FEZ [ PS4 Pro ] p u r e . g a m e p l a y
Fez (stylized as FEZ) is an indie puzzle-platform video game developed by Polytron Corporation and published by Trapdoor. The player-character Gomez receives a fez that reveals his two-dimensional (2D) world to be one of four sides of a three-dimensional (3D) world. The player rotates between these four 2D views to realign platforms and solve the game's puzzles. The object of the game is to collect cubes and cube fragments to restore order to the universe.
The game was called an "underdog darling of the indie game scene"[1] during its high-profile and protracted five-year development cycle. Fez designer and Polytron founder Phil Fish gained celebrity status for his outspoken public persona[2][3] and his prominence in the 2012 documentary Indie Game: The Movie, which detailed Fez's final stages of development and Polytron's related legal issues. Fez met critical acclaim upon its April 2012 release for Xbox Live Arcade. The game was ported to other platforms following the expiration of a yearlong exclusivity agreement.
Reviewers commended the game's emphasis on discovery and freedom, but criticized its technical issues, in-game navigation, and endgame backtracking. They likened the game's rotation mechanic to the 2D–3D shifts of Echochrome, Nebulus, Super Paper Mario, and Crush. Fez won awards including the Seumas McNally Grand Prize and Eurogamer's 2012 Game of the Year. It had sold one million copies by the end of 2013, and it influenced games such as Monument Valley, Crossy Road, and Secrets of Rætikon. A planned sequel was canceled when Fish abruptly left the industry.
Developer(s) Polytron Corporation
Publisher(s) Trapdoor
Distributor(s) Microsoft Studios
Producer(s)
Thomas Scott
Marie-Christine Bourdua
Designer(s) Phil Fish
Programmer(s) Renaud Bédard
Composer(s) Disasterpeace
Platform(s) Xbox 360, Windows, Linux, OS X, PlayStation 3, PlayStation 4, PlayStation Vita, iOS
Release
April 13, 2012
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Genre(s) Puzzle-platform
Mode(s) Single-player
Fez is a two-dimensional (2D) puzzle platform game set in a three-dimensional (3D) world. The player-character Gomez lives peacefully on a 2D plane until he receives a red fez and witnesses the breakup of a giant, golden hexahedron that tears the fabric of spacetime and reveals a third dimension. After the game appears to glitch, reset, and reboot,[4] the player can rotate between four 2D views of the 3D world, as four sides around a cube-like space.This rotation mechanic reveals new paths through the levels by connecting otherwise inaccessible platforms, and is the basis of Fez's puzzles.[6] For example, floating platforms become a solid road, discontinuous ladders become whole, and platforms that move along a track stay on course.[7] The object of the game is to collect cubes and cube fragments,[4] which accrete to restore order to the universe.[6][a] In search of these cubes, Gomez traverses the game environment by jumping between ledges.[1] Other platforming elements change with the level themes, including crates that activate switches, bombs that reveal passages, and pistons that launch Gomez airborne.[7]
The basic idea for the 2D/3D aesthetic really just started with the Trixel idea. I figured that if we built our entire game world from these little cubes, all perfectly aligned on a 3D grid, we'd get this "3D Pixel" look.
Fez designer Phil Fish, 2007 Gamasutra interview[8]
The exploratory parts of the game feature a series of arcane codes and glyphs, treasure maps and chests, and secret rooms.[9] Players are left without guidance to determine whether game elements are decipherable subpuzzles or simply false signals.[1] These sorts of puzzles include hidden warp gates, enigmatic obelisks,[6] invisible platforms, sequences of tetrominos,[4] a ciphered alphabet,[10] and QR codes.[7] One of the game's recurring themes is an ancient civilization that attempted to make sense of their dimensionality, as told through artifacts.[4]
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Channel https://www.youtube.com/watch?v=NjkI_HjymVA&list=PLIWGc0BIMJSBRAQYH3itvwBW-ozk15Qci&t=82
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