 2002|url=http://www.gamegirladvance.com/archives/2002/10/26/sex_in_games_rezvibrator.html|title= Sex in Games: Rez+Vibrator|publisher=www.gamegirladvance.com}}</ref> The devices are available from various aftermarket retailers for ([[as of 2006]]) approximately $35 USD. The trance vibrator is also compatible with ''[[Space Channel 5: Part 2]]'' and the Japanese version of ''[[Disaster Report]]''. |
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Production proper began in 1999 following the completion of ''Space Channel 5''.<ref name="GamaKazdal"/> A large portion of the staff were drawn from [[Sega Sports R&D|Team Andromeda]], creators of ''Panzer Dragoon''.<ref name="NGrez"/><ref name="Kazdal2"/> Pre-production lasted a year, and due to the variety of staff on the project there were several strife-filled periods and disagreements between groups within the team.<ref name="Kazdal2"/> The game went through different working titles including "The Sound Project", "Project Eden", "K-Project" and "Vibes".<ref name="NGrez"/><ref name="KotakuNames"/> There were early plans to title the final game "K-Project" or "K". Once "''Rez''" was suggested, Mizuguchi felt it was a name which would be both memorable and have international appeal.<ref name="DengInterview"/> The final title was meant to be a contraction of "Resolve", but during a studio visit from ''[[Edge (magazine)|Edge Magazine]]'' staff, he was inspired to connect it to the concept of "de-rezzing" from the 1982 movie ''[[Tron]]''.<ref name="GCDrez"/> A different source is given by director Jun Kobayashi, who stated the title came from the word "resolute".<ref name="RezKobayashi"/> |
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Reverse-engineering efforts to allow the Trance Vibrator to attach to and be controlled by a PC have been successfully executed in Japan, resulting in a [[device driver]] for Microsoft Windows XP and Windows 2000. Drivers are also available for Unix-based operating systems such as Linux. |
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Searching for people who could help realise his vision, Mizuguchi met up with and employed a group of [[VJ (media personality)|VJ]]s dubbed "Mommy's Endorphin Machine", with Kobayashi being a member.<ref name="PolyRez"/> He had difficulty explaining the concept to staff members before the first programming prototypes were created.<ref name="PolyRez"/><ref name="DengInterview"/> Production of the game began on Dreamcast, but during development a version was put into motion for the [[PlayStation 2]] (PS2) which would release simultaneously with the Dreamcast version.<ref name="RezPlatforms"/> This was due to the commercial failure of the Dreamcast and Sega's move to third-party software production.<ref name="RezPlatforms"/><ref name="SegaPS2"/> The team's morale was severely affected by the change to a multiplatform release.<ref name="GamaKazdal"/> ''Rez'' was the first Sega-produced game released on the PS2, and one of Sega's last first-party titles for the Dreamcast.<ref name="EuroInterview"/> The production was described by multiple staff members as hard but rewarding. According to technical officer Ryuichi Hattori, a lot of problems stemmed from it being the team's first PS2 title.<ref name="RezComments"/> |
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The Xbox 360 version, ''Rez HD'' utilizes up to 3 additional [[Xbox 360 accessories#Controllers|controllers]] for the trance vibration functionality in the game. |
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===Game design=== |
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[[File:Trance vibrator.jpg|thumb|left|upright=0.8|Trance Vibrator in protective pouch. The controller was developed by United Game Artists for ''Rez'' to increase the player's sensory immersion.<ref name="PlayTrance"/><ref name="GIBZmizuguchi"/>]] |
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A soundtrack was released with the following track list: |
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The first concept for the gameplay of ''Rez'' was that when the player shot something down, it would create a sound in synch with the background music, coupled with a vibration through the controller.<ref name="1UPinterview"/> Mizuguchi wanted the game to be a "full body" experience, paying homage to arcade titles he had worked on early in his career at Sega including ''[[Sega Rally]]''.<ref name="gdc2"/> The overall design drew from several different sources of inspiration, including [[rave]] culture as exemplified in events such as Street Parade, and a video from Africa he saw online where a man started clapping and people either swayed and stamped to the beat or joined in.<ref name="DengInterview"/><ref name="GSrez2007"/> Figuring that the capacity for music and sights to draw in a crowd would be the essential element to his envisioned game, Mizuguchi began exploring how to programmatically recreate this effect.<ref name="GCDrez"/> Much of Mizuguchi's time during development was listening to music to inspire his designs.<ref name="SegaRezInterview"/> |
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*1 [[Keiichi Sugiyama]] - Buggie Running Beeps 01 (5:20) |
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*2 [[Mist (band)|Mist]] - Protocol Rain (7:08) |
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Mizuguchi particularly wanted to create a non-violent shooter appealing to many people.<ref name="NGrez"/> A key element was allowing for mistakes and fluffs from the player—penalised in other titles within the genre—to be incorporated into the score of ''Rez''.<ref name="DengInterview"/> The musical gameplay was developed following a [[Call and response (music)|call and response]] approach (the audience responds to something from a singer or performer), similar to that of what a [[disc jockey]] would do to get reaction from the crowd.<ref name="GamaKazdal"/><ref name="GCDrez"/> In parallel with the development of the game's narrative and aesthetic, the team developed its mechanic of [[Quantization (music)|quantizing]] the notes, so that regardless of the player's imprecision that they would play out on the beat, which they "felt like magic" to players of any skill level.<ref name="gdc2"/> The decision to use a rail shooter template for gameplay originated from the number of staff who were veterans of both ''Sega Rally'' and the ''Panzer Dragoon'' series.{{sfn|Infinite|2017|p=18-27}} |
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*3 [[Ken Ishii]] - Creation The State Of Art (Full Option) (6:33) |
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*4 [[Joujouka (Japanese band)|Joujouka]] - Rock Is Sponge (7:31) |
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The game's software was developed entirely from scratch, causing issues for the team, particularly due to the PS2 release.<ref name="RezComments"/><ref name="GamaKazdal"/> The game went through several prototypes, with different variations on the theme of a musical rail shooter.<ref name="GamaKazdal"/><ref name="GCDrez"/> Its earliest concepts were described by artist Jake Kazdel as "wild", with creations ranging from character action inspired by ''[[Space Harrier]]'' to abstract characters and enemies designed like musical props. These early stages were difficult for anyone to understand, and eventually it settled down into having a more traditional player character and enemies.<ref name="GamaKazdal"/> The first working prototype featured a figure running through a cyberspace environment, while a later build used a fighter jet.<ref name="GCDrez"/> Although designed to emphasize music, Mizuguchi has stated that he did not intend the game to be considered a music or rhythm game. The idea that musical skill would be a prerequisite for full appreciation of the game was something that both Mizuguchi and Kobayashi were anxious to avoid. Instead, the team adopted a quantization mechanic for the gameplay that allowed even players without natural rhythm to interact musically with the game through a process of "locking on" to enemies. This mechanic formed a core theme along which the gameplay developed.{{sfn|Infinite|2017|p=18-27}} |
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*5 [[Adam Freeland]] - Fear (Rez Edit) (5:06) |
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*6 [[Coldcut]] & [[Tim Bran]] - Boss Attacks (Remix) (7:15) |
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The vibration feedback made use of the Dreamcast vibration pack, the [[DualShock#DualShock 2|DualShock 2 controller]] for PS2, and a custom controller created by Mizuguchi's team for the game dubbed the Trance Vibrator that could be used with the PS2 version.<ref name="RezVibrations"/><ref name="FamitsuDreamcast"/> The Trance Vibrator was Mizuguchi's idea, starting as a joke to enhance the visual mechanics of the game.<ref name="PlayTrance"/><ref name="GIBZmizuguchi"/> The concept was born alongside the original plan for ''Rez'' when Mizuguchi visited Europe.<ref name="PlayTrance"/> While the standard controllers gave good vibration feedback, it only fed into the hands. Mizuguchi's aim with the Trance Vibrator was to allow a player to place it somewhere else in contact with their skin and feel the vibrations from there.<ref name="GIBZmizuguchi"/> He admitted that this lent itself to situations where it could be used for sexual stimulation.<ref name="GCDrez"/><ref name="GIBZmizuguchi"/> |
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*7 [[EBZ]] - F6 G5 (7:48) |
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*8 [[Oval (band)|Oval]] - Octaeder 0.1. (3:22) |
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===Art design and scenario=== |
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*9 [[Ken Ishii]] - Creative State (6:20) |
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The game's art director and lead artist was [[Katsumi Yokota]], noted for his work on ''[[Panzer Dragoon Saga]]''.<ref name="NGrez"/><ref name="RetroRez"/> Kazdel, who worked on ''Space Channel 5'', was on board as a character artist and graphics co-designer with Ryutaro Sugiyama.<ref name="Kazdal2"/> One of the game's earliest visual inspirations was the work of [[Wassily Kandinsky]], a 19th-century artist whose abstract work made a profound impression on Mizuguchi and his work.<ref name="GCDrez"/><ref name="1UPinterview"/> The original name "Project K" was a homage to Kandinsky,<ref name="EuroInterview"/> and Mizuguchi dedicated the game to him.<ref name="VGD"/> The early plans had levels directly inspired by Kandinsky's artwork, but Mizuguchi decided against this.{{sfn|Infinite|2017|p=29-30}} Other early versions drew direct inspiration from [[hip hop]] culture and the [[evolutionary history of life]].{{sfn|Infinite|2017|p=18-27}} One of the principle inspirations was Kandinsky's theories on [[synesthesia]], sensations created by the combination of different sensory inputs that had already inspired Mizuguchi's work on ''Space Channel 5''.<ref name="EuroInterview"/><ref name="1UPinterview"/> |
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*10 [[Oval (band)|Oval]] - P-Project (5:38) |
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A major decision for the team was using wire frame graphics for everything from character models to environments, paying homage to early video game graphics such as were seen in the [[Star Wars (1983 video game)|1983 ''Star Wars'' game]] and ''[[Missile Command]]''.<ref name="RezKobayashi"/> The decision to use this style was described by Yokota as "quite interesting", as his work on ''Panzer Dragoon'' had been aiming for the highest realism possible.<ref name="RetroRez"/> The graphics mirroring the music drew direct stylistic inspiration from the [[Winamp]] media player display.<ref name="GamaKazdal"/><ref name="Kazdal2"/> All but Area 5 were created using the same methodology; the wire frame was in the level foreground, while any particle effects and other visual elements were placed in the background area. This was the only feasible way to synchronise the music and visuals.<ref name="RetroRez"/> The first four levels had different visual themes and two key colors each. The first area drew from Ancient Egypt and used red and orange, the second used Indian culture with blue and purple, the third used Mesopotamian designs and the colors green and cyan, while the fourth area drew from Chinese culture and had a yellow and green color design. Each stage boss had a name taken from one of the planets.<ref name="RezAreas"/> The final area had a design influenced by the natural world.<ref name="PSBlogRez"/> Kazdel described this last area as Yokota's "personal trip out level".<ref name="GamaKazdal"/> |
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Mizuguchi's first ideas for the game's plot, which is delivered through "sensory" means rather than being driven by text and narration, was to form a connection between life and music.{{sfn|Infinite|2017|p=45–49}} While presented as a cyberpunk plot, Mizuguchi envisioned the narrative as a metaphor for the journey of life.<ref name="gdc2"/> Mizuguchi has suggested that the questions during the game's climax are intended to provoke the realization that the player is "not a [[hacker]] but a [[sperm]]", that ''Rez'' is a story of conception set against the backdrop of an emergent AI. The awakening of Eden at the game's end is a reference to the theoretical [[technological singularity]].{{sfn|Infinite|2017|p=45–49}} According to Kobayashi, their journey to awake Eden allows the hacker experience elevation to a higher existence within cyberspace, achieving something similar to [[Enlightenment in Buddhism|enlightenment]]. This was visually referenced through the various forms the hacker can take as they raise their level.<ref name="RezKobayashi"/> To achieve this fusion of themes with the visuals and score, Mizugushi worked with Yokota and team musician Nobuhiko Tanuma so the art design and musical progression would illustrate these themes.{{sfn|Infinite|2017|p=45–49}} The narrative poem shown during Area 5 was written by Yokota.{{sfn|Infinite|2017|p=58-59}} The English text was written by Kazdel.<ref name="GamaKazdal"/> |
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===Music=== |
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{{multiple image |
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| align = right |
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| footer = The music for ''Rez'' featured collaborations with electronic music artists from Japan and Europe, including [[Ken Ishii]] (left) and [[Adam Freeland]] (right).<ref name="RezMusic"/>{{sfn|Infinite|2017|p=37–41}} |
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| image1 = KEN ISHII clubasia 14th Anniversary (4489667620).jpg |
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| image2 = Adam Freeland 2.jpg |
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| perrow = 2 |
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| total_width = 360 |
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}} |
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For the musical style, Mizuguchi decided on using [[electronic dance music]], emulating the music he had experienced during his time in Europe.<ref name="GCDrez"/><ref name="RezKobayashi"/> The sound design and some of the music was handled by Keiichi Sugiyama, a member of Sega's WaveMaster label.<ref name="RezComments"/><ref name="RezMusic"/> The music score was coordinated by Masakazu Hiroishi.<ref name="PSBlogRez"/> It drew inspiration from the soundtracks of ''[[Xenon 2 Megablast]]'' (1989) and ''[[Xevious]]'' (1983), along with [[Haruomi Hosono]]'s 1984 ''Super Xevious '' remix single. Mizugushi and Yokota began investigating different musical genres that would evoke emotional and psychological responses appropriate to produce the primal and synaesthetic experience ''Rez'' was intended to provide. After hours of investigation, they concluded that due to its digital simplicity which allowed a designer to isolate a single note and to alter the timing of the overall rhythm, the [[techno]] genre offered the greatest promise for producing the desired effects.{{sfn|Infinite|2017|p=37–41}} Music coordination was done by a DJ called Ebizoo, who helped incorporate the call and response methods into the in-game score.<ref name="GamaKazdal"/> The project went through an intensive period of matching music to visuals requiring multiple iterations of back-and-forth alterations in which both music (sometimes from the first note) and art (including entire [[Boss (video gaming)|bosses]]) were significantly modified.{{sfn|Infinite|2017|p=37–41}} |
