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Rez Area 5 100% Shotdown and true ending video

I'm glad it doesn't have a sequel. The game is already perfect, this industry has too many damn sequels as it is

I still would like to see the version of Rez with Fatboy Slim music though
 
Wario64 said:
I'm glad it doesn't have a sequel. The game is already perfect, this industry has too many damn sequels as it is

I still would like to see the version of Rez with Fatboy Slim music though
Iawtp, except the fatboy slim part.
 
Sumidor said:
Wow.. that's the first time i've ever seen level 5. I need to replay Rez.

Wow, many people claim level 5 is by far their favorite part of the game (I'm a sucker for level 4, myself)... definitely worth playing again.

OP - Nice find on the video... my shooting skills are no where near good enough to get the 100% needed, so I'm glad I finally got a chance to see the 'true' ending.
 
At last! I have (fuzzy) proof that I do not fib when I say I get a purple flashing butterfly! Take that disbelievers!
 
Fantastic... after all the bullshit I went through obtaining (and then losing) this game, I'm thrilled to get to see the ending. I got to boss #3 and died, and I wasn't doing anywhere near well enough to see the special ending...
 
hello,

could anybody upload that video to another place (maybe yousendit)? i cant watch this video, because google video isnt aviable in my country/language... :(
 
djtiesto said:
Wow, many people claim level 5 is by far their favorite part of the game (I'm a sucker for level 4, myself)... definitely worth playing again.

OP - Nice find on the video... my shooting skills are no where near good enough to get the 100% needed, so I'm glad I finally got a chance to see the 'true' ending.
I liked areas 3 and 4 better. The only reason why I don't like area 5 -- is because it's a bitch to get 100% on. :(

I haven't gotten 100% on it yet, and, I'm not clicking on that link. If I do, it's going to ruin the entire game for me.

Dreamcast version FTW. :D
 
typo said:
Sega, make a budget-price next-gen sequel to Rez for PS3/X360/Rev. 1920 * 1080 vector goodness for the win.

Screw a sequel. I'd buy the same game again for the PS3/X360/Rev. Hell, I wonder if the game is too big to be put it up on Live Marketplace? I can only imagine what the game would be like in 720p/1080i 5.1 surround goodness. :)
 
heavy liquid said:
Screw a sequel. I'd buy the same game again for the PS3/X360/Rev. Hell, I wonder if the game is too big to be put it up on Live Marketplace? I can only imagine what the game would be like in 720p/1080i 5.1 surround goodness. :)


What's the average size of a live demo? The PS2 version is on a CD, and I doubt it fills that capacity.

I'd most like to see it for the Revolution though.
 
I always had trouble at the giant fish part. This guy's got legendary skills :) .

I forgot how fucking awesome this game is. Very interesting interpretation of the journey and progression of life and mankind. I showed this to my friend who's never played Rez and his jaw dropped to the floor when he found out the music is being made by the player in real time. Robert Ebert needs to see this video. But then again REZ is something that needs to be experience firsthand and not spectated.
 
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We hope to make this feature available more widely in the future, and we really appreciate your patience.

:(
 
I love Rez so much.

But playing it does make me kind of sad. Why can't other games learn from it?

Could you imagine an action game like Devil May Cry 3 where the further you progress, the music gradually becomes faster and more exciting? With everything you hack and slash, it dynamically creates sound that flows with the background music and the action on screen?

Essentially, take Rez, put the character's feet on the ground, and hand him a sword. It's not like rail shooters, puzzle games, and music games are the only titles that can pull off feats like this.

Rez just makes me hungry for games that take music and make it immersive. And sadly, it seems like that means I'm left waiting for the next damn Mizuguchi game.
 
nexes said:
I love Rez so much.

But playing it does make me kind of sad. Why can't other games learn from it?

Could you imagine an action game like Devil May Cry 3 where the further you progress, the music gradually becomes faster and more exciting? With everything you hack and slash, it dynamically creates sound that flows with the background music and the action on screen?

