Rez (video game)

Rez
Box art used in Japan and Europe for the Dreamcast and PS2 releases
Developer(s)United Game Artists[a]
Publisher(s)
Sega
  • Dreamcast
    Sega
    PlayStation 2
    HD
    Microsoft Game Studios
    Infinite
    Enhance Games
Director(s)Jun Kobayashi
Producer(s)Tetsuya Mizuguchi
Designer(s)Hiroyuki Abe
Katsuhiko Yamada
Programmer(s)Mitsuru Takahashi
Artist(s)Katsumi Yokota
Composer(s)Keiichi Sugiyama[b]
EngineUnreal Engine 4 (Rez Infinite)
Platform(s)
Release
November 22, 2001
  • Dreamcast
    • JP: November 22, 2001
    • EU: February 20, 2002
    PlayStation 2
    • JP: November 22, 2001
    • NA: January 8, 2002
    • EU: February 20, 2002
    Xbox 360
    January 30, 2008
    PlayStation 4
    October 13, 2016
    Windows
    August 9, 2017
    Android
    November 20, 2017
    Oculus Quest
    October 13, 2020
    PlayStation 5
    February 22, 2023
Genre(s)Rail shooter, music
Mode(s)Single-player

Rez[c] is a musical rail shooter 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.

The game was conceived by Tetsuya Mizuguchi during 1994 and 1995, drawing inspiration from European disco music. Production began in 1999 after United Game Artists finished work on Space Channel 5. The design concept drew from rave culture and classic rail shooters, and level design made extensive use of wire frame graphics inspired by the paintings of Wassily Kandinsky. The music, supervised by Keiichi Sugiyama, featured collaborations with multiple Japanese and European music artists and influenced level designs.

The game met with low sales, but strong critical reception due to its music, gameplay and graphics, though several reviewers faulted a lack of content. It also received several industry award nominations, and has been remembered as one of the Dreamcast's best titles. Rez HD and Rez Infinite have likewise met with praise from journalists. Rez Infinite in particular was hailed for its virtual reality integration and its additional Unreal Engine 4-powered zone Area X, described as the closest people might see to a true sequel. Mizuguchi eventually produced a spiritual successor to Rez at Q Entertainment titled Child of Eden.

  1. ^ Cite error: The named reference WiredInterview was invoked but never defined (see the help page).
  2. ^ Cite error: The named reference PolyMizuguchiInfinite was invoked but never defined (see the help page).
  3. ^ Cite error: The named reference RezComments was invoked but never defined (see the help page).


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