Okay, I’ll be honest: I just wanted an excuse to feature the launch trailer for Tetris Effect on PlayStation.Blog. You should watch it! Right there, at the top of this post! It’s really good!
But there’s another “Tetris Effect” — the psychological phenomenon that happens when someone plays Tetris (and where the game takes its name from!), which can lead to everything from hallucinating blocks, to affecting how you pack your suitcase, to… well here, just watch this little mini-documentary we made all about it!
First off: thank you.
Looking back on the last two years since we started working on Rez Infinite, and the last 15 years since the launch of the original Rez (the anniversary is on the 22nd of this month, actually!), I’m filled with all kinds of emotions, but one most of all: gratitude.
I’ve talked before about the reasons I decided to resurrect Rez for our upcoming PS4 game Rez Infinite: the chance to remaster everything to razor-sharp, 1080p fidelity and crisp 3D audio; to add new content in the form of Area X (more news on that soon!); and especially to give PS VR owners the bonus option to play the game like never before.
Is it possible to give gamers that magical, musical feeling of being “in a groove?”
How do we sync graphics and sound so they combine into something more powerful than the sum of their parts?
Most importantly, can we do all of this and still make something that is fun to play?
In 2001, together with my team at Sega, I made a game called Rez. It was not your typical game. It’s a bit hard to explain in words. Well, to be honest, when the original Rez came out back in 2001, not everyone understood what we were trying to do with the game — but the few people that did “get it,” really got it. A dedicated and steadily growing
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