<![CDATA[Kotaku: Rez]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Rez]]> http://kotaku.com/tag/rez http://kotaku.com/tag/rez <![CDATA[ Dreamcast Rez Beta "K-Project" Released ]]>

Before there was Rez, there was K-Project. That was the early code name for Tetsuya Mizuguchi and United Game Artists' musical shooter, a project that evolved over time to be very different from its original concept. While the early versions of the game may only exist on someone's hard drive, a pre-release version, then known also as Project Eden and Vibes, has been released by an anonymous source as a bootable Dreamcast disc image.

The Dreamcast version of K-Project features a different soundtrack and a slew of other differences from the retail version. Collectors and Rez enthusiasts should put the Dreamcast back on the shelf and take a look.

K-Project (Rez Beta) Dumped [Lost Levels via Siliconera]

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Mon, 17 Mar 2008 15:40:01 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=368887&view=rss&microfeed=true
<![CDATA[ Cave Shmups Coming to Xbox 360 ]]> pos_black.jpg Shooter specialty developer Cave is bringing two of its arcade shooters to the Xbox 360: DoDonPachi Dai Ou Jou Black Label and Ketsui. The games will be out this year and ported by 5pb. Makes sense for the games to get Xbox 360 ports and that console does seem to be favorite among hardcore Japanese otaku — not to mention it'll give Cave a crack at the US market. With these titles, plus IKARUGA and Rez, the Xbox 360 seems to be shoot'em up console.
Cave Shooters to 360 [Insert Credit]

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Wed, 05 Mar 2008 07:00:56 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=363997&view=rss&microfeed=true
<![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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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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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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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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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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Mon, 28 Jan 2008 09:03:12 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=349342&view=rss&microfeed=true
<![CDATA[ What Are You Playing This Weekend? ]]> With Rez HD arriving on Xbox Live Arcade next week, it's time to give my PlayStation 2 copy the send-off. A quick 30-minute play through of the original should do the trick, but maybe I'll cut loose and play in Morolian form. Something zany! No, I can't be tamed, as this is how I've chosen to live my life. I've also got an Advance Wars: Days of Ruin campaign to finish, so if you need to use the bathroom on Saturday, let me know ahead of time. Speaking of, need to get that friend code out there. Find some Kotakuites to beat up on. :)

Oh, must remember to invest in PixelJunk Monsters, too. And No More Heroes. Damn this economic slowdown! What are you playing this weekend, ladies and gentlemen?

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Fri, 25 Jan 2008 14:40:58 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=349082&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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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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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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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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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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Fri, 21 Dec 2007 16:00:11 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=336817&view=rss&microfeed=true
<![CDATA[ Yoko Ono and Mizuguchi Together. At Last! ]]> Yup, that's Rez creator Tetsuya Mizuguchi with Yoko Ono. Miz is hosting a two hour radio program called "Imagine ~A Message from John and Yoko~" on Friday, December 7th. That's a day before the anniversary of Lennon's assassination. Back in October, Mizuguchi met Ono in Iceland at the unveiling of Imagine Peace Tower. The tower, which Ono designed, will be lit every year between Lennon's birth on October 9th and his death on December 8th. Ringo Starr and Sean Lennon were also in attendance. Says Miz:


Going to meet Yoko Ono was inspiring for me.

Paul McCartney wasn't in appearance, because he and Yoko totally HATE each other.
Imagine [Miz's Blog] ]]>
Mon, 03 Dec 2007 07:00:02 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=328955&view=rss&microfeed=true
<![CDATA[ Space Invaders Extreme Hands-On Impressions ]]> space_invaders_extreme.jpgTaito's Space Invaders Revolution didn't quite reinvent the archetypal arcade series for a new generation as its titled promised, but the company is giving it another go with Space Invaders Extreme. Like the previous Nintendo DS game, Taito adds new power ups and weapons to the formula, but takes the shooting action in an entirely new direction. Focusing on combos, rhythmically driven gameplay and fast paced, more Galaga-like invader formations, many may look at the game and assume it's developed by Lumines creator Q? Entertainment. In fact, it seems to follow the Q? design formula so closely, others may call it a rip off.

