Fez Teaser Trailer
Posted by Brandon "BMcC" McCartin Wed, 10 Oct 2007 19:01:00 GMT
At long last, the great Phil Fish has unveiled in-game footage of his IGF contender Fez.
Early on he had mentioned a big, secret element to the gameplay… but people say that kind of thing all the time, yeah? Usually it’s some gimmick, or something not as great as they imagined. Not so with Fez. Once you experience it, you realize it’s not only no gimmick—it’s an entirely new and compelling experience.
I cannot wait to play the finished game!
It’s fun looking back now and noticing the little hints Phil dropped along the way… If you had a keen enough eye, you probably could’ve figured him out.
Awesome job, Phil and Renaud!
Watch the video. DISCUSS.
UPDATE: Fish just released a new shot of the game showing off their 3D 2D rendering tech, which they call “Trixels.” (Not voxels, I swear!) Check it out here.
Notice how every “pixel” (trixel) is rendered in 3D. Very cool.
UPDATE II: Fez programmer Renaud explains Trixels vs. voxels, and a bit of Fez’s gameplay, on the Kokoromi blog. (Thanks Petri!)









It looks really, really nice. and well implemented.
While Super Paper Mario has this sort of idea, it seemed like a gimmick and not integrated all that well into the gameplay, where a looks like more of a core gameplay mechanic in Fez.
Please let’s get awesome! For enjoy.
I think we all knew Fez was destined to be awesome but damn, this is really pumped up my excitement for the game. It reminds of Paper Mario. In a really, really good way.
This reminds me of Crush…… Can’t wait to play!
That looks awesome, I can’t wait to play it.
Definitely reminded me of Super Paper Mario, but it seems much more integral here than it was in the latter, as Golds mentioned.
Can’t wait to see how this turns out.
Trust me, the gameplay is entirely its own. :)
@Golds
Do you actually own Super Paper Mario? The 2D / 3D swapping was actually very cleverly integrated into both gameplay and story.
I know we’re supposed to be supporting indie games here, but I think in your rush to do so you might be unfairly knocking a great game.
Agreed on the similarities with Super Paper Mario. Even though I thought the swapping in Mario was clever, this does seem more engaging and fleshed-out in Fez.
Alright, that looks freakin’ sweet.
Indeed. I saw the 2D/3D thing mentioned on their IGF page, didn’t think much of it, but it’s truly something to see it in action. Nice work Fish and co.
Crush did a very similar thing. You had to ‘crush’ the 3D world into a 2D plane on different viewpoints in order to get through the game’s levels. Since it was a puzzle game that was pretty much what the whole gameplay was based on.
So, yeah, it is awesome, but not ‘totally’ new an experience. Wondering what Fez will do with the mechanic, though.
It does look sexy.
Very nice looking. If it’s just used in a sane and not just confusing way, this can be really damn good. Give me clever puzzles!
You rock my fucking fez, Phil.
I believe Fish actually said that he was rather disappointed in Super Paper Mario because the flipping was treated as a power-up instead of being fully integrated into the game. It didn’t make proper use of the mechanic.
During SPM, you would play in 2D until you got to a “puzzle”, which would obviously require flipping the dimension, solving it instantly. Rather then flip between the different “sides” of the 2D landscape, it just switched from 2D to 3D, and that pretty much limited it to a couple of easy puzzles.
Which is why this looks so awesome. The flipping is going to be a mechanic, rather than a gimmick. It has the courage to jump fully into the concept rather than just dip its toe into it.
It’s a whole different beast from SPM. A different, AWESOME beast.
Unfortunately, I’m guessing Fez is going to be endlessly compared to SPM now.
What Pigbuster said. I’m certainly not going to compare it with SPM, though. SPM always looked pretty uninteresting to me, while this looks rather awesome. Just the locked 2D is very appealing in itself, but if the view switching is used in a good way, as well… yeah, wow.
Well, I’ve never played Crush, but from what I gather this is basically the same mechanic.
Regardless, it’s probably going to be really interesting to see how this game uses it.
It’s like what Jon said with Braid: making the playing with time the core mechanic. Same here, except it’s the 2D/3D thing instead of time. Actually reminds me of echochrome, with the different perspectives and such. But only tenously, really. Anyway, it looks wonderful.
Pigbuster is right!
Except… I hope not about that last bit. :x
@Robert, Pigbuster’s comment echoes my feelings about the mechanic in paper mario in better detail.
