Rez is a music rail shooter video game developed by United Game Artists and published by Sega for the Dreamcast and PlayStation 2. It was released in Japan in 2001, followed by releases to the United States and Europe in 2002. The game was ported to Xbox 360 as Rez HD by Q Entertainment and HexaDrive in 2008. A virtual reality-compatible expanded version dubbed Rez Infinite was co-developed and released through 2016 to 2023 by Enhance Games, Resonair and Monstars for PlayStation 4, Windows, Android, Oculus Quest and PlayStation 5.

Following a hacker's journey into a malfunctioning AI system, the game has players controlling their avatar as they shoot down numerous enemies. The gameplay and projectile hits sync with the music and have vibration feedback for different controllers, aiming to create a sense of synesthesia. The narrative is told using little description and no dialogue and includes thematic references to the journey of life and technological singularity.

The game was conceived by Tetsuya Mizuguchi during 1994 and 1995, drawing inspiration from European disco music. Production began in 1999 after United Game Artists finished work on Space Channel 5. The design concept drew from rave culture and classic rail shooters, and level design made extensive use of wire frame graphics inspired by the paintings of Wassily Kandinsky. The music, supervised by Keiichi Sugiyama, featured collaborations with multiple Japanese and European music artists and influenced level designs.

The game met with low sales, but strong critical reception due to its music, gameplay and graphics, though several reviewers faulted a lack of content. It also received several industry award nominations, and has been remembered as one of the Dreamcast's best titles. Rez HD and Rez Infinite have likewise met with praise from journalists. Rez Infinite in particular was hailed for its virtual reality integration and its additional Unreal Engine 4-powered zone Area X, described as the closest people might see to a true sequel. Mizuguchi eventually produced a spiritual successor to Rez at Q Entertainment titled Child of Eden.

Gameplay

Rez is a video game that combines mechanics from the music game genre and rail shooters like Panzer Dragoon. Players take the role of a hacker infiltrating a malfunctioning artificial intelligence and fighting off viruses and corrupted security programs. Destroying data nodes in each level raises the "layer level" to a maximum number of 10. Raising a layer level changes the background music, layout, and enemies of a level. There are five levels, dubbed Areas, although at the start only four can be accessed.

The player character can assume six forms at different power levels, with a seventh unlocked for Area 5. The player starts the game by default at Level 01. Upon being damaged, the player devolves into a previous form. The lowest possible is Level 00, and if hit again in this state the game ends. The player raises their level using Progress Nodes, which appear after a certain number of enemies are destroyed. There are singular Progress Nodes and X3 Progress Nodes that fill three bars on the level meter. The player can also collect up to four Overdrive Nodes, which fill a meter and trigger automatic screen-clearing attacks.

During gameplay, the player runs through a level on rails and manually aims a lock-on missile launcher at up to eight targets. As the player shoots down enemies, the impact automatically syncs with the background track to create additional musical layers within each level. The shots can be fed back to the player through controller vibration feedback. Each Area ends in a boss fight. Bosses scale in difficulty depending on the number of enemies killed in the previous layers.

Progress through the game unlocks additional areas and modes including an enemy-free exploration mode, score attack, and boss rush. There is also a mode where all five areas are played back to back with raised difficulty. Each area's completion is scored by Analyzation (data nodes accessed), Shot Down (enemies destroyed) and Support Item (support nodes collected).

Synopsis The narrative of Rez is told without dialogue and using minimal description, relying on in-game visual storytelling. In the future, amid a rising population and an overflowing amount of information corrupting cyberspace, a new network dubbed "K Project" is created to manage the data. At the heart of K Project is an artificial intelligence called Eden. Overwhelmed by the ever-increasing flow of information, Eden begins doubting its purpose and existence, withdrawing into sleep at the heart of cyberspace when finally confronted with humanity's clashing nature and actions in the real world. The player, a hacker, dives into cyberspace and fights off viruses and infected firewalls to find and wake Eden. When they reach the final area, the hacker is confronted with questions about the meaning of life, then after a final battle succeeds in reconstituting and waking Eden.

Production

Rez was developed by United Game Artists, an internal studio of Sega led by Tetsuya Mizuguchi, who was then known for his work on racing games. The original concept for Rez originated between 1994 and 1995. During research work in Europe on Sega Rally Championship 2, Mizuguchi and a few friends attended the open-air music event Street Parade. Seeing people swaying en masse to the music, he decided that this was the type of game he wished to make. At this time, the technology was inadequate for realising his vision. In 1998, Mizuguchi was approached about forming a dedicated team to work on new innovative titles for Sega's new Dreamcast console; his first project along these lines was Space Channel 5, and during its production he made plans for Rez. He built up his new team at what would become United Game Artists. As with Space Channel 5, Mizuguchi wanted to draw in casual gamers from across demographics, along with people who would normally not play games. He had great difficulty pitching the game to Sega, as he found it difficult to explain what Rez was until they played the prototype.

