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Showing posts from March, 2010

Impromptu Game Design

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One day I saw the word "Tetris", and then the word "Cannon". This is what happened next (Click for big):

Rez

I recently wrote an 8-page analysis on Rez as part of my Video Game History class. Rez, for those who are new here, is my favorite game ever made and is a rail-shooter from the dreamcast era with trippy graphics and trance music, with more trance music instead of sound effects. The game is basically a sensory spectacle and very short - you can watch the whole game here . It is one hour long. Writing the analysis was a fun job, which involved watching a lot of footage of Rez HD. I learned a few things about the game in the process, namely that Rez is the missing link between games and movies. Looking at the entirety of Area 5, the game completely controls the pacing of the player's experience - the player does not get to decide when something happens. He is completely railroaded into scripted events, always moving to the next level on schedule. And yet no one would say that Rez is not a game. Rez basically exploits the mandatory movement of the rail shooter genre to turn the game in