<![CDATA[Kotaku: Rez HD]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Rez HD]]> http://kotaku.com/tag/rez hd http://kotaku.com/tag/rez hd <![CDATA[ Tetsuya Mizuguchi on Rez HD, Game Design, the Future ]]> lumines_live.jpg Gamasutra has an interesting (if spotty at points) article up with Tetsuya Mizuguchi, the man behind Rez and Lumines (Lumines Live! is one of those games I have to be careful about playing, since I find it oh—so—hard to put it down), talking about proper vibrator placement while playing Rez, the future of Dadaist games, and emotional depth in games:

I think most dramatic and thematic games exist, and it's really hard. This is for an example: it's really hard to cry if you play a game. You can cry when you watch movies. I have, and everyone has that kind of experience. This is an emotional movement, very strong. But we can't cry when we play a game. This is a different catharsis. This is a physical reason. This is like a basic instinct. I think the game is designed as an experience. It's designed as a catharsis experience.

You have some accomplishments all the time, but accomplishment is a very strong keyword. It's a very strong factor of the game. I think in our 40 year history, we may [continually] redesign this, maybe. But in the last five years, you can get the resolution. This kind of resolution makes you have a very effective emotional possibility, with music, effects, hi-def movie effects. I think there can be growing, growing, and growing. There's some games coming in that class.

Well worth a read through, though be prepared for more talk from the interviewer than usually shows up in interviews.

Expressing The Future: Tetsuya Mizuguchi [Gamasutra]

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Kotaku-357308 Sat, 16 Feb 2008 12:30:15 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=357308&view=rss&microfeed=true
<![CDATA[ Mizuguchi: I'm Too Artistic, I Know ]]> Tetsuya Mizuguchi, founder of Q Entertainment and best known for his work on Rez, Space Channel 5 and Lumines took the stage at DICE today to talk about the future of gaming and give attendees a quick history lesson on all things MIzuguchi. His talk, titled "Art vs. Commerce" focused on his career-long struggle to balance the artistic and the fiscally responsible. From the wildly successful Sega Rally—which sold 20,000 full-sized arcade units and 1.5 million on consoles and PCs—to the commercial underperformer Rez—a game for which he declined to offer sales data.

Mizuguchi explained he was inspired by games at a young age, fascinated by Atari's dedicated Pong platform. He says he also discovered the music of The Beatles at the same time, combining the two experiences in a visual and emotional way.

He says he later was motivated to join Sega when he saw the Sega R-360 arcade cabinet for the first time. The enclosed, fully rotating cabinet gave developer AM2's G LOC a more realistic flight simulator experience (and surely induced plenty of nausea). When Mizuguchi saw the R-360 for the first time, he thought "Wow, who did this?"

His first project at Sega, arcade racer Sega Rally, got its own answer to the R-360 later, with a full-sized rally car chassis that sold a total of four units.

Moving on to the console division, the producer went to work on Space Channel 5. It was the result of his fascination with MTV culture as a child and his first foray into merging the emotional response from music with interactive entertainment.

His next was Rez.

DON'T THINK. FEEL IT.

The game, once known as K-Project was not just inspired by the paintings of Wassily Kandinsky, a Russian painter who had experience with the condition known as synesthesia. It was also partially inspired by Mizuguchi's early fascination with the Sensorama, a multi-modal device that promised an experience combining wide vision, motion color, stereo sounds, aromas, wind, and vibrations. "Wow," Mizuguchi said, questioning "What is this? What's happening inside?"

Combining those two motivators with Mizuguchi's interest in understanding why people, regardless of region, reacted to music at clubs and festivals physically—and vocally, as Mizuguchi said "Waaaaagggh!", arms stretched high.

These combinations continued, with games like Lumines, which recreated the "play with music" gameplay design and Ninety Nine Nights, Q Entertainment's attempt to combine action games and movies. NNN, Mizuguchi explained, was heavily influenced by Akira Kurosawa's Rashomon. Lumines II, which felt to many like a retread, was an attempt to more heavily incorporate music videos into the gameplay.

All of these marriages of medium are just portions of what Mizuguchi feels will bring to game development, now, according to him, still in its infancy. The "Big Bang" he says will be a hybrid product for a mass audience that combines online connectivity, video games, music, movies, community and advertising.

Since moving to Q and partnering with friend and now CEO, Shuji Utsumi, Miz says he's begun to come to terms with balancing art and commerce. Utsumi, he says, has been a good influence, especially when Mizuguchi becomes "too artistic." "Games," he says "are entertainment, not just art."

