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Review: Rez Xbox 360 game

Rezboxart Synaesthesia is a condition whose sufferers experience one sense as another. Wassily Kandinsky, the painter, was one – for him, the act of painting created music in his head. Rez is probably as close as any game has ever got to replicating the condition for the rest of us. Released back in 2002 for the Dreamcast and Playstation 2, it was explicitly influenced by both Kandinsky (its working title was K-Project) and the band Underworld, one of whose songs gave the game its name. And it now makes its debut on the Xbox 360 courtesy of Live Arcade.

As a number of reviewers have written, Rez makes more sense now than it ever did before, and that’s chiefly because it’s only now that the computing power is able to match the breadth of the designers’ imaginations. On the PS2, Rez was a remarkable experience, but on the Xbox 360, with retooled high-definition graphics (hence Rez HD), it’s utterly stunning from beginning to end. The sound has also been reworked for a 5.1 surround experience, and this is one game where that’s vital.

The point of Rez is to shoot things – so far, so much like anything else. It’s technically known as a Rail Shooter, because the player travels along on a virtual rail and has no control over his movement. The story involves a futuristic artificial intelligence, into which you’re sent to hack your way to the brain.

Think Tron with a trance soundtrack. That’s by the by, though: things appear, and you shoot them, and you keep doing so until the level ends or you die. There are four ten-part levels, with a fifth that takes a slightly different tack. The genius of the game is that when you shoot objects – or do anything else – it creates both visuals and sound effects, both of which track the pulse of the background music.

Played in the dark (and maybe after a drink or two) it’s a strange experience, one quite unlike any other computer game.

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