Fez
Oh Fez, how I desperately wanted to like you. You started out all cute and indie with the Cave Story type appearance and the semi-well done 3D world turned into a 2D plane, but then you just started to horribly, horribly fall apart. I even gave you a second chance, but you didn’t redeem yourself.
In this post I’m going to talk a lot about Fez, and unfortunately, it’s fairly hard to talk about the game without talking about spoilers, so be warned. I’m sorry, but let’s move on with our lives.
The main problem I have with Fez is that the traversal of the world, and the navigation is not very fun. Sure, at first it’s neat and somewhat new, but after a short while I found myself frustrated with trying to navigate. There is an map, but it’s horribly done. Areas fade in and out seemingly randomly and links sometimes disappear so that you can’t tell how to get to one place from another. There are warp zones which are colored uniquely, but on the map they’re all the same color and so you end up guessing a couple of times to get the right location (especially because some of the colors are very similar like light blue versus dark blue versus greenish blue).
The actual areas are interesting and, generally speaking, quite gorgeous, but I really found myself frustrated with them more often than not. This entirely rests on the shoulders of the controls, which are not very good. I could never get them to make the character go where I wanted, and when it takes you ages to jump up a level (since almost all of them are vertical based), falling into the water down below really sucks. Even after you beat the game for the first time and get the ability to fly, it’s still poorly done. You can fall too far (while flying), and die, so that you get sent back to the top. This means that on certain levels it was almost impossible to go down. You could really only traverse up easily, and it’s quite apparent that rarely were the levels designed the other way around. When you’re trying to find all of the secrets and go around all the levels looking for doors, this means you’re going up and down quite a bit (especially because some of the doors are hard to find) and it sucks when something simple like jumping down is so hard. Speaking of finding the right door, when you have 6+ doors on one section, you need an easier way of seeing which door goes where other than standing in front of it. Some of them are a pain to get to, and it was annoying when I’d do just that (especially before the flying), only to find out that wasn’t the door I wanted to get to. Couple that with the poor map and it just sucked going from one place to another place fairly far away.
One other thing that made traversing the world frustrating is that the game was choppy as hell. It lagged like no other game I’ve seen on Xbox. It would hitch, have a black screen as it loaded in assets, and then finally load the section you were going to. In certain sections, the entire game lagged so bad it was a slideshow. When you already have bad controls, having a laggy game makes it that much worse. On top of all of this, it crashes. A lot. I really, really can’t believe that it got through the cert process, because this game crashes more than any game I’ve ever seen. Quite shameful. I heard it also had a save corruption bug, which also sucks quite a bit (thankfully I never hit it).
One area that was done really well was the music. It always seemed to fit in perfectly and would calm my nerves from getting annoyed at all of the other things I was having to deal with. The music combined with the art style was very nice, and, like Limbo, fairly unique and well done.
What I’ve described so far is, generally speaking, close to your first playthrough. What irritated me most about the game, more than anything else, is that you can’t complete all of the puzzles your first time through. No where in the game does it mention this, and so I found myself trying to figure out some puzzles in certain sections for quite a while. It made me feel stupid, but in retrospect, the game was just poorly designed. I can’t stress enough how annoyed I was at this design, it made me practically yell in frustration when I found out I had to beat the game once to find out how to do some of the other puzzles. No other game works like this, and so to try to be unique in this manner frustrates the player more than makes them feel good.
So what is all the hubbub about this game, then? Why were so many people talking about it after it came out? There are a couple of puzzles in the game that make you use a pen and paper to decode messages, inputs, or figure out things in the world. Unfortunately, some of them (according to my friend Troy) are taken, pretty much verbatim, from Riven. Once you figure out how to decode the messages, there aren’t really any more unique puzzles; the game just becomes going to all of the areas you haven’t finished and getting the stuff you haven’t gotten yet. I did, however, enjoy the puzzles with the controller vibration. That was unique and pretty fun to figure out.
On the topic of puzzles, fuck the clock puzzle. It required that you go to a certain place in-game at a certain time of day. Not a certain time of day of the in-game day/night cycle (which also existed), but a certain time of day according to your Xbox’s internal clock. To get those anti-cubes, I had to disconnect from Xbox Live, then fiddle with my Xbox’s clock, start the game, realize I was fairly off, quit out, change the clock, boot up again, repeat for about 10-15 times. That’s fucking painful and makes me feel like a tester. Really, really bad design. Just because you can do something with the low level function calls does not mean you should. It’s tedious and not very fun.
So what was cool about Fez? The puzzle aspects were interesting as puzzles, but I didn’t really care at all about how they affected the in-game. There’s a language that you can decode, but I didn’t want to spend hours decoding every message that people said or that were on walls because that is tedious as shit. I probably would have done it if I were 12 and had unlimited time to play the game, but I don’t anymore. There were some super secret things that you could figure out that the internet has detailed quite a bit, but the unfortunate part of it is that one of them was brute forced. People on the internet tried every input until the correct one was figure out, but no one knows where the answer comes from in-game. Kind of sad. The takeaway from this is if you want to spend time decoding puzzles, this might be a fairly fun game for you, but if you want good gameplay with some puzzles on the side, it’s probably not for you. The puzzles weren’t necessary to “finish” the game the first time either, which is probably going to make 95% of the people feel that it was a poor platformer with not much else to offer.
I wanted so much more from this game, and it just seemed to never deliver it. I could see why Fez appealed to some people who collectively tried to solve the puzzles, but if you’re trying to do it on your own, it’s very frustrating and tedious. If you use the internet as a guide, you’re not really playing the game, you’re just doing as the guides tell you, which I don’t find terribly fun. Lastly, the endings (both the good and the bad) were pretty weak. I felt like I was watching a college student’s first try at a 3D engine and what they could do with it. In fact, most of the game felt that way to me. I think it could have been so much more than it was if they had a slightly better design and integration of the puzzles into the gameplay aspects (instead of just side puzzles used to 100% the game).
I wanted this game to be good. I’m really sad it’s not, but I guess I can’t be too surprised when the guy who made it is a giant douche. I still can’t believe it took 5 years to make as well.