I didn’t own it, but i played through the first couple hours at a friends and kind of lostinterest– Nintendo has this irksome tendency with uninterruptable dialog and cutscenes dating all the way back to 1-2 in Super Mario Bros… “I get it, I’m walking into a pipe.” :).
Hahaha, that is some classic IRC humour, my friend. ;)
I loved SPM. I want to play this soooo much right now…
WOAH! Just WOAH. I did not expect the 3D aspect of it to be so intense. Amazing, just amazing.
As has been stated, it’s not actually “new”.
I’m looking forward to how it makes use of it though.
Now, I want to know, considering it is not 3D all the time, what makes the 2D gameplay justified for it not just remain 3D? How much more than “looking around corners” is it?
Forget that! It’s its own game, it’s a new experience, and it’s made with creativity and care.
It’s new.
Konjak: Yeah, the video doesn’t show this as well as I think it should – the part with the FEZ logo probably does best. It’s more than looking around corners. ;)
Does it matter whether or not it’s strictly ‘new’? It’s damn cool, regardless.
YEAH WTF GUYS
It’s fairly obvious that Fez is being made to be its own game, without feeding on the popularity of another. I respect the creators and can’t wait to play with the cute little protagonist.
The particular 2D/3D gameplay mechanic is not new, but it’s rarily done so far, and even more rarily explored in its full potential. It, however, still doesn’t change the fact Crush has done it very well (and I’m not mentioning SPM because it wasn’t as developed as it could be, even if the game as a whole is fairly awesome).
BMcC: Well, I was thinking that when I played Super Paper Mario (which I didn’t like) I always felt compelled to turn the screen to make sure I didn’t miss stuff and felt it could have just been 3D because it’s not that fantastic a mechanic anyway.
In Fez I’d have to spin four times, and to what purpose other than to find the next door to go to when I find a door just fine in a game that doesn’t spin… it’s hard to explain.
Point is, I’m hoping it’s more than “regular fighting but you can also spin the level”. Something more that justifies it for me.
I think I am overanalyzing a bit for being so early.
I’ll just shut up.
Indeed, let’s just enjoy it!
Konjak: Yeah, man, I feel what you’re sayin’. It’s hard to describe, but it’s not like that – the flipping plays into the puzzles in a big way. When the angle changes, it’s not just a different angle. The new scene complies to the 2D gameplay rules, and depth disappears.
Watch the FEZ logo at the end. It starts disjointed, then comes together as the camera shifts.
(Haha, I wish I could describe this better!)
Well, that’s what Paper Mario does :)
…granted you can walk up/down too
Did fish just rename voxels ‘trixels’?
Anyway, looks sexy! Hope he makes a trailer with actual gameplay some time.
i feel loved :)
so many questions. but im so tired. i promise ill say something smart in the forums. soon.
this, BTW, was only meant as our “holy shit, its 3D!” reveal.
we’ve been waiting for this for so long. MONTHS of secrecy.
there’s plenty more where that came from.
give credit where credit is due:
myself, art/design Renaud Bedard, everything code/tech 6955, music/SFX Graham Lackey, animation
Thing is, Super Paper Mario only partly does that.
For instance, if the Fez logo were in Super Paper Mario, you would see the logo in its completed state. Then, when switching to 3D, it would show the logo’s “true” nature. You never actually “make” the illusion; you are always un-doing it, finding the truth from the lie.
In Fez, there is no “true” nature of that logo. The picture when showing the logo is as valid as the logo all jumbled up. Given the 4 different views of the logo, there can be 4 entirely different levels in one. Each side could be totally and completely different from the others if the design were clever enough.
In Super Paper Mario, you play most of the game in the side-view. This view, however, can tell you lies. You can use a power, the flip, to see the “true” world, and get past pretty much every puzzle in the game. The only reason we don’t play the whole game in the flipped mode is because they gave a limit to its use, a timer.
There is no challenge to overcoming the lies when you can enter the truth and defeat the lies whenever you want.
In Fez, you play a level which has 4 sides (presumably). Each side is an illusion, and by turning the game world, you are switching the illusion to another one. There is no “true” world (apart from the 3D model, which I assume you can’t play in). Every side is a lie.
There would be a challenge to overcoming the lies because there is no truth to play in. You have to use the lies themselves to defeat the lies.
That should make Fez FAR more deep in terms of gameplay.
I could be totally wrong, though. Maybe Kokoromi has something in the bag that would discredit my entire giant post.
