Difference between revisions of "Rez"

From Sega Retro

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*'''Lead Tester:''' Jordan Romaidis
 
*'''Lead Tester:''' Jordan Romaidis
 
*'''Assistant Lead Testers:''' Beejey Enriquez, Chester Lee
 
*'''Assistant Lead Testers:''' Beejey Enriquez, Chester Lee
*'''Director of Marketing:''' Mike Fischer
+
*'''Director of Marketing:''' [[Mike Fischer]]
*'''Senior Product Manager:''' Rob Alvarez
+
*'''Senior Product Manager:''' [[Rob Alvarez]]
 
*'''Associate Product Manager:''' Cord Smith
 
*'''Associate Product Manager:''' Cord Smith
 
*'''Director of Creative Services:''' [[Robert Schonfisch]]
 
*'''Director of Creative Services:''' [[Robert Schonfisch]]

Revision as of 16:19, 16 November 2017

n/a

Rez title.png

Rez
System(s): Sega Dreamcast, PlayStation 2, Xbox Live Arcade
Publisher: Sega,
Sony PlayStation 2
Sony Computer Entertainment (EU),
Xbox 360
Microsoft Game Studios
Developer:
Peripherals supported:
Sega Dreamcast
Dreamcast VGA Box, Dreamcast Jump Pack,
Sony PlayStation 2
Trans Vibrator
Genre: Shoot-'em-Up

















Number of players: 1
Release Date RRP Code
Sega Dreamcast
JP
¥6,8006,800 HDR-0178
Sega Dreamcast
EU
MK-51192-50
Sony PlayStation 2
JP
¥6,800 (7,140)6,800 (7,140)[1] SLPM-62101
Sony PlayStation 2
JP
(Special Package)
¥8,8008,800[2] SLPM-62100
Sony PlayStation 2
JP
(The Best)
¥3,000 (3,150)3,000 (3,150)[3] SLPM-74006
Sony PlayStation 2
US
SLUS-20344
Sony PlayStation 2
EU
SCES-50501
Sony PlayStation 2
IT

Rez (レズ) is a rail shoot-'em-up video game developed by United Game Artists and initially released by Sega simultaneously for the Sega Dreamcast and PlayStation 2 in 2001. It was conceptualized and produced by Tetsuya Mizuguchi and built by many former members of the disbanded Team Andromeda, the Sega development team behind the Panzer Dragoon series. Mizuguchi's company, Q Entertainment, released a high definition version (Rez HD) to the Xbox Live Arcade service in 2008.

The game is notable for replacing the typical sound effects found in most rail shooter games with electronic 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 made by ASCII. Although Rez was critically acclaimed, it did not get much commercial attention, particularly in the United States where a Dreamcast port failed to surface. Working titles for the game were K-Project, Project Eden, and Vibes, and before it was given a proper name, The Sound Project[5].

Story

The game is set in futuristic computer "super network" called the K-project where much of the data flow is controlled by an AI named Eden. Eden has become overwhelmed with the amount of knowledge gathered on the network after a virus infects her, 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 virus (the same that infected Eden earlier), logging into the K-project system to reboot Eden while destroying any other viruses or firewalls that happen to inhibit progress, and analyzing other sub-areas of the network to gain access to Eden's location.

he K-Project name and much of the game's visual and synesthesia inspiration comes from the Russian painter Wassily Kandinsky, whose name is mentioned at the very end of the game credits, whereas the Rez name was inspired by the Underworld track of the same name.

Gameplay

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. 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.

Some enemies 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.

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.

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. In addition, completing all five levels unlocks alternate gameplay modes, color schemes and secret areas.

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.

Versions

On the Dreamcast, Rez runs at a full 640x480 resolution at 30FPS, while on the PlayStation 2, the game opts for an interlaced mode, doubling its frame rate at the expense of graphical fidelity.

Both versions have been superseded since the rights moved from Sega - the 2008 Xbox 360 release of Rez HD brought the game up to 720p with a 60FPS target, and the 2016 PlayStation 4 release of Rez Infinite brought the visuals to 4K with virtual reality headset support. A 2017 PC conversion of Infinite supports up to 16K resolutions at higher frame rates, among various other graphical options.

