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 sticks crosshair (up to 8 targets at any given time) and unleashing lasers which create the games 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 worlds finest techno and electronic music producers. Each of the games 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 games true, final ending.
Textures? We Dont 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 Rezs 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