Not unlike Q?'s Gunpey and Every Extend Extra, Space Invaders Extreme adds layers of trippy effects, filling the screen with an excessive amount of visual noise. Even more suspect, your shots will trigger sound effects that I could swear were ripped straight from Rez.

Gameplay-wise though, it does add a handful of fresh elements to make the constant shooting a bit more exciting. You'll get bonuses for destroying invaders by column, by color, by shape, or by row and be rewarded for doing so with points and alternate stages. There's a Fever Mode that's essentially a point grabbing free for all and a Roulette Shot that awards you with extra lives.

With the slight sketchiness of latching on to the Q? schtick of success, it may seem like Space Invaders Extreme is a me-too gimmick filled attempt at bringing relevance to a 30 year old arcade game. It was enjoyable for the first fifteen minutes, but it's unclear whether this simple enjoyment will last beyond that. We'll know more when the game hits early 2008.

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Sat, 22 Sep 2007 21:00:12 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=302652&view=rss&microfeed=true
<![CDATA[ Rez, Every Extend Extra, Ikagura on XBLA in Early 2008 ]]>
My first appointment of the day took me out of the convention center and over to the plush New Otani Hotel for a meeting with Microsoft's Chris Early about XBLA and Games for Windows LIVE. No sooner had I sat down than a contrller was put in my hand and I was faced with the task of playing Ikaruga. Now, I had never played it before and while it was a cool game I found it a bit difficult with all the flipping of ship colors and collecting colored power ups, especially on a first try. I could definitely see how it could be a fun game after a bit of practice and the visuals were quite nice. Players of the original version of the game who were present at the time agreed that the visuals were head and shoulders above the original. We also took a look at Every Extend Extra Extreme which we had seen at our earlier visit to Q Entertainment. Much to everyone's delight, Mr. Early confirmed that Rez, Every Extend Extra and Ikagura would be available for the US market in the first calendar quarter of 2008 (not to be confused with the first fiscal quarter). I can hardly wait for that sweet, sweet Rez.

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Thu, 20 Sep 2007 00:30:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=301750&view=rss&microfeed=true
<![CDATA[ Flynn Pwns Rez ]]>
So after Mizuguchi plays Rez for about 10 minutes, he hands the controller off to Flynn to everyone's surprise/jealousy. It's a tough act to follow when a game's birth parent has just dominated in front of a room full of people. But Flynn kicked some major ass (sorry we can't actually show you the gameplay, but they threatened to break my legs). You'll have to settle for dramatic big Flynn/Miz faces instead.

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Tue, 18 Sep 2007 08:00:48 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=300834&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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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 on Rez 2, Wii Space Channel and Al Gore ]]> While chatting with Tetsuya Mizuguchi, we touched on a variety of things. Things that matter. Like new Rez, more Ulala and Al Gore. What would be better than Rez remake? A Rez sequel. Miz didn't explicitly mention a totally new Rez, but did hint at his interest in doing a Rez sequel. So, why start off with the HD port?