And I should be writing a rough draft of a paper for school right now instead of a comparison between Fez and…
WAIT! It’s supposed to be a Compare & Contrast paper! AHAHAHAHA! That is way too perfect, but I’m not sure if I have the guts to turn that in. =P
yeah man, its like, soooo deep ;)
and yes, there are 4 sides to everything. you can rotate freely left and right at (almost) any given time.
each little bit of level had to be designed 4 times. making it a total bitch.
and the art? 6 freakin times.
there is indeed no “right” side.
you cant play the game in 3d. gomez is only controllable when in 2d, because gomez IS 2d. he is exploring a 3d world from his perspective.
the “look around” thing is just something the player can do at any time to observe the way the world is built. because everytime you rotate, the world kinds of “re-compiles”, and that becomes the absolute truth. until you rotate again. which you can do whenever.
its kinda like flatland. if flatland was all pixely.
Flatland is cool.
Yar, by rotating the level, you’re basically switching to a “different” level.
So, Gomez can’t get to, let’s say, a door from his starting position. So, he moves to a place that, while in “this” perspective is a dead end, in another perspective provides him with access to the door. Many variations on this theme are possible, like trapping monsters, etc.
Come to think of it, why can’t we just play the demo and see for ourselves? :) We’ll be kind, Phil, I promise! This looks excellent!
I know its been said already, but - yeah, Crush uses this exact same trick. In fact, it’s a platform/puzzle game based around moving the camera around to create situations where you can get from one place to another without the other dimensions interfering.
Crush is also a very, VERY good game and everyone should play it.
But Fez looks pretty neat too.
There’s also Echochrome. But this looks far more interesting tbh.
Holy shit! This looks extremely sweet.
Never seen or heard of Mario Paper Cut or whatever it’s called, so to me this is pretty new! I’m wowed! Dis looks so sexy!
Yeah, crush is awesome, you should all check it out! Best thing Sega put out for a long time. Shame it’s only on PSP right now. They should get that shit on XBLA or PSN.
This looks pretty neat too, although the trailer doesn’t really show anything solid about the gameplay (so it could be going in a different direction to Crush), but it’s pretty much sold me because I love the visual style and audio. That music is the kinda stuff we can expect in the game, I hope?
I knew it…!
Or… no, i didn’t think it’d look this good. Or be implemented so cleverly. I hope you’ll use this little mechanic to its fullest and make something great!
I just love how the “trixels” look. The thing I hate the most about modern gaming is the lack of pixel art in favor of 3D graphics. This, however, looks just enough pixel-artish for me :) Great idea, nice implementation!
Hey - Echochrome has been mentioned only twice so far, so I’m gonna mention it again. :-D
Anyway - I’ve played some kind of tech demo of the wacky M.C. Escher style physics, but Fez looks as if it might be better by LIGHTYEARS, since it doesn’t rely on a sole gimmick but seems to actually have some meat in it.
Can’t wait to play it…
Ah - anybody remembers a game called “Hexplore”? One of the last titles to use Voxels. It looked friggin’ craptastic but you could rotate everything etc. in a time where this was quite rare in games (since 3D games other than shooters were also rare =).
Loool, I should have known better by now.
At first I thought; “ah, that’s a pretty neat game with sweet graphics and all”, untill I saw the 2D to 3D flipping. I was like “wow!, that’s awesome!” instantly.
Great looking game, totally want to try it out sometime.
* Unfortunately, I’m guessing Fez is going to be endlessly compared to SPM now.*
Yup, I hope not, but I think it’s going to happen anyways.
Amazing! Better than the 3D-2D bits of Paper Mario, I’d daresay…
Dom White: A key difference with Crush is that you can’t play in 3D - as edenb said, much like the contrast between PoP and Braid, in Fez the dimension issue is always present.
I think I just did a special wee
Didn’t Tombi do the whole 2D in 3D with switching perspective puzzles way before Paper Mario nevermind Super Paper Mario?
This looks lush though.
Outstanding!
Looks pretty sweet. I hope there’s at least one Escher-esque level.
Some people have mentioned Echochrome, but I don’t think its a fair comparison.
Echochrome is Escheresque mind/sight puzzles at its core, whereas Fez comes at 3d perspective shifting from a basis of a classic 2d platformer.
Oh, and with Echochrome, it looks like Sony snapped up the developer of the Object Location Environment System by Jun Fujiki. Gravious found a page of information and a download for it here. Looks cool!