Production credits

Dreamcast version

  • Producer: Tetsuya Mizuguchi
  • Director: Jun Kobayashi (Mem)
  • Art Director & Lead Artist: Katsumi Yokota
  • Programming Director: Mitsuru Takahashi
  • Game Designers: Hiroyuki Abe, Katsuhiko Yamada
  • Graphic Artists: Yasuhiko Matsuzaki (Mem), Noboru Hotta (Mem), Hideaki Takamura, Jake Kazdal, Haruka Yoshida
  • Programmers: Osamu Kodera, Kyosei Yukimoto, Keiichi Noda
  • Assistant Producer: Mineko Okamura
  • Assistant Director: Yu Ohmura



  • Game Tuning Support: Sarugakucho Inc, Ryosuke Oishi, Koji Nojiri, Hiroshi Sato, Toru Hashimoto, Noboru Matsumoto, Rtsushi Miyake, Miyuki Sato
  • Technical Director: Osamu Hori
  • Technical Producer: Ryichi Hattori
  • Special Thanks: All UGA Members And Thier Families, Toru Mita, Takashi Okamura, Kojiu Kaifu, Shigeru Araki, Michio Yokomizo, Ryutaro Sugiyama, Yoshiyuki Okaitsu, Toshihide Ozeki, Takao Esaka
  • Producer's Special Thanks: Masatsuka Saki, Megumi Hosoya, Sei Ishii, Hisakazu Hirabayashi, Mitsuhiro Takemura, The Soul Of Kasumba Buore (1955-2001), Simon Jeffery, Jason Kuo
Sega Of America Inc.
  • Vice President of Product Development: Jin Shimazaki
  • Localization Manager: Osamu Shibamiya
  • Localization Producer: Klayton Vorlick
  • Lead Tester: Jordan Romaidis
  • Assistant Lead Testers: Beejey Enriquez, Chester Lee
  • Director of Marketing: Mike Fischer
  • Senior Product Manager: Rob Alvarez
  • Associate Product Manager: Cord Smith
  • Director of Creative Services: Robert Schonfisch
  • Project Manager: Angela Santos
  • CS Project Coordinator: Arianne Pitts
  • Director of Publishing: Kathy Schoback
  • Senior Strategic Relations Manager: Roxana Nui
  • Public Relations: Yasushi Nagumo, Tomoe Akama, Junji Yamazaki, Mineko Okamura, Gwen Marker, Kirsten Merit
  • Promotion Art Director: Masahiro "Magic" Kobyashi
  • Executive Producer: Tetsu Kayama
  • Created By: United Game Artists
  • Presented By: Sega

Magazine articles

Main article: Rez/Magazine articles.

Promotional material

Logo-pdf.svg
PlayStation 2 print advert in MAN!AC (DE) #2002-04: "04/2002" (2002-03-06)
Logo-pdf.svg

Physical scans

Dreamcast version

Sega Retro Average 
Publication Score Source
90 №, p33[6]
Sega Dreamcast
90
Based on
1 review
Sega Retro Average 
Publication Version Score
100% Consoles (FR) PAL
40
[7]
576 Konzol (HU)
90
[8]
Bonus (YU)
93
[9]
Dreamcast Magazine (UK) PAL
82
[10]
Dorimaga (JP) NTSC-J
90
[11]
MAN!AC (DE) PAL
77
[12]
PSX Extreme (PL) NTSC-U
87
[13]
Sega Dreamcast
80
Based on
7 reviews

Rez

Dreamcast, EU
Rez dc eu back cover.jpgRez dc eu front cover.jpg
Cover
Rez dc eu disc.jpg
Disc
Dreamcast, JP
Rez dc jp backcover.jpgNospine-small.pngRez dc jp frontcover.jpg
Cover
Rez DC JP Disc.jpg
Disc
Rez DC JP Manual.pdf
Manual

PlayStation 2 version

Sega Retro Average 
Publication Score Source
88 №120, p108
90 №105, p74/75
73 №2002-01, p108-109[14]
70 №13, p55[15]
Sony PlayStation 2
80
Based on
4 reviews
Sega Retro Average 
Publication Version Score
100% Consoles (FR) PAL
40
[7]
Consoles + (FR)
88
[16]
Edge (UK)
90
[17]
Electronic Gaming Monthly (US) NTSC-U
78
[18]
GamesMaster (UK) PAL
64
[19]
GMR (US) NTSC-U
80
[20]
Hyper (AU) PAL
80
[21]
MAN!AC (DE) PAL
77
[22]
PlayStation 2 Official Magazine - UK (UK) PAL
90
[23]
Playbox (FR)
70
[15]
Play (DE)
73
[14]
Players (DE) PAL
81
[24]
Play (US) NTSC-U
80
[25]
PlayZone (DE) PAL
75
[26]
PSM2 (UK) PAL
66
[27]
Power Unlimited (NL)
85
[28]
Silicon Mag (US) NTSC-U
77
[29]
Xgen (CZ)
90
[30]
Sony PlayStation 2
77
Based on
18 reviews