I've heard from many who want to play the original Rez, but couldn't buy it in stores anymore. I feel that's the big reason why we're releasing Rez now. I can't say we're doing Rez 2. I am ready to go to the next level. Sequels are a good approach, and Rez is a life theme for me.
Does that mean Rez 2, Rez 3 and Rez 3? Who knows! Miz does! And another thing he might know about is a Wii version of Space Channel 5. Just think of Wii-mote dancing possibilities. When we put the question straight to Mizuguchi, he seems geniuely surprised, stating:
Ooooooooooooooooooooooooooooooooooooh... (grabs heart) Give me water... The Wii is special. It's not such a high def direction, but it's a fun direction as a future toy. That kind of idea always stimulates us in our ideas. This [the Wii] is another direction.
When pushed, he would neither confirm or deny a new Wii version of the game — instead, choosing to sweat it out. But hey, Miz can take the heat. He's worked with Al Gore. For the recent Live Earth concert, Mizuguchi filmed a hologram clip with the former Vice President to be used in a Live Earth stage show with artist audio visual hybrid group Genki Rockets. Since Al Gore is a busy man, and busy men have busy schedules, he was available for exactly 17 minutes for video capture in New York City. Was Miz nervous about meeting Gore?
No, I wasn't nervous. He was nervous. During the filming, I had to give him direction like "relax."
And what did Mizuguchi and Gore talk about between takes? "Global warming." ]]>
Tue, 18 Sep 2007 05:00:08 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=300824&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. ]]>
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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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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Mon, 17 Sep 2007 23:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=300814&view=rss&microfeed=true
<![CDATA[ Miz Makes His Own Second Life ]]> Now that Rez creator Tetsuya Mizuguchi is hopefully finished doing the umpteenth reiteration of Lumines, he's ready to do something different, something virtual, something Second Life. Miz has agreed to create a virtual Tokyo for the pc game, and so far he envisions his creation a "museum of Japanese culture." What's more, he adds:


My work all these years has been to entertain people through video games, but this virtual Tokyo concept could be the next step and path... The Tokyo we are trying to create is based on the image of city. How do people in Tokyo perceive the city? How about foreigners? That's what we want to express.

That's nice and all Miz, but what about the flying penises and the furry fucking?
Lumines Creator Creates for SL [1Up] ]]>
Thu, 05 Jul 2007 03:00:22 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=275049&view=rss&microfeed=true
<![CDATA[ Clip: Rez being played with the Wii Remote ]]>

Not only does it look way more fun with the wii-mote, but it's also nice to see a game that was way ahead of it's time still being enjoyed today by some one who took the time out to revive it .

This is what is most exciting about the Nintendo Wii - that it has the ability to go past the novelty of the of its own console's games. For some users, it lets them revisit the way that people look at old games, or the ways in which music is made. I get a way bigger kick out of seeing what people are doing with it rather than playing it myself.

Rez Being Played with the Wii Remote [Arcade Resistance]


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Mon, 09 Apr 2007 11:40:00 MDT Kim Phu http://kotaku.com/index.php?op=postcommentfeed&postId=250639&view=rss&microfeed=true
<![CDATA[ Every Extend Extra Extreme For XBLA ]]> Sorry, folks. If you're looking for that Rez in HD announcement, you should look elsewhere. Q? Entertainment announced today that it's bringing the PC-to-PSP musical shooter Every Extend Extra to Xbox Live Arcade in the form of (deep breath...) Every Extend Extra Extreme. We'll just call it E4.

The shoot-em-up from Tetsuya "The Milkman" Mizuguchi will feature the requisite HD graphical upgrade as well as 5.1 surround sound treatment that will provide a "clubbing experience right in the living room". However, the XBLA version will also feature a mode called "S4, Wiz ur Muzik" and will allow players to use custom tracks in-game. Wicked cool.

Leaderboards, acheivements, online play, it's all there. Let's just pray that Q will find some way to get the entire game, not a crippled, money-grubbing piecemeal version up on day one. *prays* Amen.

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Tue, 06 Mar 2007 18:40:58 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=241928&view=rss&microfeed=true
<![CDATA[ Rumor: Rez, Every Extend Extra For XBLA ]]> Could Tetsuya Mizuguchi's masterpiece Rez be en route to Microsoft's Xbox Live Arcade service? Is The Miz's remake of PC freeware shooter Every Extend not far behind? That's a definite maybe on both, if this month's EGM rumors are to be believed.

Adding more fuel to the fire that Miz and Q? Entertainment will be bringing a version of the previously-for-PSP game Every Extend Extra is today's report from CVG that reveal this week's GDC will be the time and place for a new XBLA announcement from Q. Could it be Gunpey? Meteos? What will it be?!

We'll let you know if we corner Miz!

