Release date13 Oct 2016
One of the best rounds ever is at last going onto the PC - and with style: Experience an amazing 360-degree arousing surge as you clear your path through foe assault waves and changing supervisors. Every one of your developments makes hues and sounds that synchronize and mix with the beat of Rez's amazing techno soundtrack, regardless of whether in great work area mode or in the profoundly vivid VR adaptation, you need to see - and hear - Rez Infinite to trust it. KEY FEATURES a definitive bundle Fully amended exemplary Rez-Level Areas 1 to 5 and fresh out of the box new free trip in Area X. The whole game can be played on the work area or in full VR with your HTC VIVE or Oculus Rift and related controllers (exemplary gamepads, Vive controllers and Oculus remote and contact controllers are bolstered).
About Rez Infinite
Rez Infinite is released by Enhance Games in 13 Oct 2016. The game is designed by Resonair. Rez Infinite is a typical representative of the Indie genre. Playing Rez Infinite is a pleasure. It does not matter whether it is the first or a millionth hour in Indie, there will always be room for something new and interesting. Thrilling levels and gameplay Rez Infinite will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
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A complete list of games like Rez Infinite can be found at AllGame here.
Rez Infinite is versatile and does not stand still, but it is never too late to start playing. The game, like many Indie games has a full immersion in gaming. AllGame staff continues to play it.
Rez Infinite is perfect for playing alone or with friends.
At AllGame you can find reviews on Rez Infinite, gameplay videos, screenshots of the game and other Indie representatives.
Rez Infinite - Filmreview
Despite its 14 years that separate us from its first release, its modernized version to work on PlayStation VR makes us feel that Rez Infinite has obviously always been supposed to work with virtual reality. His pulsating geometric landscapes buzzing with electronic music literally take shape around me, which makes Rez absorb us in an immersive experience, which he has always aspired to do.
Whether you play VR or the old fashioned way, Rez is a rhythm-based hypnotic rail shooter with unique graphics and surprisingly deep gameplay despite its simplistic appearance. To play it simple, you need to learn the weak points of your enemies to put them down quickly, and move on, prioritizing your targets as well as you can to predict problems before they happen.
Interestingly, things get even crazier when you try to improve your score. Rather than shooting on sight, you need to find the right opportunity to eliminate as many enemies as possible. Playing this way is a subtle science, especially to understand how groups of your opponents are formed. Boss fights are the ultimate expression of this idea: they invite you to methodically dismantle your opponents piece by piece in order to perfectly develop a combo, and thus finish them off as it should be.
In VR, you have to use your head to aim, which is surprisingly intuitive, to the point that it becomes much simpler than with joysticks. The default settings in VR may tend to be a little too simple, but in dynamic mode, and with the management of the camera with the head, it is far beyond what can be achieved with a gamepad or keyboard / mouse.
Zone X is the only new element available in Rez Infinite: all the rest of the unlockable modes and elements are part of the HD reissue released eight years ago. It's an experience very different from what we used to have, with this ability to fly freely in 3D space. Although very clean, the game becomes even more spectacular in VR. One has the impression of flying through a lively fireworks display. With a beautiful pair of headphones, the sumptuous soundtrack contributes to making the title always so incredible, even after several games.
We gathered the finest game reviews for you to have a better idea of the Rez Infinite
Marco MotturaRez Infinite - Review
Let's start from the premises: Tetsuya Mizuguchi is in my opinion an absolute genius, a visionary of our time, a totally out of the ordinary creative talent...
Yeah, Rez. Rez is certainly one of my ten favorite video games of all time , an absolute cult that in 2001 shocked the public and critics by severely testing the very concept of video games. Because, in spite of its undeniable nature of rail-based shooter - which is also quite simple, given the challenge rate set downwards, which allows you to get to the end of the levels without engaging particularly - just a few moments with the controller in hand to notice the unconventional momentum that permeates the creature of United Game Artists. We are, as we may never have been, seriously from the parts of the work of art in all respects: not only because the game is dedicated and inspired by the father of abstract painting Vasili Kandinsky, but rather because entirely built around the concept of synaesthesia (i.e. a neurological phenomenon that occurs when auditory, olfactory, tactile or visual stimulation is perceived as two distinct but coexisting sensory events).
