FEZ Review
I
really don’t even know how to start this video. FEZ took everything
I know about video games and refined it with such grace and elegance
that it absolutely floored me. FEZ is oddly unique in that way: its
influences are clearly shown throughout the game and are quite easy
to notice; yet when you actually sit down and play the game, it feels
entirely like its own thing. I wasn’t really sure what to expect
going into the game. I’ve seen Indie Game: The Movie just like
everyone else, but when it came down to it, I really didn’t know
what I’d be getting myself into. What I ended up playing was one of
the most enthralling, lovingly put together games I’ve played in
quite some time.
FEZ
is quite simple in its concept: You play as Gomez, who receives a fez that
allows him to rotate the once two-dimensional world and access new
areas. And…
that’s about it. There’s
no bosses, lives, or anything that you would find in a conventional
platformer. Instead,
the point of the game is to explore
the world and collect 64 cubes that will restore the universe.
Designer
Phil Fish described FEZ as a “‘stop and smell the flowers’ kind
of game,” and,
at least in my experience playing the game, that’s exactly how it
felt like. The
world in the game is just so vast and detailed that it would be a
crime to not take in every sight you see.
And trust me when I say that there’s plenty of sights to take in:
among the locales you’ll be exploring are forests, sewers, and
cities, to name a few. You’ll
even meet some weird-ass gibberish speaking dudes in hidden towns
along the way.
FEZ
is a very ambient game. The incredible soundtrack and environmental
noises like birds chirping and ocean waves add to the atmosphere in
the game, and really back up the “wake up and smell the flowers”
philosophy that Phil Fish had when designing the game.
FEZ
is a game about exploration. More
specifically, it’s about this nifty little thing called spatial
awareness. Essentially, the
game is about understanding how its world is designed. Most
of the screens in the game are basically hubs that branch out into
more and more screens that lead you to all kinds of things, like cube
bits and secrets. It’s easy
to see FEZ’s inspirations in the Metroid-vania sub-genre, which
is probably why I like it so much. Along
the way you’ll find locked doors, whose
keys are scattered all throughout the map in
treasure chests. Once you get
these keys, it’s up to you to remember where that pesky locked door
was, and more importantly, how to backtrack to it.
But not all of these chests
can be accessed right away; some, like this one,
are technically possible to access immediately, but are easier to get
to when you find the appropriate treasure map, which
adds another layer of complexity to truly figuring out how the game’s
world is laid out. Even the
maps are difficult; they simply show a picture of a room you may or
may not have already visited. They
don’t explain what they’re showing you or how you’re supposed
to utilize them. The game rewards you for not
only being observant enough
to recognize when you’re in these rooms, but
also for having the aptitude to figure out how to utilize your
treasure maps. A great
example of this in action is the chest I was talking about earlier;
its corresponding map simply
shows the room, and a platform on either side of the map itself. If
you’re observant enough, you’ll notice when you encounter this
room that in order to access the chest, you have to jump onto an
invisible platform, jump from it, and rotate the screen until you
land on it again, only this time it’s closer to the chest. And
that’s something you have to figure out entirely on your own. Even
the map, which would seemingly explain to you this puzzle, simply
gives you the bare minimum you need to solve it yourself.
This is probably one of my
favorite parts of the entire game. In my opinion, it’s honestly
genius. It challenges the player to use the skills they’ve accrued
by simply playing the game, and,
tying back to what I was saying earlier, tests their level of
spatial, FUCKING, awareness. THAT is good game
design. I’ve never seen
anything like it. It’s
brilliant.
But
don’t let FEZ’s simple appearance fool you; it’s
actually surprisingly difficult if you choose to play it that way.
Over
the course of the game you’ll find many cryptic puzzles that will
make absolutely no sense to you at all at first glance. There’s
stuff like QR codes plastered on walls that you can’t actually scan (Author's note: Upon receiving a comment telling me I can indeed scan this code, I went back and tried it, and... yeah. You can. I guess that's what I get for using the 3DS's QR scanner.),
strange
Tetris-like blocks that have to be put together a certain way, among
other things. You’ll
find them pretty quickly,
too;
if
you check the world map just as you leave the village for the first
time, you’ll immediately see that a bunch of rooms from the village
have secrets in them that you definitely didn’t notice at first!