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Kotaku-353819 Thu, 07 Feb 2008 17:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=353819&view=rss&microfeed=true
<![CDATA[ What Are You Playing This Weekend? ]]> If you find me doing anything this weekend outside of securing every achievement in Rez HD, question my priorities, because, clearly, virtual accomplishment in one of my favorite games of all time supersedes all. I never did get "100% shot down" on Level 5, you know. I suppose I may wind down with something else, say a revisit to Super Mario Galaxy—which I've yet to finish—or Silent Hill 2—for that dog ending—but its looking like a weekend of synaesthesia.

What about you? Pick up Rez HD? If not, what else are you playing this weekend?

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Kotaku-351748 Fri, 01 Feb 2008 14:40:08 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=351748&view=rss&microfeed=true
<![CDATA[ Chessmaster LIVE (And Rez HD) Coming to XBLA ]]> You probably already know that Rez HD is coming to Xbox LIVE this Wednesday (don't forget to read our impressions, btw), so we'll refrain from rehashing what is now a nugget of your wisdom in snarky blogger format. Instead we'll just mention that Ubisoft's Chessmaster LIVE is coming this week as well. With a multitude of boards, online play (surprise) and extra game modes, chess players can decide whether or not it's worth their 800 points.

Because while Chessmaster LIVE looks good and everything, it's no Battle Chess.

A brand new recreation of the cult-classic shooter created by Tetsuya Mizuguchi, "Rez HD" launches on Xbox LIVE Arcade this week. In addition to "Rez HD," chess fans and newcomers alike will enjoy checkmating friends with "Chessmaster Live" on Xbox LIVE Arcade. Both games will be available on Wednesday, January 30 at 9:00 a.m. GMT (1:00 a.m. PST).

"Rez HD" is a frenetic, wire-frame adventure set to industrial beats and rhythms that match the action. The story of "Rez HD" takes players deep into the world's computer network where they must hack the system, alter the visual output and take over the music, creating unique rhythms and eye candy as they dig deeper into the cyberworld.

Developed by Q Entertainment ("Lumines Live!" and "Every Extend Extra Extreme"), "Rez HD" for Xbox LIVE Arcade is a high definition update of the original game with brand new elements such as new visuals and sound effects. The game features five levels, each with its own unique visual theme, style and musical track, as well as three modes, including Easy, Main and Score Attack. "Rez HD" will be available worldwide for 800 Microsoft Points and is rated E for Everyone by the ESRB.

A downloadable version of Ubisoft's hit "Chessmaster" series, "Chessmaster Live" allows players to test and tune their chess skills against the AI or opponents of all aptitudes around the globe via Xbox LIVE. "Chessmaster Live" features five original chess variants, including a Message Chess option, which allows gamers to engage in matches over the span of several days, weeks or even months. The title boasts both beautifully crafted 3D chess sets inspired by luxury chess board designer House of Staunton. "Chessmaster Live" will be available worldwide (with the exception of Japan and Korea) for 800 Microsoft Points and is rated E for Everyone by the ESRB.

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Kotaku-349692 Mon, 28 Jan 2008 11:40:19 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=349692&view=rss&microfeed=true
<![CDATA[ Three Vibe Hands-On With Rez HD ]]> A few days ago I headed to downtown San Francisco to meet up with the Tetsuya Mizuguchi and the folks from Q Entertainment as they did their final push for Rez HD before it officially hits XBLA this coming Wednesday. I was ushered into a hotel room and seated on a comfy couch in front of a nice big screen displaying the familiar beats and graphics of Rez. The next thing I knew I was being handed three different controllers: one was placed behind my back, one on the floor under my feet and the third in my hands to control the game. This, I was told, was "the Miz way" to play. As it turned out, the Miz way was the way to go.

They fired up the game, I chose my level and as soon as it started I could feel the first pulses of vibration at the small of my back, at my feet and in my hands. As the level progressed the vibration became more intense and the controllers did not always vibrate in tandem, sometimes they ping-ponged back and forth creating a unique sensation. Having only played the Dreamcast version and not being among the small number of people to have actually gotten a hold of a trance vibrator, I had no idea how immersive having all that extra vibration could be. If you have played Rez before and were on the fence about getting Rez HD, the multiple controller vibration (it can support up to four) should be enough to push you over the side.

When we saw the game demoed in Tokyo last year, they were still undecided on how they would incorporate the vibration into the game. One thing they didn't want to have to do was design a new peripheral, so they needed to come up with something else as Mizuguchi explains..

In this game, the vibration is really important. The mix of sound, music and vibration is like a chemistry. I didn't just want to have controller vibration, I wanted to do the Trance Vibration again and that kind of thing is difficult to reproduce. So one day, one of the game designers came up with the idea of the multiple controller vibration since most people have more than one 360 controller. We all thought it was a really fantastic idea.

