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Rez Infinite Behind the Scenes Dev Diary

Rez Infinite Behind the Scenes Dev Diary

Rez Infinite behind-the-scenes dev diary. Tetsuya Mizuguchi discusses development. Enhance Games has released a three-minute behind-the-scenes developer diary discussing the development of Rez Infinite .

Here is the full transcript:

In 1997, after various inspirational experiences and events, I had a concept for a game called Rez. That concept was synesthesia: You can think of it as “hearing colors,” or “seeing sounds.” It was a new kind of experience where sight and sound could all mingle in a unique way. As you play, the sound effects make music, the music and visuals start to synchronize and it all comes back to the player’s senses, including controller vibration.

Rez was released in 2001. At first, it didn’t sell what we hoped. But, as time passed, more and more people discovered Rez. They understood what we were trying to do. They “got it.” That made it all worthwhile.

This time, developing Rez Infinite, I wanted to have it appeal to those fans of the original, but also to those who’ve never heard of Rez. This is not the old Rez, trapped in a 4:3 screen… but the Rez we had in our minds from the beginning. Sharp, vivid… the most beautiful Rez. And, if you want, a Rez you can truly immerse yourself in – a 360-degree world in VR.

In thinking about this new for of Rez along with our development team, we decided we wanted to do more than remaster the original Rez. We also wanted to do something new. Something that could only be done with the latest technology. We wanted to give players free movement, as if they were flying or swimming, and a new visual style, where countless particles make up everything in the world, shifting positions, changing colors – all in response to the music… Area X is truly unlike anything you’ve played before.

15 years since Rez came out, with optional PlayStation VR support, with improved visuals, 3D sound – where sight, sound, and feel all synchronize – players can experience a new, higher level of immersion. This is the ultimate Rez experience. Rez Infinite is the start of a brand new chapter. I hope you’ll join us.

Rez Infinite is due out for physically via iam8bit and digitally via the PlayStation Store for PlayStation 4 with PlayStation VR support on October 13.

Check out the Video:

“Rez is a rail shooter, meaning you don’t have full control of your character — only your aim. Character movement in VR is a big problem for many VR developers, since it’s hard to avoid nausea when you have full 3D movement, but it’s a non-issue here. You can look around and shoot with the stick, but your crosshair is also tied to your head movement; I found it worked best to use the stick for broad strokes and then fine-tune the shot with my head. But Rez isn’t really a game that requires precision — you can just sit back and forget about the controls. It’s a VR game where a regular controller is perfectly adequate.”

More info at – Source

 

Manuel Alvarez

Manuel Alvarez, a budding writer and the Leroy Jenkins of Final Fantasy XIV, he decided to join the Gaming Instincts team to contribute with the news portion of the website, from humble beginnings, Manuel is currently a graphic designer working for the industry, but his burning passion for gaming and opportunities made him enter the world of game journalism and like everybody else in the team, he is eager to see where it will lead him in the future!

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