Essentially, take Rez, put the character's feet on the ground, and hand him a sword. It's not like rail shooters, puzzle games, and music games are the only titles that can pull off feats like this.

Rez just makes me hungry for games that take music and make it immersive. And sadly, it seems like that means I'm left waiting for the next damn Mizuguchi game.
Yeah a game like that would be revolutionary.

Music is an essential part of a game but sadly these days with liscenced music, nobody seems to bother to take full advantage of it.
 
i got that ending. i am rez master.

and now, my review of rez for gamepro:

REZ
SUMMARY: Beats, Rails & Light: Luminary Sega producer Tetsuya Mizuguchi serves up a musically-inspired, shooting masterpiece unlike anything before it.
PS2, Dreamcast

The team that single-handedly breathed new life into the dance/rhythm videogame genre in 2000 with their Dreamcast-only affair, Space Channel 5, jumps platforms and ups the level of maturity with their latest release, Rez.

NPCs Dream of Electronic Beats
Players are submerged into a computer world where pulsating rhythmic beats and vector graphics recall a psychedelic, Tron-like battlefield populated with foreign enemy A.I. and the ability to “evolve” your character over the course of the game. Classically defined as an “on-rails” shooter, much in the vain of Panzer Dragoon or Space Harrier before it, you float through a beautifully rendered, vector polygon landscape targeting opponents with the analogue stick’s crosshair (up to 8 targets at any given time) and unleashing lasers which create the game’s music in real-time. The greater your accuracy and rhythm, the more profound the music and action becomes.

The music soundtrack was specially segmented into separate layers by some of the world’s finest techno and electronic music producers. Each of the game’s 5 levels start with a minimal drum track; as you link targets with your crosshair and release deadly combinations of explosions, additional music and instruments are created as your targets explode. As you get better in targeting and unleashing combos, your NPC acquires experience, filling a gauge at the bottom of the screen granting your simple wireframe polygon character the ability to morph into 5 different forms of “being” – each new form changes not only your weapons output but your physical shape as well. More importantly, the sound of the music and effects change entirely with each new form, creating yet another level of complexity to how the gameplay behaves. Taking too much damage devolves your character, and it is only with the highest form of evolution can a player reach the game’s true, final ending.

Textures? We Don’t Need No Stinking Textures
Graphically, the engine is strong and fast, never missing a beat (excuse the pun) with beautiful lighting effects, inspired, says Mizuguchi, by the late painter, Kandinsky. Although the graphics are surmised completely of vectors with little, if any, texture mapping, the effect is intentional and lends itself in concept to the antagonist agents comprised of light and binary code which populate Rez’s world.

Synaesthetic
It is, however, the parrying between graphics, sound and peripheral input where this game truly shines. Force feedback on the PS2 controller is in full effect, thumping along to the beat, as is a quirky little device known as the Trance Vibrator made specifically for this game.

With multiple endings, great replay value afforded by the opening of additional options by way of your scores, Rez serves as a remarkable example of unorthodox game design, contemporary style and remarkable atmosphere. Fans of Panzer Dragoon and Vib Ribbon will surely want to break out the glowsticks for this party.

Developed by United Game Artists
Published by SEGA
$49.99
Available now
First-person shooter / music
1 players
ESRB: T

Graphics: 4.5
Sound: 4.0
Control: 4.0
Fun Factor: 4.5
 
black_13 said:
Yeah a game like that would be revolutionary.

Music is an essential part of a game but sadly these days with liscenced music, nobody seems to bother to take full advantage of it.

The only game I can think of that does a good job with music is the SSX series. Depending on how good you are, the music would only play the instrumental parts or it'd play the full track if you were playing good. Do a bad job and the music would revert back to the instrumental track.

It'd be very sweet if action games does that sort of thing, but they need to focus on making the gameplay good first before going out into those gimmicks :P
 
As far as I know, you get true ending, not by achieving 100% shotdown, but just by finishing level 5 in the end form (fetus, I think). That's not easy either, though.
 
Wario64 said:
The only game I can think of that does a good job with music is the SSX series. Depending on how good you are, the music would only play the instrumental parts or it'd play the full track if you were playing good. Do a bad job and the music would revert back to the instrumental track.

