XBLA Review: Rez HD a “Games AS Art” approach to Rez HD


XBLA Rez HD Review: Games AS Art, a refreshing approach on a game-as-art review

Everything that’s old is new again!

by TWODOGSz

© 2008 Aaron Bertinetti

ED: – A fresh new look at RezHD from the artistic point of view, following it’s history and original design aspects, not just as a game per say, but using a game to make a statement about art. Please read on, and enjoy.

“`When originally released in 2001 Tetsuya Mizuguchi, inspired by modern abstract art, wanted to push the idea of technology and art through the medium of videogames. His template was an on rails shooter with simple conventional controls and an improbable story about a hacker who enters the virtual world to restore an artificial intelligence which is humanity’s last hope. But the purpose of this was merely a platform from which he could convey the unique experience of synesthesia.

Most of us have never been fortunate enough to experience synesthesia, let alone know what that actually means. So let me save you the Google search and just explain that in a nutshell it’s the stimulation of one sense by another to the point that they become one. Take the expression “loud shirt” and now imagine what you see also sounds like a 1000 watt sub woofer at the same time and you get the idea! If you’re still unconvinced just know that the music made by such diverse artists as Pharrell Williams, John Mayer and Duke Ellington are all due to synesthesia in the form of seeing music as colours.

Full review and pics after the jump:

“`What Rez achieves that no other form of entertainment, or dare I say art, is in giving the rest of us the experience of this strange but wonderful condition. Colour, music, touch and gameplay become one. Just imagine a cyberpunk Sgt Peppers at a nightclub on mind altering substances and you get a rough idea what you’re in for. It’s the cheapest trip you’ll ever afford and there aren’t any nasty side effects!

“`I’m the DJ, the painter, a vibrator and… Buddha?!

“`Rez is fuelled by an evolving electro-trance soundtrack, but what is truly unique is that the gameplay is actually part of the music. Whilst it may appear as a simple on rails shooter at first, you quickly realise that upon shooting the enemies they generate samples and beats that are laid over the backing tracks. As you build up chains of attacks and progress through levels the intensity of player created samples and beats builds.

“`In unison with these escalating beats and samples is the whole graphical environment. A mesmerising mix of psychedelic vectors, the player’s avatar, virtual worlds, enemies and explosions not only “beat” in time with the music but during each level paint a vibrant and colourful display of explosions and effects that gradually build to a kaleidoscopic crescendo of sight and sound.

The cream on top that only further heightens the sensory assault, is the game taking full advantage of not only the player’s controller but up to four in total, if you so wish, to vibrate along with every single beat and rhythmic pulse. The controllers pump and pound along with the music, but without the disturbing connotations of the originals vibrating peripherals.

Click any image for full rez view:

Perhaps Mizuguchi thought this a spiritual experience, or perhaps I’m making such a claim simply to explain that a particularly skilled player can transform their avatar from a lowly digital sphere to an all conquering Buddha! Either way it’s a lot of fun, adds another level of eccentricity to proceedings and most importantly adds some extra challenge to the gameplay just in case you aren’t fully overwhelmed by the truly unique gaming experience already.

Everything that’s old is new again!

Rez has been completely reworked for the HD era, and it is very much one of those titles to show your HDTV off. However, if you’re feeling nostalgic you can still kick it old school with low res textures, 4:3 support and jaggies to your heart’s content. But even if you love it old-school you’ll be blasting your mixes through the speakers courtesy of the newly implemented 5.1 surround sound

A major complaint about the original Rez was the lack of replayability, and whilst there are no additional story levels to the original five, Mizuguchi and his team have added a vast array of game modes and options that significantly enhance the longevity of the title and actually encourage you to replay it.

The variety of game modes is particularly important in attracting a broader audience. “Easy Rez” allows players to play through the entire story without the frustration of dying and yet with all the enjoyment of the spectacle, giving casual gamers a chance to appreciate what has historically been a very niche game. “Score Attack” is for those gamers who love online leaderboards and are happy to constantly replay levels in the pursuit of a higher score. The real meat, however, lies in the “Beyond Mode” and its unlockable game types. They include a never-ending story mode, a boss only mode, a bonus level known as the “Lost Area” and an infinite free play mode for those who really want to zone out for hours on end.

Sound effects range from “Cave” which sounds like a thumping nightclub to “Plate”, which I can’t explain for the life of me but is my personal favourite. Visual filters offer a wide variety of effects including the rag time “Sepia”, the Commodore 64 “Tile” and “Glare”, which I’m convinced exists purely to show off how pretty HD really can be.

The replay theatre is fantastic for playing back your best mixes, turning them up and chilling out. But the ability to download the films and mixes of other players, learn from their moves and falsely convince friends that it’s really a replay of your own gaming prowess is perhaps the best aspect. My only complaint is that the vibration of controllers is not available.

This is not a game… it’s an experience!

As much as I’ve detailed Rez HD and its gameplay features they are merely additions to what at its core is a unique experience that challenges the notion of games as a unique art form. An art that can help us interactively experience such things as synethesia that other forms could never do

My only minor criticism of Rez HD is that the downloadable demo largely misrepresents this core value, and that many gamers may simply pass it up as a result. Whilst it may appear short, this game has value that goes well beyond its asking price. Much like last year’s Portal this game is an argument for quality over quantity.

And then there’s Level 5, which is not only one of my favourite gaming levels of all time but which demands to be played by any serious gamer who’s ever had any inclination that games are art. Personally, Level 5 gave me that answer…

Buy It!

9.5/10

© 2008 Aaron Bertinetti

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2 Responses

  1. I’d love to know what others think?

    To me this game expands the boundaries of what a game is… but I understand there is a vocal minority that are less than impressed. “Please explain?” ;)

  2. I know this is a old article, but i feel i should articulate something…Rez seriously changed the way I view videogames, with something only alluded to in your article: Area 5.

    Admittedly, when i originally played Rez on the Dreamcast I gave it little extra thought. When HD came out on XBLA, I figured it was cool enough to give it another look. I played through the game, unlocking the level I had never reached in the DC version, Area 5.

    When I first played this stage, I was in the ideal Rez environment: dark room, 52 inch 1080p television, and 5.1 surround cranked way up.

    But I was still not prepared for what came next. For the next fifteen minutes, i was completely immersed in this synesthesia spoken of in the article; everything in the stage complements everything else so well it becomes less of an experience and more of just a feeling.

    I believe what cemented the whole thing was how it ended for me. As I was lost completely in the game, I had failed at the final section of the final chamber. I viewed what I had worked for literally crumble in front of me i realized the experience was over, and I just watched the credits in awe of the impact this single segment of a video game had on me. It was such an all encompassing feeling, something no other piece of media had ever been able to achieve for me.

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