I’m anxious to play Fez! And I’m intrigued with how things like enemies and powerups in changed perspectives will behave.
Some people have mentioned Echochrome, but I don’t think its a fair comparison.
Echochrome is Escheresque mind/sight puzzles at its core, whereas Fez comes at 3d perspective shifting from the basis of a classic 2d platformer.
Oh, and with Echochrome, it looks like Sony snapped up the developer of the Object Location Environment System (Jun Fujiki?). Gravious found a page of information and a download for it here. Looks cool!
I’m anxious to play Fez! And I’m intrigued with how things like enemies and powerups in changed perspectives will behave.
@Pigbuster & Everyone else
Basically I’m hearing that the dimension transition in SPM was just a gimmick while it’s going to be an actual mechanic in Fez. I really think everyone’s romanticizing the differences here. Let me start be saying the flipping mechanic in SPM isn’t simply a powerup that you activate when you’re stuck.
The earlier levels of the game have you moving on an essentially straight path. Here if you come across a pit too large to jump or a wall too high to clear, then yes, you’d simply flip and usually find the solution. As the game goes on however, you see that the 3D mode isn’t a cure-all troubleshooting powerup.
The 3D perspective doesn’t always provide the “correct” path. If there was a large horizontal platform in the 2D mode, you may find that it’s disjointed and impassible in the 3D perspective. Therefore, you have to utilize the 2 perspectives in unison creatively to advance. It isn’t simply a case of “maneuver around the gimped perspective and flip to the good one for a few seconds when you hit a wall”. There is no “true world” in SPM.
As the levels go on, they become more intricate and less linear. They become more like areas. Here it isn’t simply a case of flipping when stuck, because you’re not entirely sure where you got stuck. You really have to give some thought about what you should try flipping around. The game isn’t overbearingly difficult, but there are some genuinely clever levels and boss fights. It’s also incredibly charming if you’re in a room with 2 other “flat” 2D characters. One of them is oriented along the x-axis (only visible in the 2D perspective) while the other on the z-axis (only visible in the 3D perspective). Both characters might move around and chatter about parallel dimensions, yet they’re completely oblivious to one another. Also consider Mario, Peach, & Bowser’s unique abilities along with the “pixl’s” and there’s a lot of room for depth here.
The most notable difference between Fez and SPM is that Fez has 4 different perspectives. What would the additional perspectives provide gameplay-wise that SPM couldn’t do? It could give additional areas to hide the solution in or provide more areas to scatter a multi-part solution in. Essentially, it amounts to more perspective swapping; not necessarily anything new. Sure this could make the puzzles a bit more complex, but it’s certainly not unique.
Now let me say, I think that Fez looks awesome, and I plan to play it. The issue I’m getting at here is larger than how similar or dissimilar Fez is to Super Paper Mario. It seems to me that not many people had a deep understanding of SPM (or even Fez for that matter), yet they felt it was OK to jump to conclusions to support Fez. Everyone rushed to join the indie support brigade because Fez is “a little guy” with a pretty glaring similarity to “a big guy”. Naturally the indie gaming community wants to support indie game developers. I think that’s fine. However, I’m not OK with lowering our expectations or only selectively paying attention to certain things in order to cut indie games a break. To give Fez or any other indie game special treatment is to do a disservice to indie gaming as a whole.
agreed robert, well said, however although you say “the flipping mechanic in SPM isn’t simply a powerup that you activate when you’re stuck.” well, 1. yes it is a power-up and 2. the game even says that “if your stuck… flip” (along those lines)
It would be far greater if your whole party had it and THEN it wouldn’t be a gimmick, I played the whole thing as Mario almost and only had to swap about 10 times for brief periods(of time)
as soon as I saw this game I knew there was something hidden (and no I’m not just saying that, it seemed too ‘run of the mill’), and I can predict that this game if executed well will be a ‘gem’
Guys, let it go.
I totally did not expect this!!!
Can’t wait to play.
@Robert
First off, SPM was a good game. Not a spectacular game by any stretch, but decent. The art design was very slick, but the gameplay felt like a step back.
SPM never seemed to figure out what type of game it wanted to be… RPG or platformer. The entire jump & gravity system felt very sloppy, especially for a Mario game. The first two Paper Mario games had better feeling jumps and they were used just for traversal, not as the main battle mechanic. The items felt completely tacked on, which other than gaining levels was the only rpg element.
