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REZ - reviewed
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Game Review: Rez - Project K Back

Definitions of any kind don't rest easy with a game like Rez and according to Robert Pirsig that is the hallmark of quality itself.

High design and games meet in this rhythmic ultra-stylish shooter. The design concept behind Rez is rooted in the sensory assault and the player's freedom to appreciate it. The resulting genre now referred to as Synaesthesia.

lights
bosses
wireframes
Lighting effects that really push the PS2
Some of the strangest bosses ever
Wireframe based level designs

Employing simple game-play and control systems (you are basically pushed along rails and forced to shoot at anything that passes by), stunning graphics and level design and excellent use of an interactive trance soundtrack, Rez is executed with masterful technical wizardry. It can still however be easy to forget the immense complexity of the level design and programming involved, mainly because of the games simplistic nature, caused by a rigidly linear game-play, throwaway storyline and the fact that most of the games complexity is 'below the line'. Contributing to a largely passive gaming experience with subnormal levels of interaction, but a truly amazing spectacle Rez certainly is. The game is really doing all the work here but in a more deliberate way than we normally see, even the world around you pulsates to the rhythm of the beats.

Rez is high tech and futuristic yet simultaneously and strangely retro. The art direction and game play draw heavily on influences like Tron, Wipeout, 'Star Wars - Death Star' and many early vector-graphic based games. The levels are built up of layers of quasi wire frame resembling major architectural styles from around the world and beyond, with varying transparencies and superb lighting effects.

You are travelling into the cyberspace of the Project-K network on a mission to reawaken Eden. Who's Eden? Don't ask, I'll need another 500 words! Your floating character can evolve into six different levels, these are not permanent and when hit by an enemy your level will devolve. It is possible to lock-on to eight enemies at any one time by holding down the X button and firing by releasing X again.

The game has no difficulty settings per se but does get more difficult as it progresses. For example providing an option to reduce the size of the target area would increase the difficulty level and add to the replay value.

In the main game mode, each of the five areas grows in complexity, visual detail and difficulty as you move through its 10 layers. Complex bosses are presented on Layer 10 in each area. The Running man boss on level four is my personal favourite.

The game can be completed too quickly and is relatively easy to complete, but the replay value is extended with two additional modes of play: Travelling: and Score Attack.

Is Rez to games what Fantasia was to film? An original, thought provoking and innovative title or superficial chaff? Rez is not perfect, Instead it bravely aspires to push the envelope of what's possible, accepted and understood in the context of games and I for one will always support that.

The world of games is certainly a richer and more colourful place with Rez in it.



Vist the 'official' REZ site: http://www.xbox.com/en-US/games/r/rezhd/


 
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