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Two years later, how do you feel about FEZ?

why does there HAVE to be consequence? that's not how he designed the game
you're supposed to take your time and just enjoy the atmosphere. it's meant to be relaxing and leisurely
you can not enjoy what phil fish was going for, but saying it's objectively bad is wrong

Because without consequence this game is nothing.

Gone Home doesn't have consequence, but Gone Home is constantly talking to you, constantly rewarding your exploration with quantifiable information. There are story threads to follow that get told through the environment. (And, technically, through that story you learn about the consequence)

Fez doesn't talk to you. It is distant and reclusive about its mystery. You'd hardly even know that it is there. What Fez does engage you with is a very shitty platformer where you cannot fail. Remember when Prince of Persia 2008 came out and there was that big stink about how there was no penalty for missing a jump? Fez is even worse about that shit.

It is not fun as a video game.

It is not engaging as a story.

It is nothing.
 
Phil is just as crazy as some of the cryptic shit in FEZ.


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I love it.
 
I only tried the demo. It seemed pretty bad. I mean, I assume the game grows at least a little bit in complexity as you progress, but it was a very unappealing start. The aesthetics didn't grab me at all, nor did what little there was going on mechanically
 
I utterly loved the juxtaposition in Fez that behind the veneer of an overtly charming and seemingly simplistic platformer lies a series of brutally ingenious puzzles, all wrapped up in a game that constantly credits the player with a high level of intelligence, rewards divergent thinking and totally refuses to patronise.
 
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