Saturday, January 31, 2009

Rez HD



Even for when it was released, Rez feels uniquely old-school. One only has to look as far as the "Story" page in the Options. That's right: rather than convey the story through the game itself, Rez explains the relevant background information through a page of text that you'd really only find if you just happened to stumble upon it. That's not all that far from the days of the NES, where the most likely place you'd find story to put the game in some context would be the accompanying instruction manual. Aside from some extras (of which there are a surprising amount), the game is comprised of five relatively short stages and, on top of that, the gameplay is, despite all it's fancy trappings, a rail shooter.

The core gameplay feels like StarFox without direct control; the game takes your constantly morphing avatar on a scripted trip while you move and fire with a targeting reticule. It's fairly simple and not all that original, but the presentation is where the game really hits off. The first comparison that comes to mind is the Disney film, Fantasia. Rez portrays a world where music exists not only as accompaniment, but also takes the place of incidental sounds and finds its way into the player's interaction with the game. There are no explosions or laser noises to be heard. Each shot fired has a corresponding musical result, usually adding to the overall song in the background. Single shots result in single staccato notes, while targeting multiple enemies, fire multiple shots, creating 8-note sequences.

The game is at it's best when the main track and the music created by the player's actions sync up well. One great example is the boss fight from the first stage, a floating machine encased in a disco ball shield. Chipping away at the shield produces a thumping sawtooth rhythm (I found myself naturally hitting the fire button to the rhythm); taking down the swarms of missiles fired your way produces a hail of snare hits; after taking down the shield, the song triumphantly shifts gears with a synth flourish while the boss morphs into another form. The psychedelic visuals, the music, the games fantastic trance vibration system, and the naturally emerging rhythm from your own hands comes together to produce this sense of interaction with the soundtrack that I've rarely seen in other games, no matter how obviously scripted these interactions are.

Rez is a product of a fantastic, unified vision, where the music is complemented heavily by the visual design. Each stage is a highly scripted track that pulsates and changes with the music. Produced by then-SEGA employee Tetsuya Mizuguchi, the world of Rez (a computer simulation) shares much in common with the visuals of Mizuguchi's other games: neon-bright, polygonal shapes that are low on detail by high in polish and, most importantly, sit well with the electronic soundtrack (a recurring theme in Mizuguchi's work.) The game plays up it's raver visuals with various references to enlightenment and eastern philosophy (one of the player character's forms appears to be a man floating around in a state of meditation.) One of the best examples of the developers tailoring the visuals to the music occurs in the game's third stage. As the player approaches the Sphinx-like gateway to the stage's boss fight, the screen's bright colors suddenly go negative and washed out just as the usual techno fair ceases behind a slow, distorted bass drum beat.

While I've never played any of the previous versions (I didn't own a Dreamcast back in the day, nor a modded PS2), the claims I've heard of Rez HD's triumph over them holds true: mainly, there is almost no slowdown. This keeps the game as fast and fluid as possible. Not much can be said about the HD component other than that it looks great. Rez is a game that wanted to be HD when it came out, and now it really has it's chance. With, the caveat of not having previously played the other versions of Rez, this one feels like a special edition Criterion Collection-esque release. There are a surprising number of extras to be had: visual and sound filters (if you ever wanted to play Rez in Sepia with your ears underwater), an option to play through through the entire game in one run (which I feel should have been an option from the beginning, but whatever), a "lost" level, a score attack mode, and multiple play modifiers unlocked throughout the game.

Perhaps the game's most annoying attribute (to once again bring up the game's archaic nature) is the esoteric manner in which these things are unlocked. The optional things i.e. using First Person Mode are strange enough: Rank 1st in Area 5 on Score attack mode. Who would just know that right off the bat? But things like that are forgivable due to their optional nature. The game's final stage must be unlocked in a similar manner. Each stage has a number of cubes that must be shot to gain 100% analysis rating, but these cubes are easily missed in the hail of shots and colors the game is constantly throwing at you. Without 100% analysis on the first four stages, the player cannot progress to the fifth and final stage. The final stage of a game is most certainly not "optional", and I found it frustrating that I had to replay two of the stages just to unlock the final one. As I said before, archaic is the right word; I wouldn't have thought twice about something like this in the 90's, but doing this in modern day feels strange and out of place.

Rez HD feels like a labor of love. It's a classic, unappreciated title who's extras feel like the man behind it loved it too much to simply give the game a cursory 720p face lift and throw it out on the market. Rez HD is a unique audio-visual experience; an interactive visualizer that should be played by anyone with a love of video games and music.
9/10

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