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During early production, Ebizoo used placeholder tracks by [[Fatboy Slim]] and [[Underworld (band)|Underworld]] for test levels.{{sfn|Infinite|2017|p=37–41}} Hiroishi contacted multiple composers to contribute tracks for each zone, including [[Ken Ishii]] and [[Joujouka (band)|Joujouka]] as well as English artists [[Coldcut]] and [[Adam Freeland]]. These people both contributed original tracks and licensed remixes of existing numbers for the game.<ref name="RezMusic"/>{{sfn|Infinite|2017|p=37–41}}<ref name="RezIshii"/> The team also reached out to Underworld, Fatboy Slim, [[The Chemical Brothers]] and [[Aphex Twin]], but failed to reach an agreement about using their tracks.<ref name="GamaKazdal"/><ref name="Kazdal2"/> In the case of Underworld, the team wanted to use their track "[[Rez (song)|Rez]]" for the opening area, as they had been doing during prototyping.<ref name="GamaKazdal"/><ref name="1UPinterview"/> Underworld declined as they did not wish to be associated with any kind of video game violence as the game involved "shooting things". This led to Sugiyama creating the opening stage track.<ref name="GamaKazdal"/> The game also included two tracks from [[Oval (musical project)|Oval]], and a track from Ebizoo. The final boss theme was composed by Coldcut and [[Dreadzone|Tim Bran]].<ref name="RezInfiniteAlbum"/> |
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Mizuguchi had a university friend with Joujouka's Tsuyoshi Suzuki, and the two had long wanted to collaborate on a project.<ref name="RezMusicRetro"/> The track used, "Rock is Sponge", was one of a group Joujouka was creating for an album release. Mizuguchi listened to the early versions of tracks, picking "Rock is Sponge" as most suitable.<ref name="1UPtravelling"/> For Ishii's contribution, Sega asked for five or six variations within the track, which was around five minutes long. Ishii found this challenging, but satisfying.<ref name="RezMusicRetro"/> Mizuguchi personally approached Coldcut about using their music. They immediately understood what he was trying to do, and rather than licensing their track "[[Timber (Coldcut and Hexstatic song)|Timber]]" as originally requested, they composed an original track for the game.<ref name="RezKobayashi"/> Freeland also created his track "Fear" as an original piece, inspired by Mizuguchi's description of the game as being inspired by the artwork of Kandinsky. "Fear" contained the lyric "Fear is the Mind Killer", taken from the novel ''[[Dune (novel)|Dune]]'' by Frank Herbert. This was intended as being inspirational, and emblematic of life's struggle.<ref name="PSBlogRez"/> "Fear" was also slower-paced than the other tracks, fitting in with the area's themes and feel.<ref name="1UPtravelling"/> |
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For the album release, the team asked each composer to create a new remix that was the "highest" form of the track that had been mixed and synced to gameplay.<ref name="RezKobayashi"/> The soundtrack album, titled ''Rez / Gamer's Guide to...'', was co-published in collaboration with United Game Artists by Musicmine, an imprint of Universal, and independent record company Third Ear. It included ten tracks from across the game, including secret areas.<ref name="RezSoundtrack"/><ref name="RezOSTAlbumA"/><ref name="RezOSTAlbumB"/> The soundtrack was released January 23, 2002.<ref name="RezSoundtrack"/> Third Ear also released two vinyl LPs.<ref name="RezOSTAlbumB"/> The ''Rez'' soundtracks were Third Ear's first major commercial release, with one of its founders using contacts within Sega to get the publishing contract.<ref name="RezMcreedy"/> |
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{{track listing |
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| headline = Tracklist<ref name="RezOSTAlbumA"/> |
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| title1 = Buggie Running Beeps01 |
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| writer1 = Keiichi Sugiyama |
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| length1 = 5:50 |
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| title2 = Protocol rain |
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| writer2 = mist |
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| length2 = 7:08 |
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| title3 = Creation The State of Art |
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| writer3 = Ken Ishii |
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| length3 = 6:34 |
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| title4 = Rock Is Sponge |
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| writer4 = Joujouka |
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| length4 = 7:31 |
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| title5 = Fear (Rez Mix) |
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| writer5 = Adam Freeland |
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| length5 = 5:07 |
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| title6 = Boss Attacks (Remix) |
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| writer6 = Coldcut & Tim Bran |
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| length6 = 7:15 |
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| title7 = F6 G5 |
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| writer7 = Ebizoo |
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| length7 = 7:48 |
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| title8 = Octaeder 01 |
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| writer8 = Oval |
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| length8 = 3:50 |
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| title9 = Creative State |
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| writer9 = Ken Ishii |
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| length9 = 6:21 |
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| title10 = P-project |
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| writer10 = Oval |
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| length10 = 5:39 |
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}} |
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==Release== |
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The game was first announced at [[E3]] 2001 under its working title "K-Project". It was shown off by both Sega and Sony for their respective consoles.<ref name="KAnnounced"/> The game was announced under its official title the following month at the [[Shibuya-AX]] Sony PlayStation 2 party.<ref name="RezAnnounced"/> Concerned about the upheavals at Sega, and feeling a lack of support for ''Rez'', Mizuguchi was anxious to make an impression with his presentation of the game. To achieve this he bleached and dyed his hair pure white and made his presentation—a solo demonstration of himself playing the game live—without saying a word after taking the stage. Mizuguchi's intention was for the game to primarily speak for itself, and the reaction he received from both Sega and Sony executives was exactly what he had hoped for. In wrapping up the party, [[Sony Computer Entertainment]] chairman and former [[Sony Music]] president [[Shigeo Maruyama]] took the stage and gave specific praise for ''Rez'', suggesting that it would "not only ''make'', but ''change'' history for music in games".<ref name="EuroInterview"/>{{sfn|Infinite|2017|p=51–52}} Working together, marketing teams from both Sega and Sony developed innovative strategies to market the game including co-promoting it with electronic music festivals.<ref name="RezKobayashi"/>{{sfn|Infinite|2017|p=51–52}} For the launch party in [[Akasaka, Tokyo]], Mizuguchi previewed music from the game alongside Freeland, Joujouka, and Coldcut via a livestream.<ref name="RezMusicRetro"/> |
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Sega acted as publisher for the Dreamcast version worldwide and the PS2 version in Japan and North America.<ref name="RezDates"/><ref name="RezNews"/><ref name="RezNAps2"/> The game was released in Japan for both PS2 and Dreamcast on November 22, 2001.<ref name="RezDates"/> A special "Absolute Set" edition, limited to 500 units, was sold exclusively through the Tsutaya store chain. The edition included a copy of the game and the Trance Vibrator, and themed merchandise including a T-shirt, headphones and eyedrops.<ref name="RezEdition"/> Further goods along those same lines were sold at special events in the months following the game's release.<ref name="RezGoods"/> The Japanese versions also included a Morolian alien from ''Space Channel 5'' as a secret playable character if players had save data from ''Space Channel 5''.<ref name="1UPRezHDinfo"/> While the Dreamcast version was localised into English for a European release, it went unreleased in North America.<ref name="RezNAps2"/><ref name="RezDCeurope"/> The PS2 version was marketed and published in Europe as part of Sony's deal with Sega to distribute multiple titles in the region.<ref name="SonyEUmarket"/> The game released on January 8, 2002, in North America, and February 20 in Europe.<ref name="RezDates"/><ref name="RezNews"/> The Trance Vibrator was offered for a limited time through Sega's American online store.<ref name="1UPinterview"/> |
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===''Rez HD''=== |
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A high-definition remaster for [[Xbox 360]], titled ''Rez HD'', was developed by Mizuguchi's studio [[Q Entertainment]] and [[HexaDrive]].<ref name="WiredInterview"/><ref name="FamHDinterview"/> The game was released through [[Xbox Live Arcade]] on January 30, 2008.<ref name="1UPRezHDinfo"/><ref name="RezHDjp"/> It was published by [[Microsoft Game Studios]].<ref name="RezHDpublisher"/> Mizuguchi wanted to release an improved version of ''Rez'' on modern consoles, and so acquired the rights from Sega.<ref name="GSrezhdInterview"/> Mizuguchi described ''Rez HD'' as a "pure port" that was as close as possible to what he initially envisioned for the game.<ref name="RexHDkotaku"/> Production took between seven and eight months. Both Mizuguchi and Yokota were involved in the project.<ref name="WiredInterview"/> He chose the 360 due to its graphics and 5.1 surround sound capacity.<ref name="GSrezhdInterview"/> The download service also allowed him to distribute the game at a low price to the widest possible audience.<ref name="WiredInterview"/><ref name="GSrezhdInterview"/> ''Rez HD'' was HexaDrive's first job as a company. They were able to complete the project quickly due to their in-depth knowledge of then-current consoles.<ref name="FamHDinterview"/> The team consisted of around ten people; three came from HexaDrive, and seven or eight from Q Entertainment. For the conversion, the team adjusted the aspect ratio, and raised the framerate from 30 to 60 per second.<ref name="WiredInterview"/> |
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===''Rez Infinite''=== |
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[[File:Rez Inifnite Area X.jpg|thumb|right|Area X, a zone exclusive to ''Rez Infinite'' powered by [[Unreal Engine 4]]<ref name="Polygoninfinite" />]] |
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''Rez Infinite'' is an expanded release of ''Rez'', first announced in December 2015 for [[PlayStation 4]] (PS4).<ref name="Polygoninfinite"/> While packaged with the original version, it also shipped with a new level called Area X, and both modes were made compatible with [[virtual reality]] (VR) devices. For the PS4, this was achieved using the [[PlayStation VR]].<ref name="Polygoninfinite"/><ref name="PSBlogInfinite"/> The biggest addition to the game for ''Infinite'' was "Area X", which was built from scratch using [[Unreal Engine 4]] and unlocked after playing the original for one hour. In contrast to the on-rails gameplay of ''Rez'', "Area X" allows the player to roam freely around the cyberspace environment.<ref name="PolyAreaX"/> |
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Mizuguchi wanted to attract both fans of the original game and newcomers who had not heard of or played ''Rez''. Alongside porting the game to new platforms, the team wanted to create something new.<ref name="InfiniteEnhance"/> He led development under two small studio entities he founded; Enhance Games which oversaw and publicised the project, and the group Resonair. Over an eighteen-month period, Enhance and Resonair created the basics of the project before bringing in external studio Monstars to "color between the lines".<ref name="PolyMizuguchiInfinite"/><ref name="PolyInfiniteInterview"/> Mizuguchi used this approach to avoid issues he had faced at Q Entertainment, which he left some years prior due to dissatisfaction with the company. He opted to return to gaming after seeing the potential for VR, creating Enhance Games to redevelop ''Rez'' for VR platforms. The team received additional marketing support from [[8-4]].<ref name="PolyMizuguchiInfinite"/> The entire production lasted two years. The game's subtitle "''Infinite''" symbolised Mizuguchi's wish for both present and future players to enjoy the game.<ref name="PlaystationInfinite"/> |
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Area X was born from Enhance Games wanting to strip ''Rez'' down to its basics and rebuild it using modern technology.<ref name="PolyInfiniteInterview"/> Mizuguchi decided on two points; first to have particles generated from impacts so players could see a visualisation of the sounds and music, and second that players could roam freely. He compared the desired experience of Area X to "flying like [[Peter Pan]]". This provided a substantial challenge, as they needed to sync impact notes with the score without the rail shooter gameplay providing a constant speed.<ref name="MetroInterview"/> Area X made extensive use of particle-based rendering in its graphics, with light particles making up everything in the level.<ref name="InfiniteEnhance"/><ref name="PolyInfiniteInterview"/> Its visual design supplied by Takashi Ishihara at the request of Mizuguchi and designer Osamu Kodera. Enemy AI within Area X was improved and Mizuguchi composed a new poem on the theme of birth to act as a coda to Yokota's original poem.{{sfn|Infinite|2017|p=58-59}} The music for "Area X" was composed by Hydelic, a musical group which formed part of Resonair.<ref name="RezInfiniteAlbum"/><ref name="RezInfiniteMusic"/> |
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The PS4 version released on October 13, 2016.<ref name="PSBlogInfinite"/> It was later updated to support the [[PlayStation 4 Pro]] model.<ref name="PlaystationInfinite"/> A notable piece of merchandise was a four-disc vinyl release of the game's soundtrack, which included both the original album tracks and the piece used in Area X. The release, co-created by [[Iam8bit]], also featured a large book detailing the making of both ''Rez'' and ''Rez Infinite'', with extensive interviews with Mizuguchi and other staff members.<ref name="PSBlogInfinite"/><ref name="InfiniteEdition"/> The soundtrack later saw release on CD and digitally.<ref name="RezInfiniteAlbum"/> A version for [[Microsoft Windows]] was released on August 9, 2017. This version was compatible with the [[HTC Vive]] and [[Oculus Rift]].<ref name="InfinitePC"/> Mizuguchi planned for a Windows version from an early stage, beginning development using Windows before bringing it over into the PS4 environment. He reasoned that while consoles have a finite life, games have far longer lifespans through a digital Windows release.<ref name="GWIInfinite"/> It was also ported to [[Android (operating system)|Android]] on November 20, requiring use of the [[Google Daydream]] peripheral.<ref name="RezInfiniteAndroid"/> It was also a launch title for a new model of the [[Oculus Quest]] VR headset, releasing on October 13, 2020.<ref name="InfiniteOculus"/> It was one of the titles available through the [[Amazon Luna]] cloud platform during its beta release on October 20, 2020.<ref name="LunaA"/><ref name="LunaB"/> A port to [[PlayStation 5]], with compatibility with the [[PlayStation VR2]], was released on February 22, 2023. Owners of the PS4 version were offered an upgrade to the PS5 version at a discounted price.<ref name="InfinitePS5"/> |
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==Reception== |
==Reception== |
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{{Video game reviews |
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The game received an award from The Agency for Cultural Affairs Media Art Festival in Japan. |
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| SDC = true |
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| PS2 = true |
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| PS4 = true |
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| PC = true |
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| X360 = true |
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| na = true |
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| 1UP_X360 = A+<ref name="1UPreview"/> |
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| Destruct_PS4 = 9.5<ref name="destructRev"/> |
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| Edge_SDC = 9/10<ref name="EdgeReview"/> |
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| Edge_PS2 = 9/10<ref name="EdgeReview"/> |
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| Edge_PS4 = 9/10<ref name="inftyEdgeRev"/> |
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| EuroG_SDC = 8/10<ref name="EuroDreamcast"/> |
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| EuroG_X360 = 10/10<ref name="EuroReview"/> |
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| EuroG_PS4 = Essential<ref name="eurogamerRev"/> |
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| Fam_SDC = 31/40<ref name="FamitsuDreamcast"/> |
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| Fam_PS2 = 32/40<ref name="FamReviewPS2"/> |
