Rez Infinite Review
Some games are timeless.
Occasionally you’ll collect clusters of bright white and blue pixels that allow you to charge up. Collect enough of these and you level up, taking on a new form–for example, at one stage you evolve from a floating silver figure to a red and black figure seated cross-legged within a sphere. Additionally, collecting these white pixels and rare red ones charges up your Overdrive, a powerful attack that can clear the screen of enemies in seconds and comes especially handy during a boss encounter.
When rushing bosses, you must locate and target the core object of an undulating, vibrating cluster of tiles and lights to dismantle one area of the cyberspace prison. These are the most complex and challenging sections of Rez, and often include multiple stages. One boss collects squares around its core and takes on the form of a running figure that chases you through hallways. Another is a swirling sphere, with tentacle-like arms that break up and try to whip you as you fly by. These boss battles are also a visual treat, and with Rez Infinite’s upgraded graphics it feels more like attending a rave in Tron than a fight.
And then there’s Area X. Rez isn’t about shooting and conquering, it’s about creating music. And nowhere is this concept stronger than in a new mode unlocked after completing all five main campaign areas. Area X removes the rails and sets you off into space, allowing you to fly in any direction you wish. In doing this, Rez Infinite grants you more power in manipulating your space; you can fly closer to or away from enemies, skirt around giant structures shimmering in the surrounding darkness, or simply fly around in circles and let the beat play out around you. You can maneuver around the space in a way that lines up enemies and objects exactly how you want them, then unleash a torrent of tones following your own rhythm. I played through Area X several times and never found the same rhythm twice–going after the pink, squid-like enemies and leaving a giant flying dragon-like creature alone for a while produced a different sound that when I went directly for the dragon and followed it around the space, a tiny silvery shadow in its starry wake.
But playing the game in VR places Rez in what feels like its final form. In the original areas one through five, as you glide through these cyberspaces, you can look up, down, and behind you for a greater view of the world you inhabit. This new freedom of movement for your field of vision also allows you a second chance at enemies that have floated out of your path; in several cases being able to look directly behind me assisted in my takedown of a boss. This wider field of movement lets you more quickly dispatch enemies, and in this …read more