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877488 Posts in 32868 Topics- by 24305 Members - Latest Member: orloff

May 19, 2013, 04:10:33 PM
TIGSource ForumsDeveloperFeedbackFinishedFez
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Author Topic: Fez  (Read 329414 times)
Ishi
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« Reply #2355 on: April 20, 2012, 11:52:27 AM »

My fave is Nocturne, mainly because neon town was my fave location. Love the whole thing though.
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Christian Knudsen
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« Reply #2356 on: April 20, 2012, 12:29:10 PM »

I think my fav ingame was Continuum, but it works best with the accompanying visuals. Sync and Flow are probably my favs from just listening to the soundtrack.
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« Reply #2357 on: April 20, 2012, 12:38:43 PM »

So, I only did the lesser ending (I think I wound up with something like 40 cubes or so), but I thought the game was ok. 

It's beautiful and the music is great, but those are the only unqualified successes of the game. 

Obviously, there are puzzles that I didn't solve (and maybe those ones were great), but the puzzles in the game come off more as homework than anything else.  Most of them revolve around the number system, the alphabet, or the rotation/input system (or some combination of the above), and once you figure out what those things mean, there is nothing to it.  It's just sort of rote. 

Also, the platforming is sluggish and joyless.

I don't know, am I crazy?  Am I just a contrarian hipster asshole?  Am I missing something? 
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Christian Knudsen
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« Reply #2358 on: April 20, 2012, 01:05:27 PM »

Nah, as much as I love the game, I must admit that a lot of the puzzles work just as well out of the game and disconnected from the game and its core mechanic as they do in game. With Braid, for example, pretty much all of the puzzles were tied to the central time rewinding mechanic, but deciphering an alphabet and number system is something you could just as well do on a beach with pen and paper in hand -- you don't really need your Xbox for that. But I believe it's possible to get the 32 cube ending without cracking the alphabet or number system at all, so you can just think of that as something extra on top of the base game.
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« Reply #2359 on: April 20, 2012, 01:28:44 PM »

You definitely can complete the game without any knowledge of the alphabet/numbers/button codes, cos I did! You can even got some of the secret cubes without deciphering anything.

I really loved the more hands-on puzzles though, especially that one with four cubes and the tetris shapes, excellent! I would have preferred more of that, but I guess some people love cryptography.
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« Reply #2360 on: April 20, 2012, 08:54:45 PM »

I'm pretty sure you don't need the language to get all 64 cubes. I can only remember one puzzle with the language, and it wasn't for a cube.

You need the numbers, but they're easier to figure out and to read.


I got the 32 cube ending before figuring out the language, the numbers, or even the button codes.
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ham and brie
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« Reply #2361 on: April 21, 2012, 01:44:08 AM »

I think there's actually very little that could work well if you separated it out of the game.

The 32 cubes are very nearly all from exploring and using the basic actions. It's the anti-cubes that involve deciphering stuff like treasure maps, numbers, tetrominos, vibrations, etc. (and also a bit of harder platforming). Most of that is integrated: it wouldn't mean as much if you weren't coming across things in the game world and wondering what they mean. And even once you've deciphered some things and understand the standard solution, it's then used in a few variations that go beyond the standard and do involve the environment (e.g. the room where the platforms form the tetromino code).

The only puzzle that uses letters is an extra, not for any of the 64 cubes (and it's not the hard part of that puzzle).
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Sam English
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« Reply #2362 on: April 21, 2012, 04:24:17 AM »

Man, I really enjoy the soundtrack. Pardon my usage of this overused, widely misunderstood word, but it truly has some EPIC moments. And I love the bitcrusher on everything.
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« Reply #2363 on: April 21, 2012, 10:22:17 AM »

Man, I really enjoy the soundtrack. Pardon my usage of this overused, widely misunderstood word, but it truly has some EPIC moments. And I love the bitcrusher on everything.

Yeh, the soundtrack is awesome! it got featured on IndieGames.com
http://indiegames.com/2012/04/fez_soundtrack_out_now_filled_.html
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« Reply #2364 on: April 23, 2012, 06:15:06 PM »

My, my, my, I certainly hope all of these secret images in the soundtrack mean something.

AWWWWWWW SHIIIIIT

INCOMING ARG VIRAL FOR SECOND POLYTRON GAME.  CALLING IT.
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Ishi
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« Reply #2365 on: April 25, 2012, 12:32:24 PM »

I just read that the blinking red dots visible through the telescope are meant to be converted from binary to ASCII, which reveals the input code. I had no idea; I was trying to press LT/RT in time with the pattern and must have just stumbled across it.
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Eric McQuiggan
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« Reply #2366 on: April 25, 2012, 03:06:56 PM »

That's how I did it.
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Hangedman
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« Reply #2367 on: April 25, 2012, 03:08:06 PM »

Same for me. It's just hard to tell where it starts and ends and it differs from game to game.

I have other misfortunes: not being where the Xbox is to finish, and not being able to solve the telescope because of glare :/
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« Reply #2368 on: May 16, 2012, 07:18:28 PM »

http://www.nytimes.com/2012/05/17/arts/video-games/the-video-game-fez-is-complex-by-design.html?_r=1&smid=pl-share

Fez in NYTimes. lol.

"Most impenetrable game of them all". I think that's bullshit, but it's fairly high praise and the rest of the article I pretty much agree with. Good work and all that.
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seagaia
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« Reply #2369 on: May 20, 2012, 02:46:42 PM »

http://www.nytimes.com/2012/05/17/arts/video-games/the-video-game-fez-is-complex-by-design.html?_r=1&smid=pl-share

Fez in NYTimes. lol.

"Most impenetrable game of them all". I think that's bullshit, but it's fairly high praise and the rest of the article I pretty much agree with. Good work and all that.

I thought the concept of a game getting coverage on the front page of the arts section in general was just neat.
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