GDC: Mizuguchi's new XBLA game [CVG]

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Mon, 05 Mar 2007 16:40:41 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=241206&view=rss&microfeed=true
<![CDATA[ Unseen 64's Unreleased And Beta Archives ]]>

Geist Force. Mario 128. Frame City Killer. Nico. Project Berkley. Too Human. Thrill Kill. Donkey Kong's Fun With Music.

If you've been following gaming for a while, you'll recognize many of those names, knowing that many of them never saw the light of day or were in development for so long, console generations came and went without a release. If you're looking to wax nostalgiac on dozens of games that never made it past the alpha stage, you may want to spend some time over at Unseen 64.

In addition to a slew of unfinished, unrealized sequels and fresh franchises are games that underwent massive design changes. Sneak a peek at Okami's photorealistic style, House of the Dead III's cel shaded look, Rez's half-dozen art direction attempts, or the abandoned Resident Evil 1.5. Wonder to yourself "Whatever happened to that game?"

Unseen 64 - Videogames Unseen, Unreleased & Beta Archive!

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Mon, 05 Feb 2007 16:20:24 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=234075&view=rss&microfeed=true
<![CDATA[ Kotaku Stalku: I Finally Touch Mizuguchi ]]> Not sure if you recall, but I was supposed to attend the Spike VGAs this weekend. What follows is the harrowing, should've-been-posted-on-Livejournal tale of my brief flirtation with a video game award show.

Friday night. I was just wrapping up a handful of posts, ready to head to the Spike TV Video Game Awards. Despite my personal feelings for the VGAs, I was excited to attend. I'd get to talk to some famous and semi-famous folks on the red carpet, slip Rachel Leigh Cook my card, then watch Tenacious D rock out and bask in the insanity of the show. As I put away the laptop, my stomach warned me something was wrong.

I hadn't eaten but a handful of random snacks all day, so I assumed it was just hunger. Better eat a proper meal, I though. After heading down to the Galen Center at USC, I decided "I should get a Fatburger and put something in my stomach." One third of a Fatburger later, I threw in the napkin. Or towel. Back to the VGAs!

That's when, to my surprise, I saw Tetsuya Mizuguchi (of Rez and Lumines fame) walking out of the VIP area with two lovely ladies, one decked out in an Every Extend Extra t-shirt by Beams. I yell "Mizuguchi! Can I get a pic?" He complied, giving me his best goblin face. I thanked him, we shook hands and Miz sped off to catch up with CliffyB. They hugged! So sweet.

As I approached the two, ready to grab a shot, my stomach gave me the signal: this Fatburger is scheduled to launch within the hour. Shit. I grew more delirious as fever took over, but had the common sense to stay away. If I approached the two, I was sure someone would wind up with vomit splash on their red carpet walking shoes. And I wanted to prevent being blacklisted from press access at all future events.

That was it. I knew my night at the VGAs was over. I handed my tickets to Freeloadin' Scott Andrews, sped home, car window down just in case, waiting for my digestive system to go in reverse.

Didn't take long, but I took comfort in the fact that I'd met one of the few game designers I've always admired. It's a shame I didn't have the strength to stay, as I'd have like to chat him and Cliff up a bit. Plus, if I got Mizuguchi sick, I'm going to feel awful. I was also bummed that I didn't get to retell a full night of adventure to the Kotaku readership.

Hopefully, I'll be back next year in full health to absorb the full impact of the VGAs and give Miz a big old mancrush-style hug.

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Tue, 12 Dec 2006 21:40:42 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=221405&view=rss&microfeed=true
<![CDATA[ The Great PS3 Backward Compatability Database ]]> gotta_get_back_in_time.jpgThe official US PlayStation site has been updated to include a very handy search tool to see what issues are on file for your old PlayStation and PlayStation 2 games when played on your PlayStation 3 (that you don't have).

Searching through some of the titles in my personal library, I noticed some comforting things. For instance, Rez? "No major problems for this title." Cool. How about something like, say, Okami?

The following conditions have been confirmed on PS3 System Software Version 1.00.: At random points throughout the title, when an FMA plays, the audio stutters at a random point during playback, and continues to stutter throughout the duration of the FMA. All conditions have been resolved on PS3 System Software Version 1.10.