It'd be very sweet if action games does that sort of thing, but they need to focus on making the gameplay good first before going out into those gimmicks :P
I got the impression that if you were catching big air the game would drop to instrumental but when you where shredding snow it started rocking again.
 
Azih said:
I got the impression that if you were catching big air the game would drop to instrumental but when you where shredding snow it started rocking again.

Catching big air just lowered the music volume till you hit the ground iirc. At least in SSX3. I haven't played any SSX games in a long time though so maybe I have it confused. I just remember one of the SSX games having a cool gimmick with the music soundtrack
 
Koshiro said:
At last! I have (fuzzy) proof that I do not fib when I say I get a purple flashing butterfly! Take that disbelievers!

Yeah, I've gotten that ending before. I don't think I had 100% though. If I remember correctly, I had about 98 or 99%. But I remember the
purple wire reflection of the butterflies and the classy "Good night."

For some reason I got an incredible rush from the various endings. I just felt all giddy as I got closer, and the
"She is free"
or whatever really sticks out in my mind. ;)
 
"Essentially, take Rez, put the character's feet on the ground, and hand him a sword. It's not like rail shooters, puzzle games, and music games are the only titles that can pull off feats like this."

First Samurai http://hol.abime.net/563 featured kinda this, not the first time interesting idea are not used further on. Lucas art IMUSE system was in great part created with this in mind.
 
It wasn't until we (Rez is probably the only shooter the wife plays) unlocked infinite bombs that we saw this ending. Unfortunately we've lost the memory card with it, so I think I may have to go back and unlock it again. Woe is me :D
 
can anyone spoiler post every different message at the end when you beat rez?

I think the best I did was
"she's awake, or free or something but I don't know the whole truth" something like that
I remember doing insanely well and thinking that this must be it, but I can't remember if I got the best one or not.
 
pheer is the mind killer mind killer fi fi feeeear is the mind killer

edit: the the the mind killer killer killer mi mi mind killer
 
Yeah, that level was great. I really liked the music, and it sounds like the guy played the same way I did.. Only I managed to screw up at a certain point, so I never got to the 100%. But what a trip, listening to the music again makes me so want to play again. Guess I'll have to wait till tomorrow, when I have the house for myself. :D

I'm not even looking at the video, don't want to see it. :p
 
Shard said:
Things like this remind me of how much I miss creativly talented Sega of yore.
You beat me to that post.
I really hope Miz's next game will be an original concept. Not that I think 99 nights will be bad, but it just feel wrong to see Mizuguchi working on such a game.
 
Blimblim said:
Not that I think 99 nights will be bad, but it just feel wrong to see Mizuguchi working on such a game.

I share the same feeling, to think that the man who gave us Space Channel 5, Rez, Lumines and Meteos (all very addicting) is working on a Dynasty Warriors-esque game. Although, he could try and pull off that idea nexes stated, which had been playing in my mind ever since I got my hands on Rez. But I don't think Mizuguchi-san is going to do just that. :(
 
Supposedly the original Rez was to be a vastly different game. Fort90 had a whole article at his journal (though I can't remember exactly where it's posted... can you help me out if you see this, Fort?) from the only American to work at UGA - where he talked about Rez having to be compromised a lot. You can see parts of this original vision in the original K-Project trailer. I would love to see Mizuguchi go all out and put out his original vision of Rez...
 
djtiesto said:
Supposedly the original Rez was to be a vastly different game. Fort90 had a whole article at his journal (though I can't remember exactly where it's posted... can you help me out if you see this, Fort?) from the only American to work at UGA - where he talked about Rez having to be compromised a lot. You can see parts of this original vision in the original K-Project trailer. I would love to see Mizuguchi go all out and put out his original vision of Rez...

I hardly post around here these days... I just don't have the time to surf anymore.... but a Rez thread is always going to get my attention.

As for the article in question, it was for Gamasutra:

http://www.gamasutra.com/features/20050506/hawkins_01.shtml
 
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