In short, the contamination of the senses in perception, that subliminal psychological mechanism whereby in some circumstances it is spontaneous to associate a color with a sound, or perhaps a perfume with a word. Matter of studies for psychologists, painters and musicians, and it is not difficult to guess why, with such a "high", learned, refined starting point, the final result borders on experience in the round, rather than in the ordinary video game. As if that were not enough - but rather on the contrary to want to underline the very strong uniqueness of the proposal - thanks to the efforts of Mizuguchi, Rez has always been associated with various types of experimentation, with stresses that went beyond the standard use (just think of the peripheral Trance Vibrator, sold in a special bundle in Japan with the PlayStation 2 edition, or the recent Synesthesia Suit created just for the launch of Rez Infinite).
In all its forms Rez has thus been able to present itself as a dreamlike, cathartic, even almost hallucinogenic experience: a memorable journey among breathtaking suggestions, a dip in an ocean of colors and sounds that envelops, enchants and leaves you speechless between references to the great civilizations of the past and manifest Posthuman celebrations. Not even in my most perverted hi-tech porn fantasies would I have been able to imagine experiencing on my skin what Rez Infinite is able to offer paired with PlayStation VR. Here and now, year 2016, in the maximum comfort of your living room.
The Sony viewer allows you to break through the screen frame, making you interface with Project-k (the supernetwork of the future in which the game is set) directly at the neural level. Total avant-garde, point of no return, sensory orgy: the fascinating universe controlled by Eve, artificial intelligence in the grip of existential crises due to self-awareness, appears real and credible as never before. And not only that: the cyber dimension made up of data heaps, wireframe elements and mysterious digital life forms extends as far as the eye can see around you, leaving you breathless as to how the abstract is made tangible and tangible. Without exaggerating, with the music shot in the headphones and other controllers resting on your lap, the vertigo is worthy of the proverbial Stendhal syndrome: impossible to remain indifferent in the presence of such a bewitching show, which by virtue of the original and visionary artistic direction not only does not put highlight the technical limitations of PlayStation VR, but rather enhances its performance as perhaps no other title.
All this, at least in my experience, without the slightest feeling of nausea or annoyance, despite the intense stress given by the pulsating bursts of lights in beat time and the renewed control system with the aim (beautifully) managed through the head tracking. The usual, incredible passages of all time will thus take on a taste never tasted before: aiming for waves of enemies directly with the movement of the head will give satisfying "physical" satisfaction, and the clashes with the bosses will become even more engaging, more energetic, more scenic. Two in particular the steps from jaw to ground: the battle with URANUS, the humanoid-shaped boss with which the fourth stage ends, and the whole Area 5 (crossing it has been one of the most exciting experiences of recent years, to the point that as soon as I finished the level ... I immediately started over again!).
Area X, the unpublished scheme created specifically for Rez Infinite, deserves a separate discussion. In exquisitely stylistic terms, a certain detachment is perceived with respect to Rez's aesthetics: fewer clean lines, wireframe geometries at minimum terms and a lot, a lot of emphasis on particle effects, with thousands of light points to outline surfaces creating volumes directly from the black of the dark . We are definitely closer to Child of Eden than to the classic Rez, but it is not necessarily a bad thing: what is lost on the one hand is recovered largely in terms of impact, because willingly or unwillingly you can perceive how much Area X is the product of the graphics of 2016, with a kaleidoscope of flashes with an impressive performance to say the least.
There is also a novelty also at the level of gameplay in what would seem to be a sort of ideal continuum between past and future: in the X Area a certain degree of control of one's character is also introduced, which as for the levels of Star Fox's free flight has the ability to move independently in 3D (instead of being rigidly tied to pre-established tracks). Once again, the gaze is used to hook the targets and give direction to the avatar, while the R2 and R1 keys are used to push the being of light moving forward or backward within an even more exotic and seductive context. . The resulting sensation is that of total suspension, of placid flight into nothing, of enchanting neon harmony: and so, despite the mild rhythms, the mind cannot help but run to another SEGA masterpiece, namely NiGHTS: Into Dreams.