Since the announcement that the PS3 controllers would once again feature rumble, I asked is they had considered bringing Rez HD to the PSN Store as well and Mizuguchi said that yes, it is definitley something they would like to do and have considered. So if all goes well, PS3 owners could well see Rez HD arriving on their consoles in the near future. For 360 owners just a few more days and you'll be playing Rez HD in all its vibrating glory. Remember, one controller at the small of your back, one at your feet and one in your hands, that's the Miz way. As to where you put that fourth, that is entirely up to you, just remember to wipe it off when your done.

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Kotaku-349342 Mon, 28 Jan 2008 09:03:12 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=349342&view=rss&microfeed=true
<![CDATA[ "If I Have A Reason, I Will Remake Space Channel 5" ]]> ulala2cosplay.jpg Rez HD? Can't wait. The game is getting released next week on Xbox Live Arcade. What does that mean for folks who don't own an Xbox 360? Tetsuya Mizuguchi (Rez, Space Channel 5, Lumines) says:

We started on Xbox 360, but we have no reason not to provide this game to other platforms.

So, while we're in this share-the-love frame of mind, how about Space Channel 5 HD?

If I had a reason to remake Space Channel 5 on the new platforms, I will do that.

Oh, but you do, you do!
Miz Interview [Game|Life]

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Kotaku-348370 Thu, 24 Jan 2008 01:30:34 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=348370&view=rss&microfeed=true
<![CDATA[ Want Rez HD Free? ]]> If 800 Microsoft Points is "too much" for a hi-def remake of one of the best video games of all time, by all means, go ahead and register to win one of fifty copies of Rez HD. It's no skin off my back if you want to fill out a registration form at the official Rez HD site and skirt the payment, you cheap son of a bitch. However, if you do have the gall to weasel your way into a free code for the Xbox Live Arcade version, do me a favor and don't tick the radio button on the survey that says "I'm a fan of Tetsuya Mizuguchi" because you'll be lying. The man's got kids to feed and you're trying to shortchange him and the rest of the underpaid Q Entertainment staff. People like you make me sick.

Rez HD Official Site

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Kotaku-347297 Mon, 21 Jan 2008 15:00:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=347297&view=rss&microfeed=true
<![CDATA[ Two Men, No Shirts, All Rez ]]> File this under "old" and "Hot Tears of Shame." Here at Kotaku, we get flack for posting lots of jubblies. Know this: we're equal opportunity! With all this about Rez HD on the Xbox 360, it's time to take a look back at this embarrassing PS2 Rez ad. It features two young men, who've got their shirts off and are telling each other how good the vibrating DualShock feels. Microsoft, Sony has set the bar pretty high with this ad. Try and top it!

Thanks, Aokaze!

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Kotaku-342596 Wed, 09 Jan 2008 07:00:36 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=342596&view=rss&microfeed=true
<![CDATA[ Rez HD Gameplay Blowout ]]>

As some of you may well remember, the Kotaku Team got a chance to pay a visit to the Q Entertainment Studios whilst we were in Tokyo for TGS. After meeting the amazing Miziguchi we were treated to a glimpse of some of their upcoming games including Every Extend Extra Extreme and Rez HD. I had the good fortune to be the first person to check out Rez HD and it was awesome. If you never picked up this title on Dreamcast or PS2 and are curious what it's all about, GameTrailers has been kind enough to upload four gameplay videos for your perusal. Ok course, you can't see the full HD effect in these videos (unless you go to GameTrailers where they have HD versions), but it should be enough to whet your appetite until the game shows up on Xbox LIVE sometime in the coming weeks.

Make the jump for the other three videos.

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Kotaku-341011 Sat, 05 Jan 2008 09:00:00 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=341011&view=rss&microfeed=true
<![CDATA[ Rez HD 360 Gameplay ]]>

Sure Flynn got his grubby paws on the game while we were in Tokyo, so I've seen chunks of this, but this video still leaves me in a bit of a sweat. As much as I wish Mircosoft would put a little more effort into finding original idie games to get on the 360 Arcade, they sure know how to pick the classics.

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Kotaku-336817 Fri, 21 Dec 2007 16:00:11 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=336817&view=rss&microfeed=true
<![CDATA[ Justify Your Game: Rez ]]>
We made Tetsuya Mizuguchi justify his Rez. And if our "Justify Your Game" segment is cruel to English-native Western developers, it's straight up evil in Japan.