The biggest area where SPM fell through is that the 2d/3d switch wasn’t as deeply integrated as it should have been. Mario was the only one who could do it, so you constantly had to switch to Mario, flip to 3d, switch back to the character you wanted to use. On top of that was the fact that the player was punished for being in 3d, though the timer was pretty slow, it still acted to keep the player from staying in that view.
Having a realistic expectation of what a team of two can do, as opposed to a team of 30-40 is necessarily ‘lowering’ your expectations.
So far I am quite impressed with what they have managed to put together, though I would like to hear a better description of how their system is different from Voxels. It shows the potential, a good style, and a stronger core-mechanics for a platformer than SPM had.
I do agree that just having things hidden by different perspectives won’t be enough to carry the game, but it doesn’t seem like that is what Fish has in mind.
Show us some gameplay examples, and let’s get awesome!
LETS GET AWESOME.
Wow, didn’t see that one coming.
Better make sure Mr. Blow (Jon, not Joe) doesn’t take a cue or he’ll have you trumped by a whole D.
and then came the inferno.
Just a few links to contribute:
First, a one-minute video review of Super Paper Mario (so we’re all on the same page about the flipping mechanic):
http://www.youtube.com/watch?v=Uorz91jCO68
Second, the 1884 book Flatland, which was referenced a few times:
http://en.wikipedia.org/wiki/Flatland
The 3D reveal really took me by surprise.
I think this looks better than SPM, personally. My main beef with SPM, is that it never really lived up to its platforming roots (granted I didn’t play the whole game). But it was funny and charming, I’ll give it that, but it could have been so much more. I’m sure they’ll make another Paper edition in the series though.
But I am SO SO much more excited about Fez now. It really looks legendary.
Heh, I already have 51 games on my To-Do list, I’m not about to add another one.
Fez looks cool. I will definitely buy a copy when it is done. I liked Crush, though I felt that it didn’t really mine its core mechanic in the way that it could have… it fell back too readily to the philosophy of making puzzles ever-more-complicated. (Though it is still a really good game that everyone should play).
Though Crush definitely does do the 2D/3D thing much better than Super Paper Mario. You can sign me up on the “SPM dimension swapping was a gimmick” bandwagon. I really felt that the designers of SPM were out of their depth.
Robert: That post would be well and good if it didn’t misunderstand Fez’s gameplay. Not that the gameplay was showed off in the trailer, really. But still.
How about being excited about a new game by default, instead of whining about its similarities to other games? Would that be so bad? Do people rant this much about the vast majority of games that are much more similar to many more titles than Fez?
Fez doesn’t look, play, or feel like SPM at all. And I honestly doubt the creators have even played Crush. This is a new game with real soul. Appreciate it, for God’s sake, people.
Oh, wow. Just… Wow.
Wowow.
BMcC, people haven’t played it like you! We only have this to judge on so far so we can’t really understand until we see more.
cave story and underside rip off D:
There’s a post on kokoromi.org explaining the trixel / voxel / pixel thing (a.k.a. The tech behind the game).
its human nature to compare things to other things, to make associations. so i understand why about half the things being said about the games are of the “its like SPM/CRUSH!!! LOL” nature.
i was expecting that, of course.
but i do wish people could just let it be as its own game. i didnt like SPM and i didnt even play CRUSH for fuck’s sake.
anyway.
regarding the critics about how the teaser dosent show off actual gameplay… its a TEASER. i am TEASING you with my TEASER. i TEASE.
i think i will however, make a little walkthrough video of the IGF level, just to shut you all up ;)
the IGF level is the most basic level i could make. you run, you jump, you rotate. and THATS IT.
its an introduction to the mechanic, and a little taste of what the potential is.
that should give you all a much better idea of what the game is about.
and even then, its still SO EARLY.
i have big plans.
BMcC: I’m not whining about how similar Fez is to SPM at all. The purpose of my post wasn’t to try and say “SPM is awesome & Fez is a rip-off”. I even said I’m more concerned with something other than how similar/dissimilar the two are. The only reason I bothered was to deviate from everyone else preemptively getting uppity and defensive about Fez.
I thought I was pretty clear when I said I thought Fez looks awesome. It definitely impresses me. My real gripe was with everyone’s initial reactions. It’s almost as if I’d walked into a kitchen to see a mangled chocolate cake and a little boy covered in frosting. Before I can finish saying “What happened to the-” the boy yells “I didn’t touch the cake!!”
as long as fez is the cake.