Rez

PlayStation 2, US
Rez ps2 us cover.jpg
Cover
Rez PS2 US disc.jpg
Disc
PlayStation 2, EU
Rez ps2 eu cover.jpg
Cover
Rez PS2 EU Disc.jpg
Disc
PlayStation 2, JP
Rez PS2 JP Box.jpg
Cover
Rez PS2 Disc.jpg
Disc
PlayStation 2, JP (Trance Vibrator 同梱版/Special Package)
Rez PS2 JP Box Back SpecialPackage.jpgNospine.pngRez PS2 JP Box Front SpecialPackage.jpg
Cover
PlayStation 2, JP (PlayStation 2 The Best)
Rez PS2 JP Box PS2TheBest.jpg
Cover
Rez PS2 JP disc best.jpg
Disc
PlayStation 2, UK
Rez PS2 UK Box.jpg
Cover
Rez PS2 EU Disc.jpg
Disc
PlayStation 2, IT

Rez PS2 EU Disc.jpg
Disc

External links

References

  1. 1.0 1.1 http://www.jp.playstation.com/software/title/slpm62101.html (Wayback Machine: 2007-05-14 11:16)
  2. 2.0 2.1 http://sega.jp/ps2/rez/ (Wayback Machine: 2001-12-13 22:57)
  3. 3.0 3.1 http://www.jp.playstation.com/software/title/slpm74006.html (Wayback Machine: 2006-07-02 02:43)
  4. File:Play DE 2001-12.pdf, page 53
  5. File:NextGeneration US 81.pdf, page 37
  6. File:Dorimaga_20021011_JP.pdf, page 33
  7. 7.0 7.1 100% Consoles, "Février 2002" (FR; 200x-xx-xx), page 86
  8. 576 Konzol, "Január 2002" (HU; 2002-xx-xx), page 59
  9. Bonus, "1/2002" (YU; 2002-01-25), page 58
  10. Dreamcast Magazine, "No. 31" (UK; 2002-01-31), page 20
  11. Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 33
  12. MAN!AC, "01/2002" (DE; 2001-12-05), page 71
  13. PSX Extreme, "02/2002" (PL; 2002-0x-xx), page 41
  14. 14.0 14.1 File:Play DE 2002-01.pdf, page 108 Cite error: Invalid <ref> tag; name ":File:Play DE 2002-01.pdf_p108" defined multiple times with different content
  15. 15.0 15.1 File:Playbox FR 13.pdf, page 55 Cite error: Invalid <ref> tag; name ":File:Playbox FR 13.pdf_p55" defined multiple times with different content
  16. Consoles +, "Janvier 2002" (FR; 200x-xx-xx), page 108
  17. Edge, "Christmas 2001" (UK; 2001-11-29), page 74
  18. Electronic Gaming Monthly, "February 2002" (US; 2002-01-08), page 156
  19. GamesMaster, "January 2002" (UK; 2001-12-20), page 91
  20. GMR, "February 2003" (US; 2003-01-07), page 93
  21. Hyper, "February 2002" (AU; 2002-01-02), page 75
  22. MAN!AC, "02/2002" (DE; 2002-01-02), page 62
  23. PlayStation 2 Official Magazine - UK, "January 2002" (UK; 2001-12-29), page 98
  24. Players, "2/2002" (DE; 2002-01-02), page 64
  25. Play, "February 2002" (US; 2002-xx-xx), page 59
  26. PlayZone, "02/2002" (DE; 2002-01-02), page 106
  27. PSM2, "January 2002" (UK; 200x-xx-xx), page 65
  28. Power Unlimited, "Jaargang 10, Nummer 3, Maart 2002" (NL; 2002-0x-xx), page 46
  29. Silicon Mag, "February 2002" (US; 2002-0x-xx), page 24
  30. Xgen, "Únor 2002" (CZ; 2002-0x-xx), page 30