Why Fez Makes Me Want To Buy An Xbox

If there’s something you should know about me, then it’s my PlayStation loyalty. That’s why FEZ is such a big deal; it’s the first game to make me seriously consider buying an Xbox.

FEZ is about a 2D man called Gomez. Gomez is given a hat, the eponymous FEZ, which allows him to travel the 3rd dimension. This FEZ will help him save the universe on a quest to find every last little fragment of a “really important cube”.

First off, the game is beautiful. Phil Fish and the guys at Polytron have managed to pull off a fantastic retro look, which is at once both camp and magical. The environments are full of tiny little details that draw you into the game, making it feel like a real place.

Take this ‘long’ screenshot for example. As the environment turns, we can see panels bolted onto the side of the Lighthouse; little weeds and mushrooms sprouting from the ground with roots sticking out of the bottom; as well as frogs, seagulls and butterflies all around the place. It’s simply enchanting.

The sound design reflects this feeling. In the background we can hear electronic waves crashing onto the island and the synthetic chirp of seagulls.

What’s most impressive though, is the music.

Composed by Rich Vreeland, the music evokes a nostalgic tone, which matches the gameplay and graphics. From the quality of the sound, to the slight ‘wobbling’ of the pitches, imitating an analogue synthesiser, it’s clear that FEZ is a very tight, well made package of a game.

This naturally extends to gameplay. Take a look at some footage taken from the FEZ trial:

The main game mechanic in FEZ is something that relates directly to the aesthetic of the game. While most retro 2D platformers never addressed the 3rd dimension, FEZ takes it and implements it into the game, giving the story a unique twist.

It’s not just a gimmick though. Levels are planned out in 3D and then rendered in 2D, so that it still retains the classic 2D platformer look, while the 3rd dimension is hidden.

It seems straightforward at first, but there look to be some brain-tinglingly refreshing puzzles which use the lack of depth to help you reach other areas, collect cubes and generally progress through the game.

In some ways, it’s similar to Echochrome for the PS3 and PSP, except there’s more of an emphasis in exploring the environment, rather than just getting from A to B. It’s clever; it makes you think; but most importantly, it’s fun.

I can’t help but compare FEZ to Sword and Sworcery, for the iPad and iPhone. It’s similar in that the graphics are both retro, and sound was clearly a very important part of the design process. But most of all, the amount of polish that shines off both games is clearly abundant throughout, making them both very memorable experiences.

As it stands, I don’t have an Xbox and there are no plans to release it on PS3. I can only hope that Polytron change their mind, or that I can someday afford an Xbox.

Look out for FEZ on the XBLA, sometime very soon.

2 thoughts on “Why Fez Makes Me Want To Buy An Xbox

  1. Pingback: Why Fez Makes Me Want To Buy An Xbox | Jason Dewey's Portfolio

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