Ludography
86/100
Players42 ratings
88/100
Critics5 reviews
Rez cover

2001 · Sonic Team · Light gun shooter · Rhythm

Rez

A rail shooter with a heavy emphasis on audiovisual elements in which a hacker attempts to breach an AI integral for the continuation of the human race to prevent it from shutting down due to information overload.

Released
22 November 2001
Platforms
AndroidDreamcastPlayStation 2Xbox 360
Genres
Light gun shooterRhythmShooter
Developers
Sonic Team
Publishers
—
Series
Rez
Modes
Single-player
Perspective
Third person
Themes
ActionScience fiction
Country
Japan
Age ratings
ESRB EPEGI 3
Languages
English, French, German, Italian, Japanese, Spanish (Spain)

About

Rez is a music rail shooter video 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.

›Story

The world of Rez is set in the near future on a massively overpopulated Earth with society crippled by crime rates, and on the verge of meltdown. In an attempt to resolve the chaos, a new global network was created: Project-K, overseen by a self-aware artificial intelligence named Eden. However, the increasing information flow and infection by a virus (the main character) confused Eden, allowing her to begin questioning the meaning of its existence and the consequences of her actions. Trying to fathom the paradoxes that surrounded her and realizing the power she possessed, she shut herself down.

The player character and protagonist is a hacker virus unofficially named Swayzak, traversing the Project-K network on a mission to re-awaken Eden and to reveal the true being at her core by progressing deeper through the system, and destroying the other viruses, anti-viruses, security programs, defense systems, and firewalls within.

Keywords

  • rail shooter
  • cyberpunk
  • surrealism
  • 3d
  • achievements
  • multiple endings
  • psychedelic
  • abstract
  • vector graphics
  • great soundtrack
  • boss fight
  • explosion

Media

The articlegameplay, story, development, reception

Gameplay

Rez is a video game that combines mechanics from the music game genre and rail shooters like Panzer Dragoon. Players take the role of a hacker infiltrating a malfunctioning artificial intelligence and fighting off viruses and corrupted security programs. 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. There are five levels, dubbed Areas, although at the start only four can be accessed.

The player character can assume six forms at different power levels, with a seventh unlocked for Area 5. 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.

Story

The narrative of Rez is told without dialogue and using minimal description, relying on in-game visual storytelling. 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. 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.

Development

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. The original concept for Rez originated between 1994 and 1995. 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.

At this time, the technology was inadequate for realising his vision. 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. As with Space Channel 5, Mizuguchi wanted to draw in casual gamers from across demographics, along with people who would normally not play games.

Reception

Sega originally shipped Rez in fairly small quantities. In Japan, the PS2 version sold just under 37,600 units. By 2003, the PlayStation 2 version had sold over 100,000 copies in North America. Although generally low, North American sales were worse than in Japan, though Mizuguchi held out hope for European sales. 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.

Japanese gaming magazine Famitsu reviewed both versions of the game in the same issue. In their PS2 version review, Famitsu praised its combination of rail shooter and music genre mechanics while also praising the visual design. 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.

Legacy

Despite low sales, a sequel to Rez was being planned at Sega prior to its internal restructuring. 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. The Ubisoft-published Child of Eden is a spiritual successor to Rez, designed around the same gameplay and sensory principles. Mizuguchi envisioned Rez as being the first in a trilogy of similar titles. According to a 2017 interview, Area X was seen by him partly as a prototype for the conceptual third title.

Releases by platformdates and regions as published

PlatformReleasedRegions
Dreamcast22 November 2001Japan · Europe 11 January 2002
PlayStation 222 November 2001Japan · North America 8 January 2002 · Europe 22 February 2002

Editions and related releases

Derivative works
Rez Infinite
Expanded editions
Rez Infinite
Ported as
Rez HD
Built on it
Rez HDRez Infinite

Games like this

Collections8 collections

Platform libraries

Publishers

Reception and records

Description adapted from its source, CC BY-SA 4.0.