Production proper began in 1999 following the completion of Space Channel 5. A large portion of the staff were drawn from Team Andromeda, creators of Panzer Dragoon. Pre-production lasted a year, and due to the variety of staff on the project there were several strife-filled periods and disagreements between groups within the team. The game went through different working titles including "The Sound Project", "Project Eden", "K-Project" and "Vibes". There were early plans to title the final game "K-Project" or "K". Once "Rez" was suggested, Mizuguchi felt it was a name which would be both memorable and have international appeal. The final title was meant to be a contraction of "Resolve", but during a studio visit from Edge Magazine staff, he was inspired to connect it to the concept of "de-rezzing" from the 1982 movie Tron. A different source is given by director Jun Kobayashi, who stated the title came from the word "resolute".

Searching for people who could help realise his vision, Mizuguchi met up with and employed a group of VJs dubbed "Mommy's Endorphin Machine", with Kobayashi being a member. He had difficulty explaining the concept to staff members before the first programming prototypes were created. Production of the game began on Dreamcast, but during development a version was put into motion for the PlayStation 2 (PS2) which would release simultaneously with the Dreamcast version. This was due to the commercial failure of the Dreamcast and Sega's move to third-party software production. The team's morale was severely affected by the change to a multiplatform release. Rez was the first Sega-produced game released on the PS2, and one of Sega's last first-party titles for the Dreamcast. The production was described by multiple staff members as hard but rewarding. According to technical officer Ryuichi Hattori, a lot of problems stemmed from it being the team's first PS2 title.

Game design

The first concept for the gameplay of Rez was that when the player shot something down, it would create a sound in sync with the background music, coupled with a vibration through the controller. Mizuguchi wanted the game to be a "full body" experience, paying homage to arcade titles he had worked on early in his career at Sega including Sega Rally. The overall design drew from several different sources of inspiration, including rave culture as exemplified in events such as Street Parade, and a video from Africa he saw online where a man started clapping and people either swayed and stamped to the beat or joined in. Figuring that the capacity for music and sights to draw in a crowd would be the essential element to his envisioned game, Mizuguchi began exploring how to programmatically recreate this effect. Much of Mizuguchi's time during development was listening to music to inspire his designs.

Mizuguchi particularly wanted to create a non-violent shooter appealing to many people. A key element was allowing for mistakes and fluffs from the player—penalised in other titles within the genre—to be incorporated into the score of Rez. The musical gameplay was developed following a call and response approach (the audience responds to something from a singer or performer), similar to that of what a disc jockey would do to get reaction from the crowd. In parallel with the development of the game's narrative and aesthetic, the team developed its mechanic of quantizing the notes, so that regardless of the player's imprecision that they would play out on the beat, which they "felt like magic" to players of any skill level. The decision to use a rail shooter template for gameplay originated from the number of staff who were veterans of both Sega Rally and the Panzer Dragoon series.

The game's software was developed entirely from scratch, causing issues for the team, particularly due to the PS2 release. The game went through several prototypes, with different variations on the theme of a musical rail shooter. Its earliest concepts were described by artist Jake Kazdel as "wild", with creations ranging from character action inspired by Space Harrier to abstract characters and enemies designed like musical props. These early stages were difficult for anyone to understand, and eventually it settled down into having a more traditional player character and enemies. The first working prototype featured a figure running through a cyberspace environment, while a later build used a fighter jet. Although designed to emphasize music, Mizuguchi has stated that he did not intend the game to be considered a music or rhythm game. The idea that musical skill would be a prerequisite for full appreciation of the game was something that both Mizuguchi and Kobayashi were anxious to avoid. Instead, the team adopted a quantization mechanic for the gameplay that allowed even players without natural rhythm to interact musically with the game through a process of "locking on" to enemies. This mechanic formed a core theme along which the gameplay developed.

The vibration feedback made use of the Dreamcast vibration pack, the DualShock 2 controller for PS2, and a custom controller created by Mizuguchi's team for the game dubbed the Trance Vibrator that could be used with the PS2 version. The Trance Vibrator was Mizuguchi's idea, starting as a joke to enhance the visual mechanics of the game. The concept was born alongside the original plan for Rez when Mizuguchi visited Europe. While the standard controllers gave good vibration feedback, it only fed into the hands. Mizuguchi's aim with the Trance Vibrator was to allow a player to place it somewhere else in contact with their skin and feel the vibrations from there. He admitted that this lent itself to situations where it could be used for sexual stimulation.

Art design and scenario