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| GSpot_PC = 9/10<ref name="gamespotRev"/> |
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| GSpot_PS2 = 7.9/10<ref name="GameSpotPS2review"/> |
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| GSpot_PS4 = 9/10<ref name="gamespotRev"/> |
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| GSpot_X360 = 8.5/10<ref name="GShdReview"/> |
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| IGN_PS2 = 8.5<ref name="IGNPS2review"/> |
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| IGN_PS4 = 8.2/10<ref name="IGNRev"/> |
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| IGN_X360 = 8.6/10<ref name="IGNreview360"/> |
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| PCGUK_PC = 88/100<ref name="PCGreview"/> |
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| rev1 = [[Official Dreamcast Magazine (UK magazine)|''ODCM'' (UK)]] |
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| rev1_SDC = 82%<ref name="DCMUKreview"/> |
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| rev2 = ''[[PSM3|PSM2]]'' |
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| rev2_PS2 = 66/100<ref name="PSM2review"/> |
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| MC_PC = 89/100<ref name="MetaPC"/> |
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| MC_PS2 = 78/100<ref name="MetaPS2"/> |
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| MC_PS4 = 89/100<ref name="MetaPS4"/> |
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| MC_X360 = 89/100<ref name="Meta360"/> |
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}} |
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== |
===Original release=== |
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Sega originally shipped ''Rez'' in fairly small quantities.<ref name="RezShipments"/> In Japan, the PS2 version sold just under 37,600 units.<ref name="RezSalesJP"/> By 2003, the PlayStation 2 version had sold over 100,000 copies in North America.<ref name="ownt"/> Although generally low, North American sales were worse than in Japan, though Mizuguchi held out hope for European sales.<ref name="RezSalesJPNA"/> On the whole, ''Rez'' was classified as a commercial failure worldwide, blamed alternately on poor marketing support from Sega, and its non-standard gameplay and art style.<ref name="GamaKazdal"/><ref name="EuroInterview"/> |
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{| class="wikitable" style="font-size:90%; float:right; text-align:center; width:25%; margin: 5px;" |
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|- |
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|+'''Reviews''' |
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|-{{Unicode|}} |
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!style="background:#ddddee;" | Publication |
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!style="background:#ddddee;" | Score |
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|- |
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|[[1UP.com]] |
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|10/10<ref name="1UP.com review">{{cite web | url = http://www.1up.com/do/reviewPage?cId=3165700 | title = REVIEWS: ''Rez HD'' "Finally, ''Rez'' is no longer ahead of its time. Our review. " | date= [[2008-01-29]] | author = Sam Kennedy | publisher = [[1UP.com]] }}</ref> |
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|- |
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|[[Eurogamer]] |
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|10/10<ref name="Eurogamer review">{{cite web | url = http://www.eurogamer.net/article.php?article_id=91540 | title = Reviews = ''Rez HD'' // Xbox 360 | date= [[2008-01-30]] |author = Simon Parkin | publisher = [[Eurogamer]] }}</ref> |
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|- |
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|[[IGN]] |
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|8.6/10<ref name="IGN review">{{cite web | url = http://xbox360.ign.com/articles/848/848434p1.html | title = IGN: ''Rez HD'' Review | publisher = [[IGN]] | author= Erik Brudvig | date= [[2008-01-29]] }}</ref> |
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|- |
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|} |
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'''''Rez HD''''' was announced for release on [[Xbox Live Arcade]] by Microsoft during their pre-Tokyo Game Show press conference held in September 2007. Mizuguchi noted during the Show that "I always dreamed of a high-def wide screen and very good sound. Now the future has come.", and described the game as "100 percent the same game" as the original ''Rez''.<ref>{{cite web | url = http://kotaku.com/gaming/tgs07/rez-hd-impressions-300816.php | title = Rez HD Impressions | publisher = Kotaku | first = Brian | last = Crecente | date = 2007-09-18 | accessdate = 2007-09-18 }}</ref> Mizuguchi noted that he had to get the license back from [[Sega]] to remake the game even though he made the original (because video games are considered as [[work for hire]]), and that there are no plans for a 360 compatible Trance Vibrator peripheral though the same functionality is provided through the use of extra Xbox 360 controllers (up to three more).<ref>{{cite web | url = http://www.joystiq.com/2008/01/07/rez-hd-extra-controllers-double-as-trance-vibrators-seriously/ | title = Rez HD: extra controllers double as trance vibrators (seriously) | publisher = Joystiq | first = Christopher | last = Grant | date = 2008-01-07 | accessdate = 2008-01-08 }}</ref> The title was ported to Xbox Live Arcade by Japanese game developer HexaDrive.<ref>[http://hexadrive.jp/sub4.html Rez HD project page, ''HexaDrive'']</ref> |
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Japanese gaming magazine ''[[Famitsu]]'' reviewed both versions of the game in the same issue.<ref name="FamitsuDreamcast"/> In their PS2 version review, ''Famitsu'' praised its combination of rail shooter and music genre mechanics while also praising the visual design.<ref name="FamReviewPS2"/> The Dreamcast version was given one point less than the PS2 version, with a reviewer citing the added gameplay immersion from the Trance Vibrator as the reason for the PS2 version's higher score.<ref name="FamitsuDreamcast"/> |
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The game was released on [[January 30]], [[2008]].<ref>[http://darkzero.co.uk/v4/games/news/13307/360-rez-hd-and-chessmaster-on-xbla-30th-jan Rez and Chessmaster to release this week, ''Darkzero.co.uk'']</ref> |
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''[[Edge (magazine)|Edge]]'' reviewed both versions, preferring the PS2 version due to experiencing slowdown on the Dreamcast release, but lauding both for their visual design and blend of absorbing musical and visual elements.<ref name="EdgeReview"/> ''[[Eurogamer]]''{{'}}s Martin Taylor noted a lack of gameplay content failing to justify a full price purchase, but gave full praise to the visual and music, feeling the game was a well-designed throwback to arcade games from the early days of the medium.<ref name="EuroDreamcast"/> Sam Jones of ''[[Official Dreamcast Magazine (UK magazine)|Official Dreamcast Magazine UK]]'' lauded the visual design and music, but felt a lack of challenge and noted that Sega should develop a sequel to smooth out some of the game's issues. A second opinion from Martin Mathers cited the game as an "essential purchase" and good swansong for the Dreamcast.<ref name="DCMUKreview"/> |
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Mizuguchi has noted that ''Rez HD'' will probably not be ported to the PS3. <ref>{{cite web | url = http://blog.wired.com/games/2008/01/interview-mizug.html | title = Interview: Mizuguchi Talks Rez HD | date = 2008-01-23 | accessdate = 2007-01-26 | publisher = Wired | first = Chris | last = Koehler}}</ref> |
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''[[IGN]]''{{'}}s David Smith lauded the graphics and found the narrative engaging, and enjoyed the music despite comments that players needed to like the style; he sadly noted that its blend of styles would limit its audience.<ref name="IGNPS2review"/> [[Jeff Gerstmann]], writing for ''[[GameSpot]]'', said that ''Rez'' was strongest in its presentation and music, with the gameplay feeling basic compared to other rail shooters, closing by referring to the game as "decidedly different than other games on the market".<ref name="GameSpotPS2review"/> Duncan Baizley of ''[[PSM3|PSM2]]'' was less positive, recognising its niche appeal but finding it lacking as a game for mainstream players; the environments and concept met with praise, but he faulted the music and found the gameplay difficult due to the graphic style.<ref name="PSM2review"/> Writing for ''[[Games (magazine)|Games]]'' in 2002, reviewer Thomas L. McDonald described ''Rez'' as a game that "carves out its own niche" as an abstract shooter, both emphasising its differences from traditional [[rhythm game]]s and its laudable result.<ref name="GamesOpinion"/> |
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===Later releases=== |
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Giving ''Rez HD'' a perfect score, Sam Kennedy of ''[[1Up.com]]'' felt that the release proved the original was ahead of its time, saying its stylised graphics had hardly aged and that the graphical and audio updates showed off the game as its best.<ref name="1UPreview"/> ''GameSpot''{{'}}s Don Francis, despite finding the music monotonous after a while, lauded the technical improvements made and how well the original graphics and gameplay had aged.<ref name="GShdReview"/> Erik Brudvig of ''IGN'' praised the upgrade to the game, citing it as unique among the Xbox Live library and worth trying for any gamer, while admitting its niche appeal and lack of new content.<ref name="IGNreview360"/> Simon Parkin, writing for ''Eurogamer'', also gave the port a perfect score and noted that modern gamers would be more appreciative of the title than those when it first released.<ref name="EuroReview"/> |
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Both the PS4 and PC versions of ''Rez Infinite'' received "generally favourable" reviews, earning scores of 89 points out of 100 on review aggregate [[Metacritic]].<ref name="MetaPC"/><ref name="MetaPS4"/> Martin Robinson of ''Eurogamer'' called the game a "modern masterpiece",<ref name="eurogamerRev"/> and ''GameSpot''{{'}}s Alexa Ray Corriea gave it general praise, citing it as a modern classic despite a lack of content.<ref name="gamespotRev"/> Chris Carter of ''[[Destructoid]]'' praised the game's unique nature,<ref name="destructRev"/> and ''IGN''{{'}}s Vince Ingenito called it the most complete version of ''Rez'' with or without the VR functions.<ref name="IGNRev"/> Lucas Sullivan, writing for ''[[GamesRadar]]'', lauded the additions and gameplay despite a lack of content and online elements.<ref name="gamesRdrRev"/> ''[[Edge (magazine)|Edge]]'' called it the best VR-based title of 2016,<ref name="inftyEdgeRev"/> and Phil Savage of ''[[PC Gamer]]'' lauded the range of graphics option alongside the aesthetic upgrades and new content.<ref name="PCGreview"/> The VR mode and Area X were universally lauded, with the latter being praised for both its music and graphics.<ref name="destructRev"/><ref name="inftyEdgeRev"/><ref name="eurogamerRev"/><ref name="IGNRev"/><ref name="PCGreview"/><ref name="gamesRdrRev"/> Both Sullivan and Corriea felt that the game had achieved its full potential with ''Rez Infinite''.<ref name="gamespotRev"/><ref name="gamesRdrRev"/> |
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===Accolades and retrospectives=== |
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''Rez'' received an award from The Agency for Cultural Affairs Media Art Festival in Japan.<ref name="ArtsAward"/> At the 2002 NAVGTR awards, ''Rez'' was nominated in the "Outstanding Innovation in Game Play" category,<ref name="NAVGTR"/> and was nominated for "[[D.I.C.E. Award for Action Game of the Year|Console Action/Adventure Game of the Year]]" at the [[6th Annual Interactive Achievement Awards]].<ref name="DICE"/> At the second [[Game Developers Choice Awards]] in 2001, the game was one of five titles highlighted in the "Game Innovation Spotlights" category,<ref name="GDCA2001"/> and was one of four games nominated for the 2001 [[BAFTA Interactive Entertainment Awards]] in their "Interactive Arts" category.<ref name="BaftaRez"/> It also won ''GameSpot''{{'}}s 2002 "Best Graphics (Artistic) on PlayStation 2" award, and was nominated in the "Best Game No One Played on PlayStation 2" category.<ref name="bestworst2002"/> |
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In anniversary retrospectives and lists of memorable Dreamcast titles from multiple websites including ''[[Gamasutra]]'' and ''IGN'', ''Rez'' was noted for its visual design and blend of gameplay and music.<ref name="EuroRetro"/><ref name="NLdreamcast"/><ref name="GRdreamcast"/><ref name="RetroDreamcast"/><ref name="KotakuDreamcast"/> As part of a feature on Mizuguchi's career and work, James Mielke of ''1Up.com'' considered ''Rez'' underrated in its time and having aged well compared to its contemporaries.<ref name="1UPinterview"/> The game would go on to receive "Runner Up" in the category of "Electronic - Puzzle and Classic" in ''Games''{{'}}s annual "The Games 100".<ref name="Games100"/> In 2009, ''Edge'' ranked the game #49 on its list of "The 100 Best Games To Play Today", calling it "Astonishing to watch [and] uniquely absorbing to play".<ref name="Edge100"/> In 2012, ''Rez'' was listed on [[Time (magazine)|Time]]'s list for the 100 greatest video games of all time.<ref name="Times100"/> ''Rez'' was chosen as one of the Dreamcast games to be shown at the [[Smithsonian American Art Museum]]'s 2012 exhibition, [[The Art of Video Games]].<ref name="ArtGaming"/> ''Rez HD'' was rated the 13th best Xbox Live Arcade of all time by ''IGN'' in a September 2010 listing.<ref name="RezHDranking"/> In 2023, a poll by ''[[GQ]]'' conducted among a team of video game journalists across the industry ranked ''Rez'' the 99th best video game of all time.<ref>{{Cite web |date=2023-05-10 |title=The 100 greatest video games of all time, ranked by experts |url=https://www.gq-magazine.co.uk/article/best-video-games-all-time |access-date=2023-05-10 |website=British GQ |language=en-GB}}</ref> |
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At [[The Game Awards 2016]], ''Rez Infinite'' was nominated for "Best Music/Sound Design" and won "Best VR Game".<ref name="TGA2017"/> It was also nominated for the equivalent "Best VR/AR Game" award at the 2016 Game Developers Choice Awards.<ref name="GDCA2017"/> At the 2017 British Academy Games Awards, the game was nominated in the "Audio Achievement" category.<ref name="Bafta2017"/> |
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{{Clear}} |
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==Legacy== |
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{{see also|Child of Eden}} |
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Despite low sales, a sequel to ''Rez'' was being planned at Sega prior to its internal restructuring.<ref name="GamaKazdal"/> Mizuguchi has continued to expand upon his game designs, aiming to bring in casual players and have them experience synesthesia as he wanted to do with ''Rez''.<ref name="EuroInterview"/><ref name="GSrez2007"/> The [[Ubisoft]]-published ''[[Child of Eden]]'' is a spiritual successor to ''Rez'', designed around the same gameplay and sensory principles.<ref name="ChildInterview"/> Mizuguchi envisioned ''Rez'' as being the first in a trilogy of similar titles.<ref name="EuroInterview"/> According to a 2017 interview, Area X was seen by him partly as a prototype for the conceptual third title.<ref name="RezHDsequel"/> |
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==References== |
==References== |
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===Notes=== |
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{{reflist}} |
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{{notelist}} |
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===Citations=== |
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{{Reflist|30em|refs= |
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<ref name="RezGameplay">{{cite web|url=http://rez.sega.jp/e/game/index.html|title=Rez - The Game|website=Rez English website|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191030183216/http://rez.sega.jp/e/game/index.html|archive-date=2019-10-30|url-status=dead}}</ref> |
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<ref name="RezStory">{{cite web|url=http://rez.sega.jp/e/story/index.html|title=Rez - Story|website=Rez English website|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191030182604/http://rez.sega.jp/e/story/index.html|archive-date=2019-10-30|url-status=dead}}</ref> |
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<ref name="RezPlatforms">{{cite journal | date=2001-10-26|script-title=ja:新世代の『体感』ツコーディソグ | journal=[[Gemaga|Dorimaga]] | issue=12 | pages=48–49 | publisher=[[SoftBank Creative]]| language=ja}}</ref> |