Okay, we're cool there, too. Nice to know the updates will take care of some issues.

Unfortunately, a few things are wonky. The entries for both Guitar Hero games also indicate there are "No major problems for this title." Personally, the lack of guitar controller support is a major problem for me. And where's Gitaroo Man? No entry?

Go on, Kotakuites! Check out your library. And let us know if you see anything strange in the comments.

PlayStation and PlayStation 2 Format Software Compatibility Status for PLAYSTATION 3 Hardware

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Sun, 19 Nov 2006 20:40:08 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=215930&view=rss&microfeed=true
<![CDATA[ Mizuguchi - Games Industry Sucks Many Things ]]>

In a speech given at the Montr al International Games Summit, Q Entertainment co-founder Tetsuya Mizuguchi spoke his mind on the future of the gaming industry, calling for integration of other media types in games, and bringing in fresh new talent. In my opinion there is no better person than the creator of Rez and Space Channel 5 to discuss innovation.

This industry is a kind of sponge," Mizuguchi continued. "If you want to make something, if you need some kind of technology, the games industry is always kind of sucking many things. So if you want to connect to people, technology is coming - [and there is] no form and no limit.
Truer words have never been spoken.

You've really got to love the language barrier. Wouldn't life be so boring if we all understood each other?


Mizuguchi calls on games industry to embrace new talent
[GamesIndustry.biz]

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Thu, 09 Nov 2006 14:40:28 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=213528&view=rss&microfeed=true
<![CDATA[ What Are You Playing This Weekend? ]]>

'm in Rotterdam right now, well looking forward to a weekend of establishing calluses on my ass and gaming. At the risk of painting my friend Sven in an unfavorable light, I expect I will be doing a monstrous amount of gaming this weekend: he has one of those modded XBoxes with a wide library of games just sitting on the hard drive. His PS2 has an HD Loader. All these games exist in ISO form on his network. Does he own them all? To be honest, I'm afraid to ask, because then I might be tempted to either take or break a moral position... and Rez is calling, after all.

Regardless, with Leipzig next week and having spent most of this week in Dutch "coffee bars", insanely rambling while space-eyed, flaxen-haired tell me how deep I am, I need some chill time this weekend. And, like I said, Rez seems to fit the trance-inducing bill. What will you be playing? Let us know in the comments/

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Fri, 18 Aug 2006 14:40:21 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=195126&view=rss&microfeed=true
<![CDATA[ Funky Shirt To Game & Dance In ]]>

To mark the sale of Tetsuya Mizuguchi's techno shooter Every Extend Extra, Japanese clothes retailer Beams is selling this shirt. Beams is known for its high quality, hipster duds and has done game shirts in the past for the Xbox 360 and even Rez! The US $45 tee was designed by in-house shirt maker Tsuyoshi Kusano, who also whipped up the game's logo. Trippy!

Order Here [Beams] Thanks, Steven!

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Fri, 11 Aug 2006 04:22:35 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=193517&view=rss&microfeed=true
<![CDATA[ Go Deep Inside With Q Entertainment ]]> I'm pretty pissed at the rest of the Kotaku staff right now. The whole week went by with not a single link to the excellent in-depth feature 1UP's James Mielke published on the past, present, and future of Q Entertainment.

What? You don't know Q Entertainment?! They're the ones responsible for games like Lumines, Meteos, and Ninety-Nine Nights, founded by heterosexual man crush, Tetsuya Mizuguchi. What?! You don't know Tetsuya Mizuguchi?! He's the producer responsible for gaming mana like Rez, Space Channel 5 and Sega Rally. C'mon, guys. Pay attention!

1UP's article is a great primer on the company and their philosophy, which is to exploit the best aspects of the platform for which they are developing. A preview look at their remake of Gunpey for both the PSP and DS, each with different interfaces and visual styles is a perfect example. Taking puzzle hit Lumines to virtually every viable platform is an indicator that the company knows how to capitalize on a hit.