You’ll
quickly begin to question every room you enter. Sometimes some of
them exist only to have a cube or a bit inside, while others have
secrets that you have to uncover yourself. Without
the game ever prompting you to do so, you’ll start to naturally
check every nook and cranny of every screen you enter, simply because
doing so is so much fun in and of itself.
To
be perfectly honest,
though,
I left
most of the extremely bizarre and cryptic
puzzles unsolved,
simply because they’re
not necessary to do at all.
Let
me explain: In the beginning of the game, you witness the hexahedron
shatter. This
hexahedron essentially holds the universe and space-time together.
The whole point of the game is to restore it by collecting cubes,
which you’re initially told you need to collect 32
of.
Eventually
throughout your adventure, you’ll come across anti-cubes,
which double the amount
of cubes you need to collect to 64. This
affects the entire game in a few ways: First, it gives the game two
different endings, depending on how many cubes you collected.
Finishing
with at least 32 cubes will give one ending, while finishing with all
64 cubes gives another one. Secondly,
it gives the player an interesting choice. You don’t have
to
get all the cubes to beat the game. But
doing so is incredibly difficult, and this goes back to the super
cryptic puzzles I was talking about before. You
can collect 32 cubes completely avoiding them and you’ll be fine.
The
game does a great job in rewarding the player based on the way they
prefer to play the game: Do you like exploring, but
not solving really weird puzzles? That’s fine, you just won’t get
the true
ending. If
you do like
solving puzzles, though,
you are in for a treat, because there’s an entire other half of the
game you’ve yet to experience.
I
think
one of my favorite things about FEZ is simply the insane amount of
personality it has. From
the very start, the game oozes with charm unlike anything I’ve ever
seen. You
can really tell how much of his heart and soul Phil Fish poured into
this game. The
game was in development for over five years, and you can tell that
time was put to good use. There’s
an unbelievable amount of polish in the game. Nothing feels like it
was unfinished or like it could have benefited from having more time
put into it. Everything from the menus to the crazy world map to even
these non-consequential rooms were made with absurd detail. The
game looks, sounds, and plays beautifully, boasting gorgeous pixel
art and a peaceful soundtrack. Honestly,
FEZ’s level of polish outshines some triple A games. I think that’s
what’s so great about indie games; games made by triple A studios
would NEVER have a) taken so long to develop without cutting things (most of the
time) and b) wouldn’t
have so much polish. But
when it’s just a one or two man development team making a game
without corporate pressuring you to shit out this year’s Call of
Duty, there’s a lot more room to make something truly unique, and
something that truly is something of your own. Obviously I’m not
shitting on mainstream games or anything – I mean, I’ll buy
anything that has the names Zelda or Pokemon on it – but
indie games are special in their own way that triple A games really
can’t compare to. I
know it sounds like I’m going on a huge tangent, but I think it’s
important that I talk about this here.
Video
games are special because they offer experiences that no other forms
of media can. That comes from the interactive
aspect
of of games. When
there’s an interaction between the user and the medium, it forms a
certain connection that a movie or a book couldn’t provide. You
yourself
become a part of the game. You put something of yourself into every
game you play, and that’s what makes your own experiences with the
games you play unique from any other. And
when a game like FEZ comes around and offers you a world filled to
the brim with personality and the freedom to explore it as you
please, that’s your gateway into making a personal connection with
the game. You
become
Gomez, essentially. You have to wonder if he was designed the way he
was – just a little bipedal white blob – as like – oh man, this
is corny as hell – a canvas from which you paint your experiences
on. God, what is this, a children’s show or a show about video
games? I dunno,
maybe I’m just senselessly blabbing now, but that’s what
it seems like
to me; after
all, that’s
ultimately how FEZ captivated me, and
that’s why I think it’s a game worth your time. / It’s
an experience that reminds you why you fell in love with video games
in the first place. Go
ahead and give this game a try; I’d be hard-pressed to find someone
who didn’t find something
to
like about it. And maybe you, too, will realize why this game stands
out among the rest.
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