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<ref name="KotakuNames">{{cite web|url=http://kotaku.com/368887/dreamcast-rez-beta-k+project-released |title=Sega: Dreamcast Rez Beta "K-Project" Released |date=2008-03-17 |access-date=2008-05-29 |website=[[Kotaku]] |first=Michael |last=McWhertor |archive-url=https://web.archive.org/web/20121006181320/http://kotaku.com/368887/dreamcast-rez-beta-k%2Bproject-released |archive-date=2012-10-06 |url-status=dead }}</ref> |
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<ref name="PolyRez">{{cite web|url=https://www.polygon.com/2016/11/22/13700394/rez-retrospective-tetsuya-mizuguchi-iam8bit-book-rez-infinite|title=Rez retrospective: A look back at Tetsuya Mizuguchi's early days|website=[[Polygon (website)|Polygon]]|date=2016-11-22|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191010114102/https://www.polygon.com/2016/11/22/13700394/rez-retrospective-tetsuya-mizuguchi-iam8bit-book-rez-infinite|archive-date=2019-10-10|url-status=live}}</ref> |
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<ref name="RetroRez">{{cite web|url=https://www.retrogamer.net/retro_games00/ultimate-guide-rez/|title=Ultimate Guide: Rez|last=Jones|first=Darren|website=[[Retro Gamer]]|date=2017-01-01|access-date=2019-12-06|archive-url=https://web.archive.org/web/20170403175756/https://www.retrogamer.net/retro_games00/ultimate-guide-rez/|archive-date=2017-04-03|url-status=dead}}</ref> |
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<ref name="NGrez">{{cite journal|title=PlayStation 2: Rez|journal=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Publishing]]|issue=81|date=2001|page=35}}</ref> |
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<ref name="PlayTrance">{{cite journal|url=https://archive.org/details/PlayMagazineSeptember2006/page/n55 | date=2006-09-01 | title=Q Made Who? |last=Orlando |first=Greg |journal=Play Magazine | issue=September 2006 | publisher=Fusion Publishing| language=ja|pages=60–61}}</ref> |
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<ref name="RezKobayashi">{{cite web|author=blackoak|url=http://shmuplations.com/rez/|title=Rez – 2001 Developer Interview|website=Shmuplations.com|access-date=2019-12-06|archive-url=https://web.archive.org/web/20190914183016/http://shmuplations.com/rez/|archive-date=2019-09-14|url-status=live}}</ref> |
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<ref name="VGD">{{Cite web|url=http://archive.videogamesdaily.com/features/tetsuya_mizuguchi_iv_oct05_p1.asp|title=Tetsuya Mizuguchi Interview 2005|date=2005-10-13|website=Video Games Daily|publisher=Superglobal, Ltd.|access-date=2019-09-22|archive-url=https://web.archive.org/web/20110717202723/http://archive.videogamesdaily.com/features/tetsuya_mizuguchi_iv_oct05_p1.asp|archive-date=2011-07-17|url-status=live}}</ref> |
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<ref name="GamaKazdal">{{cite web|url=https://www.gamasutra.com/view/feature/130712/go_to_synesthesia_jake_kazdals_.php|title=Go To Synesthesia... Jake Kazdal's Journey Through The Heart Of Rez|last=Hawkins|first=Matthew|website=[[Gamasutra]]|date=2005-05-06|access-date=2019-12-06|archive-url=https://web.archive.org/web/20190603195849/https://www.gamasutra.com/view/feature/130712/go_to_synesthesia_jake_kazdals_.php|archive-date=2019-06-03|url-status=live}}</ref> |
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<ref name="RezComments">{{cite web|url=http://rez.sega.jp/e/backstage/index.html|title=Rez - Voices of the Creators|website=Rez English website|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191030135259/http://rez.sega.jp/e/backstage/index.html|archive-date=2019-10-30|url-status=dead}}</ref> |
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<ref name="1UPinterview">{{cite web|url=http://www.1up.com/features/northern-lights-retroactive-rez-space|title=Tetsuya Mizuguchi: Reexamining Rez and Space Channel 5|last=Mielke|first=James|page=2|date=2006-07-26|website=[[1UP.com]]|archive-url=https://web.archive.org/web/20120711001554/http://www.1up.com/features/northern-lights-retroactive-rez-space|archive-date=2012-07-11|url-status=dead|access-date=2012-01-29}}</ref> |
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<ref name="GCDrez">{{cite web|url=https://www.youtube.com/watch?v=ZtSaFsMKrkI|title=Rez: A Classic Game Postmortem|author=[[Game Developers Conference]]|website=[[YouTube]]|date=2014-04-25|access-date=2019-12-06|archive-date=April 8, 2018|archive-url=https://web.archive.org/web/20180408142759/https://www.youtube.com/watch?v=ZtSaFsMKrkI|url-status=live}}</ref> |
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<ref name="GIBZmizuguchi">{{cite web|url=https://www.gamesindustry.biz/articles/still-shinin|title=Still Shinin'|last=Fahay|first=Rob|website=GamesIndustry.biz|date=2006-07-26|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191026205632/https://www.gamesindustry.biz/articles/still-shinin|archive-date=2019-10-26|url-status=live}}</ref> |
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<ref name="SegaPS2">{{cite web|url=https://game.watch.impress.co.jp/docs/20010605/sega.htm|script-title=ja:セガ、“コンテンツ戦略発表会”を開催 DC、PS2、PCをネットワークで接続してゲームを遊べる!|language=ja|website=Game Watch Impress|date=2001-06-05|access-date=2019-09-28|archive-url=https://web.archive.org/web/20190922100320/https://game.watch.impress.co.jp/docs/20010605/sega.htm|archive-date=2019-09-22|url-status=live}}</ref> |
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<ref name="EuroInterview">{{cite web|url=https://www.eurogamer.net/articles/2015-02-08-in-media-rez-the-return-of-tetsuya-mizuguchi|title=In media Rez: the return of Tetsuya Mizuguchi|last=Robinson|first=Martin|website=[[Eurogamer]]|date=2015-02-08|access-date=2019-09-22|archive-url=https://web.archive.org/web/20180612235247/https://www.eurogamer.net/articles/2015-02-08-in-media-rez-the-return-of-tetsuya-mizuguchi|archive-date=2018-06-12|url-status=live}}</ref> |
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<ref name="GSrez2007">{{cite web|url=https://www.gamespot.com/articles/qanda-every-extend-extras-tetsuya-mizuguchi/1100-6164638/|title=Q&A: Every Extend Extra's Tetsuya Mizuguchi|last=Cocker|first=Guy|website=[[GameSpot]]|date=2007-01-24|access-date=2019-12-06|archive-url=https://web.archive.org/web/20190221035927/https://www.gamespot.com/articles/qanda-every-extend-extras-tetsuya-mizuguchi/1100-6164638/|archive-date=2019-02-21|url-status=live}}</ref> |
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<ref name="gdc2">{{cite web|url=http://www.gamasutra.com/view/news/268364/Oral_history_of_Rez_recounts_a_marriage_of_game_and_music.php|title=Oral history of Rez recounts a marriage of game and music|last=Parkin|first=Simon|date=17 March 2016|work=[[Gamasutra]]|publisher=UBM TechWeb|archive-url=https://web.archive.org/web/20160322155456/http://gamasutra.com/view/news/268364/Oral_history_of_Rez_recounts_a_marriage_of_game_and_music.php|archive-date=March 22, 2016|url-status=live|access-date=2016-03-17}}</ref> |
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<ref name="DengInterview">{{cite web|url=https://dengekionline.com/soft/recommend/rez/rez01.html|script-title=ja:Interview with Tetsuya Mizuguchi for DENGEKI Online|language=ja|website=[[ASCII Media Works|Dengeki Online]]|date=2001|access-date=2019-12-06|archive-url=https://web.archive.org/web/20030202101755/https://dengekionline.com/soft/recommend/rez/rez01.html|archive-date=2003-02-02|url-status=live}}</ref> |
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<ref name="SegaRezInterview">{{cite web|url=http://www.sega.com/segascream/developers/post_interviews.jhtml?article=int_mizuguchi|title=Art and Entertainment: An Interview with Tetsuya Mizuguchi|website=[[Sega]]|date=2002|access-date=2019-12-06|archive-url=https://web.archive.org/web/20020627090831/http://www.sega.com/segascream/developers/post_interviews.jhtml?article=int_mizuguchi|archive-date=2002-06-27|url-status=dead}}</ref> |
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<ref name="PSBlogRez">{{cite web|url=https://blog.eu.playstation.com/2017/10/20/classic-levels-deconstructed-tetsuya-mizuguchi-musician-adam-freeland-dissect-rez-infinites-area-5/|title=Classic Levels Deconstructed: Tetsuya Mizuguchi & musician Adam Freeland dissect Rez Infinite's Area 5|website=[[PlayStation Blog]]|date=2017-10-20|access-date=2019-12-06|archive-url=https://web.archive.org/web/20171020182535/https://blog.eu.playstation.com/2017/10/20/classic-levels-deconstructed-tetsuya-mizuguchi-musician-adam-freeland-dissect-rez-infinites-area-5/|archive-date=2017-10-20|url-status=live}}</ref> |
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<ref name="RezAreas">{{cite web|url=http://rez.sega.jp/e/visuals/index.html|title=Rez - Visuals|website=Rez English website|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191030183749/http://rez.sega.jp/e/visuals/index.html|archive-date=2019-10-30|url-status=dead}}</ref> |
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<ref name="Kazdal2">{{cite web|url=http://coregamers.info/kazdaleng2.htm|title=Jake Kazdal - An American Gaijin|website=CoreGamers|date=2008-09-16|access-date=2019-09-22|archive-url=https://web.archive.org/web/20170618211828/http://coregamers.info/kazdaleng2.htm|archive-date=2017-06-18|url-status=live}}</ref> |
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<ref name="RezMusic">{{cite web|url=http://rez.sega.jp/e/sounds/index.html|title=Rez - Sounds|website=Rez English website|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191030183625/http://rez.sega.jp/e/sounds/index.html|archive-date=2019-10-30|url-status=dead}}</ref> |
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<ref name="RezIshii">{{cite web|url=http://chavalrecords.com/en/content/34-ken-ishii|title=Chaval Records - Ken Ishii|website=Chaval Records|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191109174425/http://chavalrecords.com/en/content/34-ken-ishii|archive-date=2019-11-09|url-status=live}}</ref> |
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<ref name="RezMusicRetro">{{cite web|url=http://www.1up.com/features/northern-lights-music|title=Northern Lights: The Music Sounds Better With You|last=Mielke|first=James|website=[[1UP.com]]|date=2006-07-28|access-date=2019-12-06|archive-url=https://web.archive.org/web/20160526013141/http://www.1up.com/features/northern-lights-music|archive-date=2016-05-26|url-status=dead}}</ref> |
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<ref name="1UPtravelling">{{cite web|url=http://www.1up.com/features/mizuguchi-time-traveling|title=Time Travelling With Tetsuya Mizuguchi|last=Mielke|first=James|website=[[1UP.com]]|date=2005-03-25|access-date=2019-12-06|archive-url=https://web.archive.org/web/20130120181558/http://www.1up.com/features/mizuguchi-time-traveling|archive-date=2013-01-20|url-status=dead}}</ref> |
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<ref name="RezSoundtrack">{{cite web|url=https://www.ign.com/articles/2001/11/27/rez-soundtrack-details-announced|title=Rez Soundtrack Details Announced|website=[[IGN]]|date=2001-11-27|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191010130027/https://www.ign.com/articles/2001/11/27/rez-soundtrack-details-announced|archive-date=2019-10-10|url-status=live}}</ref> |
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<ref name="RezOSTAlbumA">{{cite web|url=http://www.musicmine.com/shop/details.asp?pid=0000000488|script-title=ja:Rez Gamer's Guide to...|language=ja|website=Musicmine|access-date=2019-12-06|archive-url=https://web.archive.org/web/20021223061201/http://www.musicmine.com/shop/details.asp?pid=0000000488|archive-date=2002-12-23|url-status=dead}}</ref> |
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<ref name="RezOSTAlbumB">{{cite web|url=http://www.third-ear.net/top/ter/main_e.html|title=Third Ear Record-ings - Releases|website=Third Ear Records|access-date=2019-12-06|archive-url=https://web.archive.org/web/20040319110440/http://www.third-ear.net/top/ter/main_e.html|archive-date=2004-03-19|url-status=dead}}</ref> |
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<ref name="RezMcreedy">{{cite web|url=http://www.spannered.org/music/1760/|title=Interview: Guy McCreery - Third Ear Recordings|website=Spannered|date=2011-09-17|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191030230740/http://www.spannered.org/music/1760/|archive-date=2019-10-30|url-status=live}}</ref> |
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<ref name="KAnnounced">{{cite web|url=https://dengekionline.com/data/news/2001/5/18/b74ceb8b48fe173a5d0f3f9e37017ffe.html|script-title=ja:『PSO』がゲームキューブに! 『K-Project(仮)』がPS2に……!セガ、E3会場にてマルチプラットホーム戦略を発表!|language=ja|website=[[ASCII Media Works|Dengeki Online]]|date=2001-05-18|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191117174426/https://dengekionline.com/data/news/2001/5/18/b74ceb8b48fe173a5d0f3f9e37017ffe.html|archive-date=2019-11-17|url-status=live}}</ref> |
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<ref name="RezAnnounced">{{cite web|url=https://game.watch.impress.co.jp/docs/20010628/sega.htm|script-title=ja:PS2とDC同時発売! セガ「Rez」画像大量掲載!!|language=ja|website=Game Watch Impress|date=2001-06-28|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191026190153/https://game.watch.impress.co.jp/docs/20010628/sega.htm|archive-date=2019-10-26|url-status=live}}</ref> |
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<ref name="RezGoods">{{cite web|url=https://dengekionline.com/data/news/2002/3/30/d0ce6ccd7019df33524bdc85933e4bd5.html|script-title=ja:限定グッズの販売や試遊スペースを設置、BEAMSTにて「Rez展」本日より開催|language=ja|website=[[ASCII Media Works|Dengeki Online]]|date=2002-03-30|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191030230744/https://dengekionline.com/data/news/2002/3/30/d0ce6ccd7019df33524bdc85933e4bd5.html|archive-date=2019-10-30|url-status=live}}</ref> |
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<ref name="RezEdition">{{cite web|url=http://archive.thegia.com/news/0110/n26a.html|title=Rez Absolute Set limited to 500 copies|website=Gaming Ingelligence Agency|date=2001-10-24|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191117174428/http://archive.thegia.com/news/0110/n26a.html|archive-date=2019-11-17|url-status=live}}</ref> |
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<ref name="RezVibrations">{{cite web|url=http://game.watch.impress.co.jp/docs/20011013/tgsev.htm|script-title=ja:【東京ゲームショウ2001秋】イベントレポート ~「サクラ大戦4」にて神崎すみれ引退!!~|language=ja|publisher=Game Watch Impress|date=2001-10-13|access-date=2019-12-06|archive-url=https://web.archive.org/web/20160304194343/http://game.watch.impress.co.jp/docs/20011013/tgsev.htm|archive-date=2016-03-04|url-status=live}}</ref> |
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<ref name="RezDates">{{cite web|url=http://www.u-ga.com/jp/company/profile.html|script-title=ja:株式会社ユナイテッド・ゲーム・アーティスツ会社概要|language=ja|website=[[United Game Artists]]|access-date=2019-09-22|archive-url=https://web.archive.org/web/20030618091547/http://www.u-ga.com/jp/company/profile.html|archive-date=2003-06-18|url-status=dead}}</ref> |
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<ref name="RezDCeurope">{{cite web|url=https://www.gamespot.com/articles/rez-dc-announced-for-european-release/1100-2810137/|title=Rez DC announced for European release|last=Gerstmann|first=Jeff|website=[[GameSpot]]|date=2001-09-04|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191112172838/https://www.gamespot.com/articles/rez-dc-announced-for-european-release/1100-2810137/|archive-date=2019-11-12|url-status=live}}</ref> |
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<ref name="RezNAps2">{{cite web|url=http://gamespot.com/gamespot/stories/news/0,10870,2819160,00.html|title=Rez confirmed for North American market|last=Ahmed|first=Shahad|website=[[GameSpot]]|date=2001-10-19|access-date=2019-12-06|archive-url=https://web.archive.org/web/20011109111024/http://gamespot.com/gamespot/stories/news/0,10870,2819160,00.html|archive-date=2001-11-09|url-status=dead}}</ref> |
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<ref name="SonyEUmarket">{{cite web|url=http://news.bbc.co.uk/1/hi/entertainment/1398858.stm|title=Computer game rivals in European deal|website=[[BBC]]|date=2001-06-20|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191117174434/http://news.bbc.co.uk/2/hi/entertainment/1398858.stm|archive-date=2019-11-17|url-status=live}}</ref> |
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<ref name="1UPRezHDinfo">{{cite web | url = http://www.1up.com/news/scoop-rez-wednesday | archive-url = https://web.archive.org/web/20110604040800/http://www.1up.com/news/scoop-rez-wednesday | url-status=dead | archive-date = 2011-06-04 | title = The Scoop on Rez HD, Available Next Wednesday | date = 2008-01-24 | access-date = 2008-01-24 | first = James | last = Mielke | publisher = [[1UP.com]] }}</ref> |
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<ref name="RezHDjp">{{cite web|url=https://www.gamespark.jp/article/2008/01/29/14827.html|script-title=ja:Xbox Live アーケード: 『Rez HD』『Chessmaster LIVE』1月30日配信予定|language=ja|website=GameSpark.jp|date=2008-01-29|access-date=2020-09-10|archive-url=https://web.archive.org/web/20140917001239/https://www.gamespark.jp/article/2008/01/29/14827.html|archive-date=2014-09-17|url-status=live}}</ref> |