Robert: Sorry, not all of that post was directed at you. Just that first bit, really. :P
Admittedly, I am a bit touchy about this kind of stuff lately…
Konjak: Sure, fine, but why default to doubt with something lovely like this?
Petri: Cheers, mate! :)
The cake is a lie!
American Pie 5: “One time at FEZ camp…”
…
Haha, thanks for that, Jacob. :P
Amazing !!!
@Petri Purho
Thanks for posting the stuff about the Trixels. Fish, those sound pretty awesome, figured you had do be doing something special with them cause they look a hell of a lot better than the voxel based weapons pickups I remember from Shadow Warrior.
@Derek
Has the Kokoromi’s ‘Gamma 256’ been written up here yet? It sounds wicked awesome and I may have to work something up for that.
“@Derek”
No respect. :P
Yeah, it’s been written about! I’ll have another post related to it shortly…
I’m kinda disappointed. It might still be good, but a 3D game will be more demanding on my poor little notebook. My expectation was some kind of unusual gameplay mechanic, not just a 2D game that burdens me with a camera. I hope there will be surprises later that make it worthwhile.
It doesn’t burden you with the camera. The camera flips to four set angles. It’s no trouble at all to get used to (and a lot of fun).
garsh: Watch the video again, the gameplay mechanic is that the actual shape of the level changes depending on which angle you’re looking at it from. When the camera isn’t moving, the world is entirely 2d.
Seriously though, this is the EXACT same thing that Crush did, only Crush let you run around in 3d as well, and view from a top-down perspective too.
Here’s a gameplay video: http://youtube.com/watch?v=1W5xA64gXz0
As cool as Fez looks, if it WAS an original concept during development, then it’s a very unfortunate coincidence that another recent game did the exact same thing.
Nice idea but, as Garsh suggested, that’s going to kill my system rendering all those pixels. True, my system mostly sucks, but it’d be a shame to miss out on a decent platform/puzzler because of the lack of hardware.
The same thing could’ve been done with simpler textures, no need for fancy pixel rendering. True, you might not get the full “retro-pixel” look, but.. .. I dunno. Seems a little overboard to me.
Super Paper Mario + Crush + Cave Story= Fez? HELL YES!
Jayenkai: Phil mentioned this, but the game only renders the Trixels it has to. I imagine there’s some nice optimization algorithm that combines flat surfaces into single quads. It ran fine on my machine, which isn’t a nice machine by any means.
we’re working on something that should make it playable on older systems. its not that heavy, i mean, yes, there’s a lot of polys, but there’s no complex physics or crazy AI or real time lighting. all the resources can be spent on polys.
right now it runs at 60fps on a decent machine. we’re aiming for a good 30 on even older machines.
ill let you all know.
Best thing I’ve seen this week.
http://fc03.deviantart.com/fs18/f/2007/189/0/a/haus_by_phishy.jpg looking at this picture would have been a HUGE hint at what was to come, but because we didn’t expect anything it wasn’t. When I saw it I first thought “AWESOME”, but then I realised the door was impossible to get to… So now I understand! There could be anything behind there. So there is a great example of what it could do.
Well that’s all good, but will there be any indoor locations? I mean it does work in the sky and stuff, but if it’s in a cave?
if it was in a cave id get even more “looks like cave story lol” comments.
there are going to be other “worlds” tho, of course.
I definitely cannot wait to see the actual gameplay. I don’t know what the whole Cave Story deal is though, it looks decidedly different then Cave Story. Kudos on the game fish….keep up the great work man :)
100th
Holy shit why am I late!? This is the most ridiculous amazing. I drown in this ridiculous amazing. gurrghrlglgryhhr (sound of drowning in ridiculous amazing. U just rawked my face off. OFF!
face/off
This game brings some lovely images of ps1 glory days. Tale Concerto and Megaman legends 2. Oh boy.
Am I alone or do PS1 pixelated 3d graphics make anyone else go gah gah…
I love looks button in all these games so I could stare at those glorious pixel textures. I don’t think these games could ever look any better. YAY Fez!
*look buttons…
Good to know it can scale well, then!
Guess all there is left to say is..
Good Luck! Can’t wait!
:)
@Noah: Hell yeah, man! Vagrant Story was great (to look at, at least!).
Vagrant Story’s textures are indeed the sex. Pity about the gameplay.
Whenever the repetitive dungeon crawling would get me down I would take a deep breath and use the look button.