In the end, I regret that the magic of this new level lasts just a dozen minutes: the hope is that Rez Infinite has the success it deserves, so as to maybe convince Tetsuya Mizuguchi to give us a new chapter of one of the most sensational video games ever .
Sensation of motion sickness : nothing
Game speed : medium
VR effect : high
I reviewed Rez Infinite thanks to a code made available by the publisher. I completed all areas of the original version (some even repeating them several times, in particular the prodigious Area 5), and then threw myself headlong into the highly anticipated unpublished level. I played exclusively with PlayStation VR, both using a Dualshock 4 and a PlayStation Move, and I don't intend to live the experience in any other way: after enjoying the wonder of Rez combined with Virtual Reality, it is not conceptually conceivable to go back.
Victor SánchezRez Infinite - Analysis
There is a time when every human being reaches its peak. For Tetsuya Mizuguchi that moment was the year 2001, when he went from being the promising artist behin...
Well, it is not fair to point out that Mizuguchi reached his climax as a videogame designer with Rez and then never again lived up to it. It would be cruel and quite false. What he did, and did well, was to evolve this work, always taking it a little further. He first introduced the Trance Vibrator in the PlayStation 2 edition, bringing the experience to total synesthesia. Then, he raised the experience to a greater definition, in its launch on Xbox 360 and, finally, although in the form of a sequel and with less draft, he managed to turn the gameplay into something different by passing his concepts through Kinect with Children of Eden . And, oddly enough, it always seemed that the game was born for the new regeneration: it gave the impression of being thought to take you to an orgasm, to look better, to break with the control of a lifetime ... Just like now, with no place to doubts, it seems that he was always dreamed for virtual reality . It seems silly, but in this sense, looking back makes us increasingly confident that Mizuguchi knew how to see the future at all times. He created the game that always, absolutely always, is equally groundbreaking with any of its mutations. It is always at the top and, we know, it always will be, come the technology that comes.
Because, ladies and gentlemen, if there is a game that is terribly necessary in the PlayStation VR neo-catalog that is, without a doubt, Rez Infinite . The experience of this synesthetic game that involves a journey through the senses of complete abstraction is, without a doubt, the fullest we have lived since Sony put the viewfinder in front of our noses. Unlike other games, Rez Infinite does not play to make us believe that we are there . What he does is tell us: you are going to feel this now and that is going to completely take you away from any other thought. Now your life is going to be rhythm and color. And you will not get dizzy, you will not feel that the glasses are more comfortable or less comfortable. All he will do is reward you with an experience that will make you freak out, never better, in colors.
Of course, everything has been redesigned for the return of Mizuguchi's work to a Sony console: we will no longer have to aim only with the control sticks. Now we can do it with synchronized movements of the head (although surely if someone sees you thinking they will think that you are cuckoo). And, if you want more sensations, you can also control it with the movement of the move controls. You can play free and infinite modes, classic levels ... You will face the usual enemies, those incredible and rhythmic final bosses. And you will do it like never before. Rez Infinite part of the game that already has three decades, but goes further, with Area X, which leaves behind the limitations of an HD adaptation to take advantage of PS4 hardware with more particles, colors, shapes and enemies again, in a succession ad infinitum of shootings in which we can even control the movement of our protagonist (something we cannot do in the original game).
This is also not the only extra for those who exceed the 5 phases of the original game, but also will unlock various specific game modes , intended to add replay to this peculiar and synesthetic game. It is true that the harmony of the entire production will be what drives us to play and replay the levels, regardless of the whys, but it is always good to give a meaning to the matter, beyond the 'game because yes'.
Ok, we know that the game is short, that visually the remastering limps somewhat (not so much the Area X, which you see on these lines), and that it could have taken a new twist to the original concept. The question is, does Rez Infinite need all that to be the best PlayStation VR game? No, you do not need it, and it is also a highly recommended experience if we do not have the Sony virtual reality headset, since it includes a TV game mode that transforms it into the command game that we all enjoy at the time.
Screenshots will help you evaluate the graphics and gameplay of Rez Infinite.
If screenshots are not enough, you can enjoy creative videos from Enhance Games
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