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<ref name="WiredInterview">{{cite magazine|url=https://www.wired.com/2008/01/interview-mizug/|title=Interview: Mizuguchi Talks Rez HD|last=Kohler|first=Chris|magazine=[[Wired (magazine)|Wired]]|date=2008-01-23|access-date=2019-12-06|archive-url=https://web.archive.org/web/20141228125228/https://www.wired.com/2008/01/interview-mizug/|archive-date=2014-12-28|url-status=live}}</ref> |
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<ref name="GSrezhdInterview">{{cite web|url=https://www.gamespot.com/articles/qanda-rez-hd-creator-tetsuya-mizuguchi/1100-6185138/|title=Q&A: Rez HD creator Tetsuya Mizuguchi|last1=Torres|first1=Richardo|last2=Sinclair|first2=Brendan|website=[[GameSpot]]|date=2008-01-25|access-date=2019-12-06|archive-url=https://web.archive.org/web/20151211015413/https://www.gamespot.com/articles/qanda-rez-hd-creator-tetsuya-mizuguchi/1100-6185138/|archive-date=2015-12-11|url-status=live}}</ref> |
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<ref name="RezHDpublisher">{{cite web|url=http://www.1up.com/news/upcoming-xbl-arcade-titles-detailed|title=Upcoming XBL Arcade Titles Detailed|last=Hayward|first=Andrew|website=[[1UP.com]]|date=2007-03-12|access-date=2019-12-06|archive-url=https://web.archive.org/web/20120726034438/http://www.1up.com/news/upcoming-xbl-arcade-titles-detailed|archive-date=2012-07-26|url-status=dead}}</ref> |
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<ref name="PolyMizuguchiInfinite">{{cite web|url=http://www.polygon.com/2015/12/7/9860396/rez-infinite-tetsuya-mizuguchi |title=Rez Producer Tetsuya Mizuguchi on his return to music games |first=Matt |last=Leone |date=2015-12-07 |access-date=2015-12-07 |website=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20151208034236/http://www.polygon.com/2015/12/7/9860396/rez-infinite-tetsuya-mizuguchi |archive-date=2015-12-08 }}</ref> |
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<ref name="RezInfiniteMusic">{{cite web|url=https://resonair.net/index.html|title=Resonair|website=Resonair Official Website|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191114170011/https://resonair.net/index.html|archive-date=2019-11-14|url-status=live}}</ref> |
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<ref name="RezInfiniteAlbum">{{cite web|url=http://rezinfinite.com/rez-infinite-original-soundtrack-releasing-on-october-11-2017/|title=Rez Infinite Original Soundtrack Releasing on October 11, 2017|website=Rez Infinite Website|access-date=2019-12-06|archive-url=https://web.archive.org/web/20190413141835/http://rezinfinite.com/rez-infinite-original-soundtrack-releasing-on-october-11-2017/|archive-date=2019-04-13|url-status=live}}</ref> |
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<ref name="PSBlogInfinite">{{cite web|url=https://blog.eu.playstation.com/2016/08/18/rez-infinite-is-a-ps-vr-launch-game-ltd-ed-soundtrack-book-shirts-revealed/|title=Rez Infinite is a PS VR launch game – ltd. ed. soundtrack, book, shirts revealed|last=Mizuguchi|first=Tetsuya|website=[[PlayStation Blog]]|date=2016-08-18|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191112172842/https://blog.eu.playstation.com/2016/08/18/rez-infinite-is-a-ps-vr-launch-game-ltd-ed-soundtrack-book-shirts-revealed/|archive-date=2019-11-12|url-status=live}}</ref> |
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<ref name="PolyInfiniteInterview">{{cite web|url=https://www.polygon.com/2018/3/16/17123366/concept-teams-mizuguchi-ueda-sakaguchi|title=Directing from the sidelines|last=Leone|first=Matt|website=[[Polygon (website)|Polygon]]|date=2018-03-16|access-date=2019-12-06|archive-url=https://web.archive.org/web/20190708210527/https://www.polygon.com/2018/3/16/17123366/concept-teams-mizuguchi-ueda-sakaguchi|archive-date=2019-07-08|url-status=live}}</ref> |
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<ref name="GWIInfinite">{{cite web|url=https://game.watch.impress.co.jp/docs/interview/1074805.html|script-title=ja:PC版「Rez Infinite」発売! 新作も構想中の水口哲也氏へインタビュー|language=ja|website=Game Watch Impress|date=2017-08-10|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191112172842/https://game.watch.impress.co.jp/docs/interview/1074805.html|archive-date=2019-11-12|url-status=live}}</ref> |
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<ref name="InfiniteEnhance">{{cite web|url=https://www.youtube.com/watch?v=3VenoitX5OU|title=Rez Infinite: Behind the Scenes (PS4/PSVR)|author=Enhance Games|publisher=[[YouTube]]|date=2016-09-29|access-date=2019-12-06|archive-date=November 12, 2019|archive-url=https://web.archive.org/web/20191112172911/https://www.youtube.com/watch?v=3VenoitX5OU|url-status=live}}</ref> |
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<ref name="PlaystationInfinite">{{cite web|url=https://blog.playstation.com/2016/11/07/how-rez-infinite-shines-brighter-than-ever-on-ps4-pro/|title=How Rez Infinite Shines Brighter Than Ever on PS4 Pro|author=Mizuguchi, Tetsuya|website=[[PlayStation Blog]]|date=November 7, 2016|access-date=July 25, 2020|archive-url=https://web.archive.org/web/20200725220735/https://blog.playstation.com/2016/11/07/how-rez-infinite-shines-brighter-than-ever-on-ps4-pro/|archive-date=July 25, 2020|url-status=live}}</ref> |
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<ref name="MetroInterview">{{cite web|url=https://metro.co.uk/2017/08/09/rez-infinite-is-out-on-pc-today-as-we-interview-creator-tetsuya-mizuguchi-6840638/|title=Rez Infinite is out now on PC, as we interview creator Tetsuya Mizuguchi|website=[[Metro (British newspaper)|Metro]]|date=2017-08-09|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191112172840/https://metro.co.uk/2017/08/09/rez-infinite-is-out-on-pc-today-as-we-interview-creator-tetsuya-mizuguchi-6840638/|archive-date=2019-11-12|url-status=live}}</ref> |
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<ref name="PolyAreaX">{{cite web|url=https://www.polygon.com/2016/9/20/12989054/rez-infinite-ps4-area-x-playstation-vr-video|title=Rez Infinite's new level is PlayStation VR's most beautiful experience|last=McWhertor|first=Michael|website=[[Polygon (website)|Polygon]]|date=2016-09-20|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191112172835/https://www.polygon.com/2016/9/20/12989054/rez-infinite-ps4-area-x-playstation-vr-video|archive-date=2019-11-12|url-status=live}}</ref> |
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<ref name="Polygoninfinite">{{cite web|last=McWhertor |first=Michael |title=Rez coming to PlayStation VR |url=http://www.polygon.com/2015/12/5/9854546/rez-infinite-ps4-playstation-vr |website=[[Polygon (website)|Polygon]]|date=2015-12-05 |access-date=2015-12-06 |url-status=live |archive-url=https://web.archive.org/web/20151207133138/http://www.polygon.com/2015/12/5/9854546/rez-infinite-ps4-playstation-vr |archive-date=2015-12-07 }}</ref> |
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<ref name="InfiniteEdition">{{cite web|url=https://www.hardcoregamer.com/2017/06/09/collectors-cabinet-rez-infinite-vinyl-soundtrack/259638/|title=Collector's Cabinet: Rez Infinite Vinyl Soundtrack|last=Estrada|first=Marcus|website=Hardcore Gamer|date=2017-06-09|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191013153410/https://www.hardcoregamer.com/2017/06/09/collectors-cabinet-rez-infinite-vinyl-soundtrack/259638/|archive-date=2019-10-13|url-status=live}}</ref> |
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<ref name="InfinitePC">{{cite web|url=https://www.gamespot.com/articles/surprise-pc-release-of-acclaimed-ps4-game-rez-infi/1100-6452400/|title=Surprise PC Release Of Acclaimed PS4 Game Rez Infinite Out Now On Steam|last=Pereira|first=Chris|website=[[GameSpot]]|date=2017-08-09|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191112172842/https://www.gamespot.com/articles/surprise-pc-release-of-acclaimed-ps4-game-rez-infi/1100-6452400/|archive-date=2019-11-12|url-status=live}}</ref> |
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<ref name="RezInfiniteAndroid">{{cite web|url=https://www.theverge.com/2017/11/21/16684206/rez-infinite-vr-google-daydream-released|title=Rez Infinite is now available in VR for Google Daydream|last=Byford|first=Sam|website=[[The Verge]]|date=2017-11-21|access-date=2019-12-06|archive-url=https://web.archive.org/web/20191205165034/https://www.theverge.com/2017/11/21/16684206/rez-infinite-vr-google-daydream-released|archive-date=2019-12-05|url-status=live}}</ref> |
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<ref name="InfiniteOculus">{{cite magazine|url=https://www.famitsu.com/news/202009/17205982.html|script-title=ja:『Rez Infinite』がOculus Questで発売決定。10月13日にOculus Quest 2ヘッドセットと同時発売|language=ja|magazine=[[Famitsu]]|date=2020-09-17|access-date=2020-09-17|archive-url=https://web.archive.org/web/20200917130406/https://www.famitsu.com/news/202009/17205982.html|archive-date=2020-09-17|url-status=live}}</ref> |
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<ref name="LunaA">{{cite web|url=https://www.androidcentral.com/every-game-available-amazon-luna|title=Every game available for Amazon Luna|author=Nash, Anthony J.|website=Android Central|date=2021-06-03|access-date=2023-01-19|archive-url=https://web.archive.org/web/20210603192420/https://www.androidcentral.com/every-game-available-amazon-luna|archive-date=2021-06-03|url-status=live}}</ref> |
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<ref name="LunaB">{{cite web|url=https://www.gamespot.com/articles/amazon-luna-invites-have-started-going-out/1100-6483577/|title=Amazon Luna Invites Have Started Going Out |
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|author=Williams, Hayley|website=[[GameSpot]]|date=2020-10-20|access-date=2023-01-19|archive-url=https://web.archive.org/web/20201021065930/https://www.gamespot.com/articles/amazon-luna-invites-have-started-going-out/1100-6483577/|archive-date=2020-10-21|url-status=live}}</ref> |
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<ref name="InfinitePS5">{{cite web|url=https://www.gematsu.com/2023/01/rez-infinite-coming-to-ps5-ps-vr2-on-february-22|title=Rez Infinite coming to PS5, PS VR2 on February 22|author=Romano, Sal|website=Gematsu|date=2023-01-19|access-date=2023-01-19|archive-url=https://web.archive.org/web/20230119184336/https://www.gematsu.com/2023/01/rez-infinite-coming-to-ps5-ps-vr2-on-february-22|archive-date=2023-01-19|url-status=live}}</ref> |
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<ref name="1UPreview">{{cite web|url=http://www.1up.com/do/reviewPage?cId=3165700 |title=Rez HD (Xbox 360) |date=2008-01-29 |author=Sam Kennedy |website=[[1UP.com]] |access-date=2019-12-06 |url-status=dead |archive-url=https://web.archive.org/web/20110523203907/http://www.1up.com/reviews/rez-hd |archive-date=2011-05-23 }}</ref> |
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<ref name="EdgeReview">{{cite magazine|url=http://www.edge-online.com/review/rez-review/|title=Rez Review|date=29 November 2001 |magazine=[[Edge (magazine)|Edge]]|publisher=[[Future plc]]|access-date=2012-11-18|archive-url=https://web.archive.org/web/20141122131408/http://www.edge-online.com/review/rez-review/ |archive-date=22 November 2014 |url-status=dead}}</ref> |
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<ref name="inftyEdgeRev">{{cite magazine |title=Rez Infinite |magazine=[[Edge (magazine)|Edge]]|issue=300|publisher=[[Future plc|Future Publishing]]|page=116|date=December 2016}}</ref> |
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<ref name="EuroDreamcast">{{cite web|url=http://www.eurogamer.net/articles/r_rez_dc|title=Review: Rez|author=Taylor, Martin|website=[[Eurogamer]]|date=2002-02-23|access-date=2020-07-25|archive-url=https://web.archive.org/web/20160304123729/http://www.eurogamer.net/articles/r_rez_dc|archive-date=2016-03-04|url-status=live}}</ref> |
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<ref name="EuroReview">{{cite web | url = http://www.eurogamer.net/article.php?article_id=91540 | title = Review: Rez HD | date = 2008-01-30 | first = Simon | last = Parkin | website = [[Eurogamer]] | access-date = 2012-11-18 | archive-date = September 3, 2020 | archive-url = https://web.archive.org/web/20200903211303/https://www.eurogamer.net/articles/rez-hd-review | url-status = live }}</ref> |
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<ref name="PSM2review">{{cite journal|url=https://archive.org/details/PSM2_Issue_018_2002_01_Future_Publishing_GB/page/36/mode/2up|title=Review: Rez|journal=[[PSM3|PSM2]]|author=Baizley, Duncan|publisher=[[Future plc]]|issue=18|date=January 2002|page=65}}</ref> |
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<ref name="DCMUKreview">{{cite journal|url=https://archive.org/stream/dreamcast-magazine-31/Dreamcast%20Magazine%20%2331#page/20/mode/2up|title=Review: Rez|journal=[[Official Dreamcast Magazine (UK magazine)|Official Dreamcast Magazine UK]]|author=Jones, Sam|publisher=[[Dennis Publishing]]|issue=30|date=January 2002|pages=20–24}}</ref> |
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<ref name="FamReviewPS2">{{cite magazine|url=https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=3419|script-title=ja:(PS2) Rez (レズ)|language=ja|magazine=[[Famitsu]]|access-date=2019-12-06|archive-url=https://web.archive.org/web/20130615080129/https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=3419|archive-date=2013-06-15|url-status=dead}}</ref> |
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<ref name="FamitsuDreamcast">{{cite web|url=https://www.ign.com/articles/2001/11/16/famitsu-scores-latest-playstation-2-releases|title=Famitsu Scores Latest PlayStation 2 Releases|website=[[IGN]]|date=2001-11-16|access-date=2020-07-25|archive-url=https://web.archive.org/web/20121108092937/https://www.ign.com/articles/2001/11/16/famitsu-scores-latest-playstation-2-releases|archive-date=2012-11-08|url-status=live}}</ref> |
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<ref name="GameSpotPS2review">{{cite web|last=Gerstmann |first=Jeff |title=Rez Review |url=http://www.gamespot.com/reviews/rez-review/1900-2838815/ |website=[[GameSpot]]|access-date=2015-02-08 |date=2002-01-14 |url-status=live |archive-url=https://web.archive.org/web/20151210121209/http://www.gamespot.com/reviews/rez-review/1900-2838815/ |archive-date=2015-12-10 }}</ref> |
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<ref name="gamespotRev">{{cite web|last=Corriea |first=Alexa Ray |title=Rez Infinite Review |url=http://www.gamespot.com/reviews/rez-infinite-review/1900-6416540/ |work=[[GameSpot]] |publisher=[[CBS Interactive Inc]] |date=2016-10-12 |access-date=2016-12-11 |url-status=live |archive-url=https://web.archive.org/web/20191112172850/https://www.gamespot.com/reviews/rez-infinite-review/1900-6416540/ |archive-date=2019-11-12 }}</ref> |
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<ref name="GShdReview">{{cite web|url=http://www.gamespot.com/reviews/rez-hd-review/1900-6185444/ |title=Rez HD Review |website=[[GameSpot]] |publisher=[[CBS Interactive]] |first=Don |last=Francis |date=2008-01-31 |access-date=2015-02-08 |url-status=live |archive-url=https://web.archive.org/web/20161116230419/http://www.gamespot.com/reviews/rez-hd-review/1900-6185444/ |archive-date=2016-11-16 }}</ref> |
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<ref name="IGNPS2review">{{cite web|url=https://www.ign.com/articles/2002/01/09/rez|title=Review: Rez|last=Smith|first=David|website=[[IGN]]|date=2002-01-09|access-date=2019-12-06|archive-url=https://web.archive.org/web/20040702232219/http://ps2.ign.com/articles/166/166546p1.html|archive-date=2004-07-02|url-status=live}}</ref> |
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<ref name="IGNRev">{{cite web|last=Ingenito |first=Vince |title=Rez Infinite review |url=http://ign.com/articles/2016/10/12/rez-infinite-review |website=[[IGN]] |date=2016-10-12 |access-date=2016-12-11 |url-status=live |archive-url=https://web.archive.org/web/20161221114906/http://www.ign.com/articles/2016/10/12/rez-infinite-review |archive-date=21 December 2016 }}</ref> |
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<ref name="IGNreview360">{{cite web|url=http://xbox360.ign.com/articles/848/848434p1.html |title=Rez HD Review |website=[[IGN]] |first=Erik |last=Brudvig |date=2008-01-29 |url-status=dead |archive-url=https://web.archive.org/web/20080201072437/http://xbox360.ign.com/articles/848/848434p1.html |archive-date=2008-02-01 }}</ref> |
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<ref name="PCGreview">{{cite web|url=https://www.pcgamer.com/rez-infinite-review/|title=Rez Infinite Review|last=Savage|first=Phil|website=[[PC Gamer]]|date=2017-08-15|access-date=2019-12-06|archive-url=https://web.archive.org/web/20170819071144/https://www.pcgamer.com/rez-infinite-review/|archive-date=2017-08-19|url-status=live}}</ref> |
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<ref name="destructRev">{{cite web|last=Carter |first=Chris |title=Review: Rez Infinite |url=https://www.destructoid.com/review-rez-infinite-391595.phtml |website=[[Destructoid]] |date=12 October 2016 |access-date=11 December 2016 |url-status=live |archive-url=https://web.archive.org/web/20161220082059/https://www.destructoid.com/review-rez-infinite-391595.phtml |archive-date=20 December 2016 }}</ref> |
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<ref name="eurogamerRev">{{cite web|last=Robinson |first=Martin |title=Rez Infinite review |url=http://www.eurogamer.net/articles/2016-10-14-rez-infinite-review |website=[[Eurogamer]] |date=14 October 2016 |access-date=11 December 2016 |url-status=live |archive-url=https://web.archive.org/web/20161220101240/http://www.eurogamer.net/articles/2016-10-14-rez-infinite-review |archive-date=20 December 2016 }}</ref> |