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Kotaku-300819 Tue, 18 Sep 2007 06:00:12 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=300819&view=rss&microfeed=true
<![CDATA[ Miz Wants Every Extend Extra Extreme on PSN ]]> So, Every Extend Extra Extreme is coming to Xbox Live Arcade this October. But XBLA isn't the only game in town! When asked whether Every Extend Extra Extreme would be coming to Sony's PlayStation Network, Q Entertainment's Tetsuya Mizuguchi said:


We would like to.

What about Rez HD? Is that XBLA title coming to the PSN?

We haven't decided yet.

Okay, E4 looks like it's PSN bound. And Rez HD? Fingers crossed PS3 owners, fingers crossed. ]]>
Kotaku-300835 Tue, 18 Sep 2007 02:00:25 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=300835&view=rss&microfeed=true
<![CDATA[ Rez HD Impressions ]]>

The small room in the front of the Q Entertainment offices was packed with people, but the only sound came from the television.

A steady beat filled the room, vector graphics filled the screen, Tetsuya Mizuguchi sat slumped in his chair, playing his game.

A person, made up of crisp lines, swam through the screen, drifting above and then into a canyon of red and orange lights, the beat steadily climbing. Miz shifted the thumbstick of the controller resting in his hands around, highlighting targets, steadily tapping a button with a finger, effortlessly slipping though the code he wrote.

By the second level Sawako Yamamoto, who sits quietly across the table from Mizuguchi, is bopping her head to the beat as she sits entranced, watching him play the game.

A city scape of linear buildings drift by, the music continues to pulse. Five minutes into the game and half the people in the room are silently rocking out to the music, there feet tapping, heads bobbing.

Mizuguchi tells us reluctantly that Q had to license his game back from Sega to make this port.

"I have to respect Sega because I created this for them five or six years ago," he says.

This new high def versions is, he says, what he always imagined the game would be in his mind, no jaggies, not lag.

"It is very smooth," he says. "I play it, I play it."

He calls the game a pure port of the Dreamcast game. One that will consist of only what's in the original game.

"We wanted t port purely, make it 100 percent the same game," he said. "When I made Rez five or six years ago I always dreamed of a high-def wide screen and very good sound. Now the future has come."

The game we're shown is still in alpha he says, it still needs to have some controller tweaks, and they're working on smoothing out the loads.

As for the infamously misused Rez Trance controller, Mizuguchi says they have no plans, at least not now, to release one for the 360 version of the game.

"I think this is the new form of the digital entertainment."

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Kotaku-300816 Tue, 18 Sep 2007 00:00:50 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=300816&view=rss&microfeed=true
<![CDATA[ First Ever Hands On Impressions of Rez HD ]]> miznme.jpg It was a quick trip from our hotel to Q Entertainment where we had an early morning appointment with Mr. Rez himself, Tetsuya Mizuguchi. We discussed quite a few subjects that my esteemed colleagues will be filling you in on later, but I'm going to concentrate on Rez as, much to my delight, I was given the honor of being the first person outside of the Q offices to actually play it.

When Rez first came out for the Dreamcast, I played it extensively and still even plug the old girl in every once in a while for the sole purpose of playing Rez. I've beaten the game quite a number of times so when Mr. Mizuguchi fired up the game for us to watch I got a great rush of nostalgia as I heard the familiar music start to play. He played through the first level of the game with predictable ease and as he got to the boss he turned to me and gestured towards the controller. I was instantly filled with a mixture of elation and terror. Here I was in a room with one of my idols playing his own game in front of him, surrounded by co-workers and being tasked with a boss level. But, I rose to the occasion and took the chair offered me by Mr. Mizuguchi and went in for the kill.

I was immediately impressed at how sharp everything looked. With the relatively simple graphic style of a game like Rez, you might think that HD wouldn't do much for it, but the difference was obvious from the very beginning. The controls, while still in the early stages of development, were very smooth and I actually found them to be much easier to deal with than the Dreamcast's. Having the rumble built right in to the controls without the purchase of the Trance Vibrator was a great addition as it was something I hadn't been able to try before. The music also sounded great, and I was told that all the tracks were being remastered for the full 5.1 Dolby experience. I managed to make it through the whole boss level like a pro, only devolving once and when it was all over I was rewarded with a clap on the back and a handshake from Mr. Mizuguchi.

Rez HD is going to be a great addition to the XBL lineup and will give players who formally couldn't get their hands on it a chance to play for the first time. It will also be terrific for old fans who will be able to experience the crisp new graphics, widescreen and remastered music creating a new way to enjoy an old game.

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Kotaku-300814 Mon, 17 Sep 2007 23:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=300814&view=rss&microfeed=true