Have three black squares on a mass of white squares ever looked quite this cute? |
On the surface, Fez is a cute platformer that harkens back to the pixel age. Cute characters, straight edges, and seemingly simplistic levels dominate the aesthetic. Throw in a truly wonderful soundtrack, equally inspired by games of yesteryear, and you get one hell of an audio-visual package. But Fez isn't just some nostalgic throwback. With a simple press of a trigger, you'll teleport the game into the 21st century. For, you see, this thing isn't quite as two-dimensional as you might have thought. A tap of LT or RT will rotate the very world ninety degrees around you, revealing the game's core mechanic, and creating a visual effect that never gets old. As you might imagine, this idea goes on to be used in all sorts of inventive ways, and it's a testament to the--and here's a word I rarely use--genius of the developer that you really won't be expecting the sorts of things Fez winds up doing with what is, on the surface, a simple trick.
Simplicity juxtaposed with intricate detail makes the world of Fez something special to behold |
Seeing everything that Fez has to offer requires two playthroughs, and both will be very different indeed. You can happily go through the game as a simple little puzzle platformer, there’s nothing too challenging about that side of the action apart from some slightly imprecise controls, you’ll see the wonderful environments and pixel art, you’ll hear the retro-inspired soundtrack, and you’ll even get to watch an ending. That’s all fine. In fact, due to the very nature of the game, this is the sort of path most players will take on their first playthrough. But if that’s all you see of Fez, you are truly only seeing half of what the game has to offer. Let's put that into context to explain a little better; the game involves collecting cubes and there are 64 in all. Or maybe there are even more, who knows? Frankly, the game gets very deep and very confusing and I don’t want to make any definitive statements about it, since even I can’t be sure I've seen all it’s hiding, but let’s keep it as basic as possible for now. There are 64 cubes, and 32 of these cubes are required to see the first ending, 64 for the second or ‘true ending’. 32 of them are obtained through conventional platforming, made all the more interesting of course by the unique perspective-shifting mechanic Fez has in place. The other 32 ‘anti-cubes’ are obtained through solving a set of puzzles ranging from the remarkably devious to theoretical physics-whiz levels of intellect.
Stumbling on the odd city or person to talk to helps to make the world feel alive |
At its core, Fez is all about exploration, an idea integral to the world of video games for decades, and explored with varying success by countless titles. Fez gets it spot on. It’s as though the game is teaching you more and more as you play, as long as you’re willing to pay attention. The first run-through is effectively your initiation into the way this world works, you’ll begin to understand the deeper role the perspectives can play, and catch glimpses of things you probably won’t understand without returning later and doing an awful lot of thinking. The game is exceptionally clever in this way, you will see hints, clues, and even full-on puzzle solutions scrawled on walls or carved into the environment. The game is a sea of mysteries and secrets, and the more you play and discover, the more you begin wondering how deep it all goes. Nearly everything seems so deliberately and carefully placed that you’ll begin to question even the smallest details of the world around you and wonder if they could somehow be clues that you just aren't understanding. Again, this whole idea will be divisive. To some, the notion of having to figure all this out and unravel the mystery of Fez will be a joyful indulgence, to others a frustrating chore. The game also manages to take it to such extreme levels that, in all honesty, unless you’re exceptionally clever, observant, and/or patient, you probably will wind up looking online for some form of help. At that point, players might feel as though the game has beaten them, and at least personally, the guilt I feel whenever a game confuses me to the point where I have to seek outside help is hard to bear.
There's a mystery around every corner |
It's both unfortunate and profitable for Fez that it came out at a time when the entire scene has become somewhat synonymous with the "Faux-Retro Platformer" because, while that fact naturally diminishes some of the game's originality, it simultaneously accentuates it. Fez sets the bar well and truly above and beyond almost all those imitators that have come before, and it does this by showing them how to do it. And how is that? Well, some would have you believe it's an awfully-complicated affair but I think it can be summed up with just one word: love. Regardless of what one thinks of Phil Fish, it is clear to see the man loves his video games; he feels the same profound adoration for the games of his youth that an awful lot of us do, and he is blessed with the talent to pay justice to those experiences in perhaps the finest way one can. Despite the reams of references throughout, tetrominoes scattered amongst the world, the 8-bit soundtrack, the pixelated trees, nothing ever feels overdone or just there for style in Fez. It's all about the homage, it's all about recreating the wonder and joy so many of us felt the first time we ran through our earliest games. A lofty ambition indeed and yet, incredibly, I can say with a satiated smile on my face that Fez is a wonderful, wonderful success.
For the purposes of this review, the Xbox 360 version of the game was played.