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<ref name="gamesRdrRev">{{cite web|url=http://www.gamesradar.com/rez-infinite-review/ |title=Rez Infinite review: "A spectacular sensory trek into the surreal" |last=Sullivan |first=Lucas |website=[[GamesRadar]] |date=October 13, 2016 |access-date=December 11, 2016 |url-status=live |archive-url=https://web.archive.org/web/20161202092605/http://www.gamesradar.com/rez-infinite-review/ |archive-date=December 2, 2016 }}</ref> |
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<ref name="GamesOpinion">{{cite magazine |last= McDonald|first= Thomas L.|date= May 2002|title= Game Views: Electronic |magazine= [[Games (magazine)|Games]]|publisher= GAMES Publications |volume= 26 |issue= 180 |page= 70|issn= 0199-9788}}</ref> |
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<ref name="MetaPC">{{cite web |url=https://www.metacritic.com/game/rez-infinite/critic-reviews/?platform=pc |title=Rez Infinite for PC Reviews |work=[[Metacritic]] |publisher=[[CBS Interactive]] |access-date=2019-04-25 |archive-date=May 5, 2019 |archive-url=https://web.archive.org/web/20190505084909/https://www.metacritic.com/game/pc/rez-infinite |url-status=live }}</ref> |
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<ref name="MetaPS2">{{cite web |url=https://www.metacritic.com/game/rez/critic-reviews/?platform=playstation-2 |title=Rez for PlayStation 2 Reviews |website=[[Metacritic]] |publisher=[[CBS Interactive]] |access-date=2019-04-25 |archive-url=https://web.archive.org/web/20091210051734/http://www.metacritic.com/games/platforms/ps2/rez?q=Rez |archive-date=2009-12-10 |url-status=live}}</ref> |
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<ref name="MetaPS4">{{cite web |url=https://www.metacritic.com/game/rez-infinite/critic-reviews/?platform=playstation-4 |title=Rez Infinite for PlayStation 4 Reviews |work=[[Metacritic]] |publisher=[[CBS Interactive]] |access-date=2019-04-25 |archive-url=https://web.archive.org/web/20161116201130/http://www.metacritic.com/game/playstation-4/rez-infinite |archive-date=2016-11-16 |url-status=live}}</ref> |
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<ref name="Meta360">{{cite web |url=https://www.metacritic.com/game/rez/critic-reviews/?platform=xbox-360 |title=Rez HD for Xbox 360 Reviews |website=[[Metacritic]] |publisher=[[CBS Interactive]] |access-date=2019-04-25 |archive-date=February 8, 2019 |archive-url=https://web.archive.org/web/20190208085036/https://www.metacritic.com/game/xbox-360/rez-hd |url-status=live }}</ref> |
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<ref name="EuroRetro">{{cite web|url=https://www.eurogamer.net/articles/dreamcast-cult-classics-article|title=Dreamcast Cult Classics|website=[[Eurogamer]]|page=3|date=2009-02-01|access-date=2019-10-01|archive-url=https://web.archive.org/web/20090729014315/https://www.eurogamer.net/articles/dreamcast-cult-classics-article|archive-date=2009-07-29|url-status=live}}</ref> |
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<ref name="NLdreamcast">{{cite web|url=http://www.nintendolife.com/news/2019/09/feature_20_dreamcast_games_wed_love_to_see_on_nintendo_switch|title=Feature: 20 Dreamcast Games We'd Love To See On Nintendo Switch|last=McFerran|first=Damian|website=Nintendo Life|date=2019-09-09|access-date=2019-10-01|archive-url=https://web.archive.org/web/20190910225639/http://www.nintendolife.com/news/2019/09/feature_20_dreamcast_games_wed_love_to_see_on_nintendo_switch|archive-date=2019-09-10|url-status=live}}</ref> |
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<ref name="Games100">{{cite magazine |last1= McDonald|first1= Thomas L.|last2= Smolka|first2= Rob|date= December 2002|editor1-last= McDonald|editor1-first= Thomas L.|title= 2003 Buyer's Guide To Games |magazine= [[Games (magazine)|Games]]|publisher= GAMES Publications |volume= 26 |issue= 186 |page= 55|issn= 0199-9788}}</ref> |
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<ref name="Edge100">{{cite magazine|author=Edge Staff |title=The 100 Best Games To Play Today |url=http://www.edge-online.com/features/100-best-games-play-today/6/ |magazine=[[Edge (magazine)|Edge Online]] |date=2009-03-09 |access-date=2014-01-21 |url-status=dead|archive-url=https://web.archive.org/web/20140202230331/http://www.edge-online.com/features/100-best-games-play-today/6/ |archive-date=2014-02-02 }}</ref> |
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<ref name="Times100">{{cite magazine|last1=Narcisse|first1=Evan|title=All-TIME 100 Video Games|url=https://techland.time.com/2012/11/15/all-time-100-video-games/slide/rez-2001/|magazine=[[Time (magazine)|Time]]|access-date=September 20, 2016|archive-url=https://web.archive.org/web/20121118054734/http://techland.time.com/2012/11/15/all-time-100-video-games/slide/rez-2001|archive-date=November 18, 2012|url-status=live|date=November 15, 2012}}</ref> |
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<ref name="ArtGaming">{{cite web|url=http://americanart.si.edu/exhibitions/archive/2012/games/winninggames.pdf |title=The Art of Video Games Voting Results |date=2011-05-05 |access-date=2011-05-27 |publisher=Smithsonian American Art Museum |url-status=live |archive-url=https://web.archive.org/web/20131019043307/http://americanart.si.edu/exhibitions/archive/2012/games/winninggames.pdf |archive-date=2013-10-19 }}</ref> |
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<ref name="RezHDranking">{{cite web|url=http://xboxlive.ign.com/articles/112/1120887p1.html |title=The Top 25 Xbox Live Arcade Games |website=[[IGN]] |date=2010-09-16 |access-date=2010-09-16 |url-status=dead |archive-url=https://web.archive.org/web/20100918065519/http://xboxlive.ign.com/articles/112/1120887p1.html |archive-date=2010-09-18 }}</ref> |
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<ref name="ArtsAward">{{cite press release|script-title=ja:セガの『Rez』、第6回文化庁メディア芸術祭 審査委員会特別賞を受賞 |url=http://sega.jp/corp/release/2002/1219/ |website=[[Sega]] |access-date=31 May 2011 |language=ja |url-status=live |archive-url=https://web.archive.org/web/20111107235004/http://sega.jp/corp/release/2002/1219/ |archive-date=7 November 2011 }}</ref> |
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<ref name="NAVGTR">{{cite web|url=https://navgtr.org/2002-awards/|title=2002 Awards|website=NAVGTR|access-date=2020-07-25|archive-url=https://web.archive.org/web/20200420145340/https://navgtr.org/2002-awards/|archive-date=2020-04-20|url-status=live}}</ref> |
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<ref name="DICE">{{cite web|url=https://www.interactive.org/games/video_game_details.asp?idAward=2003&idGame=446|title=Rez|website=[[Academy of Interactive Arts & Sciences]]|access-date=2020-07-25|archive-url=https://web.archive.org/web/20180206195143/http://www.interactive.org/games/video_game_details.asp?idAward=2003&idGame=446|archive-date=2018-02-06|url-status=live}}</ref> |
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<ref name="GDCA2001">{{cite web|url=https://www.gamechoiceawards.com/archive/gdca_2nd.html|title=2nd Annual Game Developers Choice Awards|website=[[Game Developers Choice Awards]]|access-date=2020-07-25|archive-url=https://web.archive.org/web/20200626121507/https://www.gamechoiceawards.com/archive/gdca_2nd.html|archive-date=2020-06-26|url-status=live}}</ref> |
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<ref name="bestworst2002">{{cite web | archive-url=https://web.archive.org/web/20030207155400/http://gamespot.com/gamespot/features/all/bestof2002/ | url=http://gamespot.com/gamespot/features/all/bestof2002/ | title=''GameSpot''{{'}}s Best and Worst of 2002 | author=''GameSpot'' Staff | date=December 30, 2002 | website=[[GameSpot]] | archive-date=February 7, 2003 | url-status=dead }}</ref> |
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<ref name="BaftaRez">{{cite web|url=http://awards.bafta.org/award/2001/interactive/interactive-arts|title=BAFTA / Interactive / Interactive Arts in 2001|website=[[British Academy Games Awards]]|access-date=2020-07-25|archive-url=https://web.archive.org/web/20200725141644/http://awards.bafta.org/award/2001/interactive/interactive-arts|archive-date=2020-07-25|url-status=live}}</ref> |
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<ref name="TGA2017">{{cite web|url=http://www.polygon.com/2016/12/1/13784410/the-game-awards-winners |title=The Game Awards: Here's the full winners list |first=Chelsea |last=Stark |date=December 1, 2016 |access-date=December 1, 2016 |website=[[Polygon (website)|Polygon]]|url-status=live |archive-url=https://archive.today/20161202065622/http://www.polygon.com/2016/12/1/13784410/the-game-awards-winners |archive-date=December 2, 2016 }}</ref> |
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<ref name="GDCA2017">{{cite press release|title=Inside, Overwatch, Firewatch And Uncharted 4: A Thief's End Lead 2017 Game Developers Choice Award Nominations |url=http://www.prnewswire.com/news-releases/inside-overwatch-firewatch-and-uncharted-4-a-thiefs-end-lead-2017-game-developers-choice-award-nominations-300385591.html |date=4 January 2017 |access-date=25 February 2017 |url-status=live |archive-url=https://web.archive.org/web/20170225210652/http://www.prnewswire.com/news-releases/inside-overwatch-firewatch-and-uncharted-4-a-thiefs-end-lead-2017-game-developers-choice-award-nominations-300385591.html |archive-date=25 February 2017 }}</ref> |
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<ref name="Bafta2017">{{cite web|url=http://www.bafta.org/media-centre/press-releases/games-awards-winners-list-2017|title=Winners List for the British Academy Games Awards in 2017|website=[[British Academy Games Awards]]|date=2017-04-06|access-date=2020-07-25|archive-url=https://web.archive.org/web/20200606165713/http://www.bafta.org/media-centre/press-releases/games-awards-winners-list-2017|archive-date=2020-06-06|url-status=live}}</ref> |
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<ref name="RezShipments">{{cite web|url=https://www.gamespot.com/articles/rez-discontinued/1100-2844311/|title=Rez discontinued?|last=Varanini|first=Giancarlo|website=[[GameSpot]]|date=2002-01-31|access-date=2019-12-10|archive-url=https://web.archive.org/web/20191010130031/https://www.gamespot.com/articles/rez-discontinued/1100-2844311/|archive-date=2019-10-10|url-status=live}}</ref> |
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<ref name="RezSalesJP">{{cite web|url=http://geimin.net/da/db/2001_ne_fa/index.php|script-title=ja:2001年テレビゲームソフト売り上げTOP300|language=ja|website=Geimin.net|access-date=2019-12-10|archive-url=https://web.archive.org/web/20151017050750/http://geimin.net/da/db/2001_ne_fa/index.php|archive-date=2015-10-17|url-status=dead}}</ref> |
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<ref name="RezSalesJPNA">{{cite web|url=https://www.gamespot.com/articles/tetsuya-mizuguchi-qanda/1100-2858277/|title=Tetsuya Mizuguchi Q&A|website=[[GameSpot]]|date=2002-03-26|access-date=2019-10-11|archive-url=https://web.archive.org/web/20190402212235/https://www.gamespot.com/articles/tetsuya-mizuguchi-qanda/1100-2858277/|archive-date=2019-04-02|url-status=live}}</ref> |
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<ref name="ownt">{{cite web |url=http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm |title=All Time Top 20 Best Selling Games |access-date=2006-12-01 |archive-url=https://web.archive.org/web/20060221044930/http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm |archive-date=2006-02-21 |date=2003-05-21}}</ref> |
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<ref name="ChildInterview">{{cite web|url=https://www.ifc.com/2011/06/mizuguchi-interview-child-of-eden-kinect-playstation-move-rez|title=Tetsuya Mizuguchi Talks "Child of Eden"|last=Narcisse|first=Evan|website=IFC|date=2011-06-16|access-date=2019-12-10|archive-date=December 8, 2019|archive-url=https://web.archive.org/web/20191208144520/https://www.ifc.com/2011/06/mizuguchi-interview-child-of-eden-kinect-playstation-move-rez|url-status=dead}}</ref> |
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<ref name="RezHDsequel">{{cite web|url=http://prankster101.com/articles/interview-with-tetsuya-mizuguchi/|title=Interview with Tetsuya Mizuguchi|website=Prankster101|date=2017|access-date=2019-12-10|archive-date=December 8, 2019|archive-url=https://web.archive.org/web/20191208144501/http://prankster101.com/articles/interview-with-tetsuya-mizuguchi/|url-status=live}}</ref> |
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}} |
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===Bibliography=== |
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{{Refbegin}} |
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*{{cite book|title=Rez Instruction Booklet (PlayStation 2)|publisher=[[Sega]]|language=ja|date=2002-01-08|author=Sega Staff|ref={{harvid|Sega|2002}}}} |
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*{{cite book|title=Rez Infinite: Ladies and Gentlemen, Open Your Eyes. Go To Synaesthesia.|last=Hurwitch|first=Nick|publisher=[[Iam8bit]]|year=2017|ref={{harvid|Infinite|2017}} |
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}} |
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{{Refend}} |
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==External links== |
==External links== |
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* |
*[http://rezinfinite.com/ Official ''Rez Infinite'' website] |
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* |
*[https://web.archive.org/web/20100228061959/http://www.sonicteam.com/rez/ Official ''Rez'' website] via [[Internet Archive]] |
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* |
*[https://www.mobygames.com/game/rez ''Rez''] at [[MobyGames]] |
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{{Commons category-inline}} |
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* {{moby game|id=/rez|name=''Rez''}} |
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* {{GameFAQs|id=534915|name=''Rez''}} |
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* [http://hg101.classicgaming.gamespy.com/rez/rez.htm Hardcore Gaming 101 ''Rez'' page] |
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* [http://bf.web.simplesnet.pt/ ''Rez'' The Ultimate Audiovisual Experience - ''by BrunoF''] |
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* [http://www.autofish.net/shrines/rez/index.html ''Rez'' shrine] |
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{{good article}} |
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{{Authority control}} |
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Latest revision as of 10:02, 17 November 2024
Rez | |
---|---|
Developer(s) | United Game Artists[a] |
Publisher(s) |
|
Director(s) | Jun Kobayashi |
Producer(s) | Tetsuya Mizuguchi |
Designer(s) | Hiroyuki Abe Katsuhiko Yamada |
Programmer(s) | Mitsuru Takahashi |
Artist(s) | Katsumi Yokota |
Composer(s) | Keiichi Sugiyama[b] |
Engine | Unreal Engine 4 (Rez Infinite) |
Platform(s) | |
Release | |
Genre(s) | Rail shooter, music |
Mode(s) | Single-player |
Rez[c] is a musical rail shooter game developed by United Game Artists and published by Sega for the Dreamcast and PlayStation 2. It was released in Japan in 2001, followed by releases to the United States and Europe in 2002. The game was ported to Xbox 360 as Rez HD by Q Entertainment and HexaDrive in 2008. A virtual reality-compatible expanded version dubbed Rez Infinite was co-developed and released through 2016 to 2023 by Enhance Games, Resonair and Monstars for PlayStation 4, Windows, Android, Oculus Quest and PlayStation 5.
Following a hacker's journey into a malfunctioning AI system, the game has players controlling their avatar as they shoot down numerous enemies. The gameplay and projectile hits sync with the music and have vibration feedback for different controllers, aiming to create a sense of synesthesia. The narrative is told using little description and no dialogue and includes thematic references to the journey of life and technological singularity.
The game was conceived by Tetsuya Mizuguchi during 1994 and 1995, drawing inspiration from European disco music. Production began in 1999 after United Game Artists finished work on Space Channel 5. The design concept drew from rave culture and classic rail shooters, and level design made extensive use of wire frame graphics inspired by the paintings of Wassily Kandinsky. The music, supervised by Keiichi Sugiyama, featured collaborations with multiple Japanese and European music artists and influenced level designs.
The game met with low sales, but strong critical reception due to its music, gameplay and graphics, though several reviewers faulted a lack of content. It also received several industry award nominations, and has been remembered as one of the Dreamcast's best titles. Rez HD and Rez Infinite have likewise met with praise from journalists. Rez Infinite in particular was hailed for its virtual reality integration and its additional Unreal Engine 4-powered zone Area X, described as the closest people might see to a true sequel. Mizuguchi eventually produced a spiritual successor to Rez at Q Entertainment titled Child of Eden.