Don't miss Mielke's interview with Mizuguchi and Q CEO Shuji Utsumi for thinly veiled hints at reviving Rez, developing for the Wii, and so much more.

Northern Lights - A Week With Q Entertainment

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Sun, 30 Jul 2006 13:44:01 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=190762&view=rss&microfeed=true
<![CDATA[ Mizuguchi Gets "Deep" ]]> mizuguchithinking.jpg

The question isn't what inspires Lumines creator Tetsuya Mizuguchi, but what doesn't inspire him? Giving a speech at the Develop Conference in England, Mizuguchi stated:

You can use influences from anywhere and create anything you like. There does not have to be any shape or format, all you need is inspiration.

Case in point. Ninty-Nine Nights was inspired by the television coverage of the Iraq war and the Kurosawa film Rashoman. His puzzle game Lumines was inspired by the PSP, while Meteos was influenced by multi-tasking and the Fox drama 24. MTV music videos, surreal art, jazz and stomp all influenced Rez and Space Channel 5.

So what influences his upcoming Lumines 2? Why, the mega-selling prequel of course. Now that's inspiration.

Mizuguchi Talks [Next-Gen]

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Thu, 13 Jul 2006 00:22:38 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=186942&view=rss&microfeed=true
<![CDATA[ Mizuguchi Ponders More <i>Rez</i> ]]>


Legendary game creator Testuya Mizuguchi (Lumines, Meteos) tells news site Eurogamer he's considering making sequels to two of his most famous games. When asked if he's up for Rez 2, he said:

I'm currently seriously considering it. It's always there. I'm always thinking about it. [Grinning] Also Space Channel 5.

I'd take one Rez or a Space Channel sequel over any of the four Lumines games Mizuguchi was promoting at E3. Talk about misdirected time and energy. —Brian Ashcraft

Full Interview Here [Eurogamer]

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Wed, 17 May 2006 12:20:55 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=174301&view=rss&microfeed=true
<![CDATA[ Sega's Rez As K-Project ]]>

One of my favorite games of all time is Rez for the Dreamcast and PlayStation 2. If you have good taste and like Rez, too, please watch these YouTube videos (courtesy of Matt H.) from the game's early stages of development when it was still known as "K Project".

K Project Work In Progress Video #2
K Project Work In Progress Video #3

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Sun, 16 Apr 2006 17:44:28 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=167550&view=rss&microfeed=true
<![CDATA[ <cite>Rez</cite> PSP? ]]> rezpanties.jpg

It looks like Rez may be headed to the Playstation Portable. Shack News reports that the trancey 3D space shooter by the creator of Lumines and Meteos is a "pretty sure thing." I wonder if it will come with that cool little vibrating peripheral for co-ed play?

Sega Rumor-O-Rama: Sonic Revolution, Rez PSP [Shack News]

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Tue, 24 Jan 2006 13:00:38 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=150353&view=rss&microfeed=true
<![CDATA[ Rez Gets Perfection ]]>

Tetsuya Mizuguchi's arty shooter Rez gets superplayed with a 100% shoot down in Area 5 on the Dreamcast version. Even on low-rez Google video, damn, Rez stills look finger-lickin' good.

Watch It Here [Google Video] via GameSetWatch

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Fri, 13 Jan 2006 16:21:40 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=148385&view=rss&microfeed=true
<![CDATA[ Finally, a <i>Rez</i> Reissue? ]]> rez-2.jpg

Cult classic and long out of print, hard-to-find, ebay-for-too-much friggin' money Rez reissues might be surfacing. Blog Dugged reports that renting the title through Gamefly nets users a brand new copy of Rez - which you can purchase from Gamefly for forty-four bucks. Way friggin cheaper than eBay. It's just hearsay until we see proof, but we like what we're listening to.

Thanks Brian (enjoy your new copy of Rez)

Rez Rereleased? [Dugged]

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Fri, 09 Dec 2005 07:40:09 MST lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=141975&view=rss&microfeed=true