Gameplay
[edit]Rez is a video game that combines mechanics from the music game genre and rail shooters like Panzer Dragoon.[4] Players take the role of a hacker infiltrating a malfunctioning artificial intelligence and fighting off viruses and corrupted security programs.[5] Destroying data nodes in each level raises the "layer level" to a maximum number of 10. Raising a layer level changes the background music, layout, and enemies of a level.[6] There are five levels, dubbed Areas, although at the start only four can be accessed.[7] Achieving 100% leveling score for the first four areas of the game unlocks Area 5.[6]
The player character can assume six forms at different power levels, with a seventh unlocked for Area 5.[8][9] The player starts the game by default at Level 01. Upon being damaged, the player devolves into a previous form. The lowest possible is Level 00, and if hit again in this state the game ends.[8] The player raises their level using Progress Nodes, which appear after a certain number of enemies are destroyed. There are singular Progress Nodes and X3 Progress Nodes that fill three bars on the level meter. The player can also collect up to four Overdrive Nodes, which fill a meter and trigger automatic screen-clearing attacks.[10]
During gameplay, the player runs through a level on rails and manually aims a lock-on missile launcher at up to eight targets.[11][12] As the player shoots down enemies, the impact automatically syncs with the background track to create additional musical layers within each level.[5][11] The shots can be fed back to the player through controller vibration feedback.[6][13] Each Area ends in a boss fight.[6] Bosses scale in difficulty depending on the number of enemies killed in the previous layers.[5]
Progress through the game unlocks additional areas and modes including an enemy-free exploration mode, score attack, and boss rush.[6][14] There is also a mode where all five areas are played back to back with raised difficulty.[6] Each area's completion is scored by Analyzation (data nodes accessed), Shot Down (enemies destroyed) and Support Item (support nodes collected).[15]
Synopsis
[edit]The narrative of Rez is told without dialogue and using minimal description, relying on in-game visual storytelling.[9] In the future, amid a rising population and an overflowing amount of information corrupting cyberspace, a new network dubbed "K Project" is created to manage the data. At the heart of K Project is an artificial intelligence called Eden. Overwhelmed by the ever-increasing flow of information, Eden begins doubting its purpose and existence, withdrawing into sleep at the heart of cyberspace when finally confronted with humanity's clashing nature and actions in the real world. The player, a hacker, dives into cyberspace and fights off viruses and infected firewalls to find and wake Eden.[16] When they reach the final area, the hacker is confronted with questions about the meaning of life, then after a final battle succeeds in reconstituting and waking Eden.[9]
Production
[edit]Rez was developed by United Game Artists, an internal studio of Sega led by Tetsuya Mizuguchi, who was then known for his work on racing games.[17] The original concept for Rez originated between 1994 and 1995.[18] During research work in Europe on Sega Rally Championship 2, Mizuguchi and a few friends attended the open-air music event Street Parade. Seeing people swaying en masse to the music, he decided that this was the type of game he wished to make.[19] At this time, the technology was inadequate for realising his vision.[18] In 1998, Mizuguchi was approached about forming a dedicated team to work on new innovative titles for Sega's new Dreamcast console; his first project along these lines was Space Channel 5, and during its production he made plans for Rez. He built up his new team at what would become United Game Artists.[19] As with Space Channel 5, Mizuguchi wanted to draw in casual gamers from across demographics, along with people who would normally not play games.[20] He had great difficulty pitching the game to Sega, as he found it difficult to explain what Rez was until they played the prototype.[17]
Production proper began in 1999 following the completion of Space Channel 5.[21] A large portion of the staff were drawn from Team Andromeda, creators of Panzer Dragoon.[4][22] Pre-production lasted a year, and due to the variety of staff on the project there were several strife-filled periods and disagreements between groups within the team.[22] The game went through different working titles including "The Sound Project", "Project Eden", "K-Project" and "Vibes".[4][23] There were early plans to title the final game "K-Project" or "K". Once "Rez" was suggested, Mizuguchi felt it was a name which would be both memorable and have international appeal.[20] The final title was meant to be a contraction of "Resolve", but during a studio visit from Edge Magazine staff, he was inspired to connect it to the concept of "de-rezzing" from the 1982 movie Tron.[24] A different source is given by director Jun Kobayashi, who stated the title came from the word "resolute".[25]
Searching for people who could help realise his vision, Mizuguchi met up with and employed a group of VJs dubbed "Mommy's Endorphin Machine", with Kobayashi being a member.[19] He had difficulty explaining the concept to staff members before the first programming prototypes were created.[19][20] Production of the game began on Dreamcast, but during development a version was put into motion for the PlayStation 2 (PS2) which would release simultaneously with the Dreamcast version.[26] This was due to the commercial failure of the Dreamcast and Sega's move to third-party software production.[26][27] The team's morale was severely affected by the change to a multiplatform release.[21] Rez was the first Sega-produced game released on the PS2, and one of Sega's last first-party titles for the Dreamcast.[28] The production was described by multiple staff members as hard but rewarding. According to technical officer Ryuichi Hattori, a lot of problems stemmed from it being the team's first PS2 title.[3]
Game design
[edit]The first concept for the gameplay of Rez was that when the player shot something down, it would create a sound in synch with the background music, coupled with a vibration through the controller.[30] Mizuguchi wanted the game to be a "full body" experience, paying homage to arcade titles he had worked on early in his career at Sega including Sega Rally.[31] The overall design drew from several different sources of inspiration, including rave culture as exemplified in events such as Street Parade, and a video from Africa he saw online where a man started clapping and people either swayed and stamped to the beat or joined in.[20][32] Figuring that the capacity for music and sights to draw in a crowd would be the essential element to his envisioned game, Mizuguchi began exploring how to programmatically recreate this effect.[24] Much of Mizuguchi's time during development was listening to music to inspire his designs.[33]
Mizuguchi particularly wanted to create a non-violent shooter appealing to many people.[4] A key element was allowing for mistakes and fluffs from the player—penalised in other titles within the genre—to be incorporated into the score of Rez.[20] The musical gameplay was developed following a call and response approach (the audience responds to something from a singer or performer), similar to that of what a disc jockey would do to get reaction from the crowd.[21][24] In parallel with the development of the game's narrative and aesthetic, the team developed its mechanic of quantizing the notes, so that regardless of the player's imprecision that they would play out on the beat, which they "felt like magic" to players of any skill level.[31] The decision to use a rail shooter template for gameplay originated from the number of staff who were veterans of both Sega Rally and the Panzer Dragoon series.[34]
The game's software was developed entirely from scratch, causing issues for the team, particularly due to the PS2 release.[3][21] The game went through several prototypes, with different variations on the theme of a musical rail shooter.[21][24] Its earliest concepts were described by artist Jake Kazdel as "wild", with creations ranging from character action inspired by Space Harrier to abstract characters and enemies designed like musical props. These early stages were difficult for anyone to understand, and eventually it settled down into having a more traditional player character and enemies.[21] The first working prototype featured a figure running through a cyberspace environment, while a later build used a fighter jet.[24] Although designed to emphasize music, Mizuguchi has stated that he did not intend the game to be considered a music or rhythm game. The idea that musical skill would be a prerequisite for full appreciation of the game was something that both Mizuguchi and Kobayashi were anxious to avoid. Instead, the team adopted a quantization mechanic for the gameplay that allowed even players without natural rhythm to interact musically with the game through a process of "locking on" to enemies. This mechanic formed a core theme along which the gameplay developed.[34]
The vibration feedback made use of the Dreamcast vibration pack, the DualShock 2 controller for PS2, and a custom controller created by Mizuguchi's team for the game dubbed the Trance Vibrator that could be used with the PS2 version.[13][35] The Trance Vibrator was Mizuguchi's idea, starting as a joke to enhance the visual mechanics of the game.[18][29] The concept was born alongside the original plan for Rez when Mizuguchi visited Europe.[18] While the standard controllers gave good vibration feedback, it only fed into the hands. Mizuguchi's aim with the Trance Vibrator was to allow a player to place it somewhere else in contact with their skin and feel the vibrations from there.[29] He admitted that this lent itself to situations where it could be used for sexual stimulation.[24][29]
Art design and scenario
[edit]The game's art director and lead artist was Katsumi Yokota, noted for his work on Panzer Dragoon Saga.[4][5] Kazdel, who worked on Space Channel 5, was on board as a character artist and graphics co-designer with Ryutaro Sugiyama.[22] One of the game's earliest visual inspirations was the work of Wassily Kandinsky, a 19th-century artist whose abstract work made a profound impression on Mizuguchi and his work.[24][30] The original name "Project K" was a homage to Kandinsky,[28] and Mizuguchi dedicated the game to him.[17] The early plans had levels directly inspired by Kandinsky's artwork, but Mizuguchi decided against this.[36] Other early versions drew direct inspiration from hip hop culture and the evolutionary history of life.[34] One of the principle inspirations was Kandinsky's theories on synesthesia, sensations created by the combination of different sensory inputs that had already inspired Mizuguchi's work on Space Channel 5.[28][30]
A major decision for the team was using wire frame graphics for everything from character models to environments, paying homage to early video game graphics such as were seen in the 1983 Star Wars game and Missile Command.[25] The decision to use this style was described by Yokota as "quite interesting", as his work on Panzer Dragoon had been aiming for the highest realism possible.[5] The graphics mirroring the music drew direct stylistic inspiration from the Winamp media player display.[21][22] All but Area 5 were created using the same methodology; the wire frame was in the level foreground, while any particle effects and other visual elements were placed in the background area. This was the only feasible way to synchronise the music and visuals.[5] The first four levels had different visual themes and two key colors each. The first area drew from Ancient Egypt and used red and orange, the second used Indian culture with blue and purple, the third used Mesopotamian designs and the colors green and cyan, while the fourth area drew from Chinese culture and had a yellow and green color design. Each stage boss had a name taken from one of the planets.[37] The final area had a design influenced by the natural world.[38] Kazdel described this last area as Yokota's "personal trip out level".[21]
Mizuguchi's first ideas for the game's plot, which is delivered through "sensory" means rather than being driven by text and narration, was to form a connection between life and music.[9] While presented as a cyberpunk plot, Mizuguchi envisioned the narrative as a metaphor for the journey of life.[31] Mizuguchi has suggested that the questions during the game's climax are intended to provoke the realization that the player is "not a hacker but a sperm", that Rez is a story of conception set against the backdrop of an emergent AI. The awakening of Eden at the game's end is a reference to the theoretical technological singularity.[9] According to Kobayashi, their journey to awake Eden allows the hacker experience elevation to a higher existence within cyberspace, achieving something similar to enlightenment. This was visually referenced through the various forms the hacker can take as they raise their level.[25] To achieve this fusion of themes with the visuals and score, Mizugushi worked with Yokota and team musician Nobuhiko Tanuma so the art design and musical progression would illustrate these themes.[9] The narrative poem shown during Area 5 was written by Yokota.[39] The English text was written by Kazdel.[21]
Music
[edit]For the musical style, Mizuguchi decided on using electronic dance music, emulating the music he had experienced during his time in Europe.[24][25] The sound design and some of the music was handled by Keiichi Sugiyama, a member of Sega's WaveMaster label.[3][40] The music score was coordinated by Masakazu Hiroishi.[38] It drew inspiration from the soundtracks of Xenon 2 Megablast (1989) and Xevious (1983), along with Haruomi Hosono's 1984 Super Xevious remix single. Mizugushi and Yokota began investigating different musical genres that would evoke emotional and psychological responses appropriate to produce the primal and synaesthetic experience Rez was intended to provide. After hours of investigation, they concluded that due to its digital simplicity which allowed a designer to isolate a single note and to alter the timing of the overall rhythm, the techno genre offered the greatest promise for producing the desired effects.[41] Music coordination was done by a DJ called Ebizoo, who helped incorporate the call and response methods into the in-game score.[21] The project went through an intensive period of matching music to visuals requiring multiple iterations of back-and-forth alterations in which both music (sometimes from the first note) and art (including entire bosses) were significantly modified.[41]
During early production, Ebizoo used placeholder tracks by Fatboy Slim and Underworld for test levels.[41] Hiroishi contacted multiple composers to contribute tracks for each zone, including Ken Ishii and Joujouka as well as English artists Coldcut and Adam Freeland. These people both contributed original tracks and licensed remixes of existing numbers for the game.[40][41][42] The team also reached out to Underworld, Fatboy Slim, The Chemical Brothers and Aphex Twin, but failed to reach an agreement about using their tracks.[21][22] In the case of Underworld, the team wanted to use their track "Rez" for the opening area, as they had been doing during prototyping.[21][30] Underworld declined as they did not wish to be associated with any kind of video game violence as the game involved "shooting things". This led to Sugiyama creating the opening stage track.[21] The game also included two tracks from Oval, and a track from Ebizoo. The final boss theme was composed by Coldcut and Tim Bran.[43]
Mizuguchi had a university friend with Joujouka's Tsuyoshi Suzuki, and the two had long wanted to collaborate on a project.[44] The track used, "Rock is Sponge", was one of a group Joujouka was creating for an album release. Mizuguchi listened to the early versions of tracks, picking "Rock is Sponge" as most suitable.[45] For Ishii's contribution, Sega asked for five or six variations within the track, which was around five minutes long. Ishii found this challenging, but satisfying.[44] Mizuguchi personally approached Coldcut about using their music. They immediately understood what he was trying to do, and rather than licensing their track "Timber" as originally requested, they composed an original track for the game.[25] Freeland also created his track "Fear" as an original piece, inspired by Mizuguchi's description of the game as being inspired by the artwork of Kandinsky. "Fear" contained the lyric "Fear is the Mind Killer", taken from the novel Dune by Frank Herbert. This was intended as being inspirational, and emblematic of life's struggle.[38] "Fear" was also slower-paced than the other tracks, fitting in with the area's themes and feel.[45]
For the album release, the team asked each composer to create a new remix that was the "highest" form of the track that had been mixed and synced to gameplay.[25] The soundtrack album, titled Rez / Gamer's Guide to..., was co-published in collaboration with United Game Artists by Musicmine, an imprint of Universal, and independent record company Third Ear. It included ten tracks from across the game, including secret areas.[46][47][48] The soundtrack was released January 23, 2002.[46] Third Ear also released two vinyl LPs.[48] The Rez soundtracks were Third Ear's first major commercial release, with one of its founders using contacts within Sega to get the publishing contract.[49]
No. | Title | Writer(s) | Length |
---|---|---|---|
1. | "Buggie Running Beeps01" | Keiichi Sugiyama | 5:50 |
2. | "Protocol rain" | mist | 7:08 |
3. | "Creation The State of Art" | Ken Ishii | 6:34 |
4. | "Rock Is Sponge" | Joujouka | 7:31 |
5. | "Fear (Rez Mix)" | Adam Freeland | 5:07 |
6. | "Boss Attacks (Remix)" | Coldcut & Tim Bran | 7:15 |
7. | "F6 G5" | Ebizoo | 7:48 |
8. | "Octaeder 01" | Oval | 3:50 |
9. | "Creative State" | Ken Ishii | 6:21 |
10. | "P-project" | Oval | 5:39 |
Release
[edit]The game was first announced at E3 2001 under its working title "K-Project". It was shown off by both Sega and Sony for their respective consoles.[50] The game was announced under its official title the following month at the Shibuya-AX Sony PlayStation 2 party.[51] Concerned about the upheavals at Sega, and feeling a lack of support for Rez, Mizuguchi was anxious to make an impression with his presentation of the game. To achieve this he bleached and dyed his hair pure white and made his presentation—a solo demonstration of himself playing the game live—without saying a word after taking the stage. Mizuguchi's intention was for the game to primarily speak for itself, and the reaction he received from both Sega and Sony executives was exactly what he had hoped for. In wrapping up the party, Sony Computer Entertainment chairman and former Sony Music president Shigeo Maruyama took the stage and gave specific praise for Rez, suggesting that it would "not only make, but change history for music in games".[28][52] Working together, marketing teams from both Sega and Sony developed innovative strategies to market the game including co-promoting it with electronic music festivals.[25][52] For the launch party in Akasaka, Tokyo, Mizuguchi previewed music from the game alongside Freeland, Joujouka, and Coldcut via a livestream.[44]
Sega acted as publisher for the Dreamcast version worldwide and the PS2 version in Japan and North America.[53][54][55] The game was released in Japan for both PS2 and Dreamcast on November 22, 2001.[53] A special "Absolute Set" edition, limited to 500 units, was sold exclusively through the Tsutaya store chain. The edition included a copy of the game and the Trance Vibrator, and themed merchandise including a T-shirt, headphones and eyedrops.[56] Further goods along those same lines were sold at special events in the months following the game's release.[57] The Japanese versions also included a Morolian alien from Space Channel 5 as a secret playable character if players had save data from Space Channel 5.[58] While the Dreamcast version was localised into English for a European release, it went unreleased in North America.[55][59] The PS2 version was marketed and published in Europe as part of Sony's deal with Sega to distribute multiple titles in the region.[60] The game released on January 8, 2002, in North America, and February 20 in Europe.[53][54] The Trance Vibrator was offered for a limited time through Sega's American online store.[30]
Rez HD
[edit]A high-definition remaster for Xbox 360, titled Rez HD, was developed by Mizuguchi's studio Q Entertainment and HexaDrive.[1][61] The game was released through Xbox Live Arcade on January 30, 2008.[58][62] It was published by Microsoft Game Studios.[63] Mizuguchi wanted to release an improved version of Rez on modern consoles, and so acquired the rights from Sega.[64] Mizuguchi described Rez HD as a "pure port" that was as close as possible to what he initially envisioned for the game.[65] Production took between seven and eight months. Both Mizuguchi and Yokota were involved in the project.[1] He chose the 360 due to its graphics and 5.1 surround sound capacity.[64] The download service also allowed him to distribute the game at a low price to the widest possible audience.[1][64] Rez HD was HexaDrive's first job as a company. They were able to complete the project quickly due to their in-depth knowledge of then-current consoles.[61] The team consisted of around ten people; three came from HexaDrive, and seven or eight from Q Entertainment. For the conversion, the team adjusted the aspect ratio, and raised the framerate from 30 to 60 per second.[1]
Rez Infinite
[edit]Rez Infinite is an expanded release of Rez, first announced in December 2015 for PlayStation 4 (PS4).[66] While packaged with the original version, it also shipped with a new level called Area X, and both modes were made compatible with virtual reality (VR) devices. For the PS4, this was achieved using the PlayStation VR.[66][67] The biggest addition to the game for Infinite was "Area X", which was built from scratch using Unreal Engine 4 and unlocked after playing the original for one hour. In contrast to the on-rails gameplay of Rez, "Area X" allows the player to roam freely around the cyberspace environment.[68]
Mizuguchi wanted to attract both fans of the original game and newcomers who had not heard of or played Rez. Alongside porting the game to new platforms, the team wanted to create something new.[69] He led development under two small studio entities he founded; Enhance Games which oversaw and publicised the project, and the group Resonair. Over an eighteen-month period, Enhance and Resonair created the basics of the project before bringing in external studio Monstars to "color between the lines".[2][70] Mizuguchi used this approach to avoid issues he had faced at Q Entertainment, which he left some years prior due to dissatisfaction with the company. He opted to return to gaming after seeing the potential for VR, creating Enhance Games to redevelop Rez for VR platforms. The team received additional marketing support from 8-4.[2] The entire production lasted two years. The game's subtitle "Infinite" symbolised Mizuguchi's wish for both present and future players to enjoy the game.[71]
Area X was born from Enhance Games wanting to strip Rez down to its basics and rebuild it using modern technology.[70] Mizuguchi decided on two points; first to have particles generated from impacts so players could see a visualisation of the sounds and music, and second that players could roam freely. He compared the desired experience of Area X to "flying like Peter Pan". This provided a substantial challenge, as they needed to sync impact notes with the score without the rail shooter gameplay providing a constant speed.[72] Area X made extensive use of particle-based rendering in its graphics, with light particles making up everything in the level.[69][70] Its visual design supplied by Takashi Ishihara at the request of Mizuguchi and designer Osamu Kodera. Enemy AI within Area X was improved and Mizuguchi composed a new poem on the theme of birth to act as a coda to Yokota's original poem.[39] The music for "Area X" was composed by Hydelic, a musical group which formed part of Resonair.[43][73]
The PS4 version released on October 13, 2016.[67] It was later updated to support the PlayStation 4 Pro model.[71] A notable piece of merchandise was a four-disc vinyl release of the game's soundtrack, which included both the original album tracks and the piece used in Area X. The release, co-created by Iam8bit, also featured a large book detailing the making of both Rez and Rez Infinite, with extensive interviews with Mizuguchi and other staff members.[67][74] The soundtrack later saw release on CD and digitally.[43] A version for Microsoft Windows was released on August 9, 2017. This version was compatible with the HTC Vive and Oculus Rift.[75] Mizuguchi planned for a Windows version from an early stage, beginning development using Windows before bringing it over into the PS4 environment. He reasoned that while consoles have a finite life, games have far longer lifespans through a digital Windows release.[76] It was also ported to Android on November 20, requiring use of the Google Daydream peripheral.[77] It was also a launch title for a new model of the Oculus Quest VR headset, releasing on October 13, 2020.[78] It was one of the titles available through the Amazon Luna cloud platform during its beta release on October 20, 2020.[79][80] A port to PlayStation 5, with compatibility with the PlayStation VR2, was released on February 22, 2023. Owners of the PS4 version were offered an upgrade to the PS5 version at a discounted price.[81]
Reception
[edit]Aggregator | Score | ||||
---|---|---|---|---|---|
Dreamcast | PC | PS2 | PS4 | Xbox 360 | |
Metacritic | N/A | 89/100[97] | 78/100[98] | 89/100[99] | 89/100[100] |
Publication | Score | ||||
---|---|---|---|---|---|
Dreamcast | PC | PS2 | PS4 | Xbox 360 | |
1Up.com | N/A | N/A | N/A | N/A | A+[82] |
Destructoid | N/A | N/A | N/A | 9.5[83] | N/A |
Edge | 9/10[84] | N/A | 9/10[84] | 9/10[85] | N/A |
Eurogamer | 8/10[86] | N/A | N/A | Essential[88] | 10/10[87] |
Famitsu | 31/40[35] | N/A | 32/40[89] | N/A | N/A |
GameSpot | N/A | 9/10[90] | 7.9/10[11] | 9/10[90] | 8.5/10[91] |
IGN | N/A | N/A | 8.5[12] | 8.2/10[92] | 8.6/10[93] |
PC Gamer (UK) | N/A | 88/100[94] | N/A | N/A | N/A |
ODCM (UK) | 82%[95] | N/A | N/A | N/A | N/A |
PSM2 | N/A | N/A | 66/100[96] | N/A | N/A |
Original release
[edit]Sega originally shipped Rez in fairly small quantities.[101] In Japan, the PS2 version sold just under 37,600 units.[102] By 2003, the PlayStation 2 version had sold over 100,000 copies in North America.[103] Although generally low, North American sales were worse than in Japan, though Mizuguchi held out hope for European sales.[104] On the whole, Rez was classified as a commercial failure worldwide, blamed alternately on poor marketing support from Sega, and its non-standard gameplay and art style.[21][28]
Japanese gaming magazine Famitsu reviewed both versions of the game in the same issue.[35] In their PS2 version review, Famitsu praised its combination of rail shooter and music genre mechanics while also praising the visual design.[89] The Dreamcast version was given one point less than the PS2 version, with a reviewer citing the added gameplay immersion from the Trance Vibrator as the reason for the PS2 version's higher score.[35]
Edge reviewed both versions, preferring the PS2 version due to experiencing slowdown on the Dreamcast release, but lauding both for their visual design and blend of absorbing musical and visual elements.[84] Eurogamer's Martin Taylor noted a lack of gameplay content failing to justify a full price purchase, but gave full praise to the visual and music, feeling the game was a well-designed throwback to arcade games from the early days of the medium.[86] Sam Jones of Official Dreamcast Magazine UK lauded the visual design and music, but felt a lack of challenge and noted that Sega should develop a sequel to smooth out some of the game's issues. A second opinion from Martin Mathers cited the game as an "essential purchase" and good swansong for the Dreamcast.[95]
IGN's David Smith lauded the graphics and found the narrative engaging, and enjoyed the music despite comments that players needed to like the style; he sadly noted that its blend of styles would limit its audience.[12] Jeff Gerstmann, writing for GameSpot, said that Rez was strongest in its presentation and music, with the gameplay feeling basic compared to other rail shooters, closing by referring to the game as "decidedly different than other games on the market".[11] Duncan Baizley of PSM2 was less positive, recognising its niche appeal but finding it lacking as a game for mainstream players; the environments and concept met with praise, but he faulted the music and found the gameplay difficult due to the graphic style.[96] Writing for Games in 2002, reviewer Thomas L. McDonald described Rez as a game that "carves out its own niche" as an abstract shooter, both emphasising its differences from traditional rhythm games and its laudable result.[105]
Later releases
[edit]Giving Rez HD a perfect score, Sam Kennedy of 1Up.com felt that the release proved the original was ahead of its time, saying its stylised graphics had hardly aged and that the graphical and audio updates showed off the game as its best.[82] GameSpot's Don Francis, despite finding the music monotonous after a while, lauded the technical improvements made and how well the original graphics and gameplay had aged.[91] Erik Brudvig of IGN praised the upgrade to the game, citing it as unique among the Xbox Live library and worth trying for any gamer, while admitting its niche appeal and lack of new content.[93] Simon Parkin, writing for Eurogamer, also gave the port a perfect score and noted that modern gamers would be more appreciative of the title than those when it first released.[87]
Both the PS4 and PC versions of Rez Infinite received "generally favourable" reviews, earning scores of 89 points out of 100 on review aggregate Metacritic.[97][99] Martin Robinson of Eurogamer called the game a "modern masterpiece",[88] and GameSpot's Alexa Ray Corriea gave it general praise, citing it as a modern classic despite a lack of content.[90] Chris Carter of Destructoid praised the game's unique nature,[83] and IGN's Vince Ingenito called it the most complete version of Rez with or without the VR functions.[92] Lucas Sullivan, writing for GamesRadar, lauded the additions and gameplay despite a lack of content and online elements.[106] Edge called it the best VR-based title of 2016,[85] and Phil Savage of PC Gamer lauded the range of graphics option alongside the aesthetic upgrades and new content.[94] The VR mode and Area X were universally lauded, with the latter being praised for both its music and graphics.[83][85][88][92][94][106] Both Sullivan and Corriea felt that the game had achieved its full potential with Rez Infinite.[90][106]
Accolades and retrospectives
[edit]Rez received an award from The Agency for Cultural Affairs Media Art Festival in Japan.[107] At the 2002 NAVGTR awards, Rez was nominated in the "Outstanding Innovation in Game Play" category,[108] and was nominated for "Console Action/Adventure Game of the Year" at the 6th Annual Interactive Achievement Awards.[109] At the second Game Developers Choice Awards in 2001, the game was one of five titles highlighted in the "Game Innovation Spotlights" category,[110] and was one of four games nominated for the 2001 BAFTA Interactive Entertainment Awards in their "Interactive Arts" category.[111] It also won GameSpot's 2002 "Best Graphics (Artistic) on PlayStation 2" award, and was nominated in the "Best Game No One Played on PlayStation 2" category.[112]
In anniversary retrospectives and lists of memorable Dreamcast titles from multiple websites including Gamasutra and IGN, Rez was noted for its visual design and blend of gameplay and music.[113][114][115][116][117] As part of a feature on Mizuguchi's career and work, James Mielke of 1Up.com considered Rez underrated in its time and having aged well compared to its contemporaries.[30] The game would go on to receive "Runner Up" in the category of "Electronic - Puzzle and Classic" in Games's annual "The Games 100".[118] In 2009, Edge ranked the game #49 on its list of "The 100 Best Games To Play Today", calling it "Astonishing to watch [and] uniquely absorbing to play".[119] In 2012, Rez was listed on Time's list for the 100 greatest video games of all time.[120] Rez was chosen as one of the Dreamcast games to be shown at the Smithsonian American Art Museum's 2012 exhibition, The Art of Video Games.[121] Rez HD was rated the 13th best Xbox Live Arcade of all time by IGN in a September 2010 listing.[122] In 2023, a poll by GQ conducted among a team of video game journalists across the industry ranked Rez the 99th best video game of all time.[123]
At The Game Awards 2016, Rez Infinite was nominated for "Best Music/Sound Design" and won "Best VR Game".[124] It was also nominated for the equivalent "Best VR/AR Game" award at the 2016 Game Developers Choice Awards.[125] At the 2017 British Academy Games Awards, the game was nominated in the "Audio Achievement" category.[126]
Legacy
[edit]Despite low sales, a sequel to Rez was being planned at Sega prior to its internal restructuring.[21] Mizuguchi has continued to expand upon his game designs, aiming to bring in casual players and have them experience synesthesia as he wanted to do with Rez.[28][32] The Ubisoft-published Child of Eden is a spiritual successor to Rez, designed around the same gameplay and sensory principles.[127] Mizuguchi envisioned Rez as being the first in a trilogy of similar titles.[28] According to a 2017 interview, Area X was seen by him partly as a prototype for the conceptual third title.[128]
References
[edit]Notes
[edit]Citations
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- ^ a b c Leone, Matt (December 7, 2015). "Rez Producer Tetsuya Mizuguchi on his return to music games". Polygon. Archived from the original on December 8, 2015. Retrieved December 7, 2015.
- ^ a b c d "Rez - Voices of the Creators". Rez English website. Archived from the original on October 30, 2019. Retrieved December 6, 2019.
- ^ a b c d e "PlayStation 2: Rez". Next Generation (81). Imagine Publishing: 35. 2001.
- ^ a b c d e f Jones, Darren (January 1, 2017). "Ultimate Guide: Rez". Retro Gamer. Archived from the original on April 3, 2017. Retrieved December 6, 2019.
- ^ a b c d e f "Rez - The Game". Rez English website. Archived from the original on October 30, 2019. Retrieved December 6, 2019.
- ^ Sega 2002, p. 10-11.
- ^ a b Sega 2002, p. 12.
- ^ a b c d e f Infinite 2017, p. 45–49.
- ^ Sega 2002, p. 13.
- ^ a b c d Gerstmann, Jeff (January 14, 2002). "Rez Review". GameSpot. Archived from the original on December 10, 2015. Retrieved February 8, 2015.
- ^ a b c Smith, David (January 9, 2002). "Review: Rez". IGN. Archived from the original on July 2, 2004. Retrieved December 6, 2019.
- ^ a b 【東京ゲームショウ2001秋】イベントレポート ~「サクラ大戦4」にて神崎すみれ引退!!~ (in Japanese). Game Watch Impress. October 13, 2001. Archived from the original on March 4, 2016. Retrieved December 6, 2019.
- ^ Sega 2002, p. 16.
- ^ Sega 2002, p. 8-9.
- ^ "Rez - Story". Rez English website. Archived from the original on October 30, 2019. Retrieved December 6, 2019.
- ^ a b c "Tetsuya Mizuguchi Interview 2005". Video Games Daily. Superglobal, Ltd. October 13, 2005. Archived from the original on July 17, 2011. Retrieved September 22, 2019.
- ^ a b c d e Orlando, Greg (September 1, 2006). "Q Made Who?". Play Magazine (in Japanese) (September 2006). Fusion Publishing: 60–61.
- ^ a b c d "Rez retrospective: A look back at Tetsuya Mizuguchi's early days". Polygon. November 22, 2016. Archived from the original on October 10, 2019. Retrieved December 6, 2019.
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- ^ McWhertor, Michael (March 17, 2008). "Sega: Dreamcast Rez Beta "K-Project" Released". Kotaku. Archived from the original on October 6, 2012. Retrieved May 29, 2008.
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- ^ a b c d e f g blackoak. "Rez – 2001 Developer Interview". Shmuplations.com. Archived from the original on September 14, 2019. Retrieved December 6, 2019.
- ^ a b 新世代の『体感』ツコーディソグ. Dorimaga (in Japanese) (12). SoftBank Creative: 48–49. October 26, 2001.
- ^ セガ、“コンテンツ戦略発表会”を開催 DC、PS2、PCをネットワークで接続してゲームを遊べる!. Game Watch Impress (in Japanese). June 5, 2001. Archived from the original on September 22, 2019. Retrieved September 28, 2019.
- ^ a b c d e f g Robinson, Martin (February 8, 2015). "In media Rez: the return of Tetsuya Mizuguchi". Eurogamer. Archived from the original on June 12, 2018. Retrieved September 22, 2019.
- ^ a b c d Fahay, Rob (July 26, 2006). "Still Shinin'". GamesIndustry.biz. Archived from the original on October 26, 2019. Retrieved December 6, 2019.
- ^ a b c d e f Mielke, James (July 26, 2006). "Tetsuya Mizuguchi: Reexamining Rez and Space Channel 5". 1UP.com. p. 2. Archived from the original on July 11, 2012. Retrieved January 29, 2012.
- ^ a b c Parkin, Simon (March 17, 2016). "Oral history of Rez recounts a marriage of game and music". Gamasutra. UBM TechWeb. Archived from the original on March 22, 2016. Retrieved March 17, 2016.
- ^ a b Cocker, Guy (January 24, 2007). "Q&A: Every Extend Extra's Tetsuya Mizuguchi". GameSpot. Archived from the original on February 21, 2019. Retrieved December 6, 2019.
- ^ "Art and Entertainment: An Interview with Tetsuya Mizuguchi". Sega. 2002. Archived from the original on June 27, 2002. Retrieved December 6, 2019.
- ^ a b c Infinite 2017, p. 18-27.
- ^ a b c d "Famitsu Scores Latest PlayStation 2 Releases". IGN. November 16, 2001. Archived from the original on November 8, 2012. Retrieved July 25, 2020.
- ^ Infinite 2017, p. 29-30.
- ^ "Rez - Visuals". Rez English website. Archived from the original on October 30, 2019. Retrieved December 6, 2019.
- ^ a b c "Classic Levels Deconstructed: Tetsuya Mizuguchi & musician Adam Freeland dissect Rez Infinite's Area 5". PlayStation Blog. October 20, 2017. Archived from the original on October 20, 2017. Retrieved December 6, 2019.
- ^ a b Infinite 2017, p. 58-59.
- ^ a b c "Rez - Sounds". Rez English website. Archived from the original on October 30, 2019. Retrieved December 6, 2019.
- ^ a b c d e Infinite 2017, p. 37–41.
- ^ "Chaval Records - Ken Ishii". Chaval Records. Archived from the original on November 9, 2019. Retrieved December 6, 2019.
- ^ a b c "Rez Infinite Original Soundtrack Releasing on October 11, 2017". Rez Infinite Website. Archived from the original on April 13, 2019. Retrieved December 6, 2019.
- ^ a b c Mielke, James (July 28, 2006). "Northern Lights: The Music Sounds Better With You". 1UP.com. Archived from the original on May 26, 2016. Retrieved December 6, 2019.
- ^ a b Mielke, James (March 25, 2005). "Time Travelling With Tetsuya Mizuguchi". 1UP.com. Archived from the original on January 20, 2013. Retrieved December 6, 2019.
- ^ a b "Rez Soundtrack Details Announced". IGN. November 27, 2001. Archived from the original on October 10, 2019. Retrieved December 6, 2019.
- ^ a b Rez Gamer's Guide to.... Musicmine (in Japanese). Archived from the original on December 23, 2002. Retrieved December 6, 2019.
- ^ a b "Third Ear Record-ings - Releases". Third Ear Records. Archived from the original on March 19, 2004. Retrieved December 6, 2019.
- ^ "Interview: Guy McCreery - Third Ear Recordings". Spannered. September 17, 2011. Archived from the original on October 30, 2019. Retrieved December 6, 2019.
- ^ 『PSO』がゲームキューブに! 『K-Project(仮)』がPS2に……!セガ、E3会場にてマルチプラットホーム戦略を発表!. Dengeki Online (in Japanese). May 18, 2001. Archived from the original on November 17, 2019. Retrieved December 6, 2019.
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Bibliography
[edit]External links
[edit]Media related to Rez (video game) at Wikimedia Commons
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