Rez (DC, 2001)
Graphics-9 Sound-8.5 Control-8 Challenge-7.5 Story-6
Level Design-8 Frustration-7.5 Fun-8 Originality-6.5
Overall Score-8
+
Great art direction
Technically impressive
Great sound design (cinematic)
Some musical elements (vibration in time with the music, attacks make percussion sounds)
Score attack mode
Travelling mode (chill out mode were you take no damage), smart bombs (hard to find in later levels), lock-on combos (see Panzer Dragoon or After Burner), level up system (shoot blue spheres dropped by enemies - upgrades your speed, HP and strength of your shots, levelling up/down changes the appearance of your avatar), great bosses overall (many phases, interesting designs, large models, well incorporated with the sound design), basic ranking system, 'psychedelic' visual patterns at times, unlockables (boss rush mode, beyond mode, direct assault mode, lost area, trance mission, graphical changes, infinite overdrives and immortality, different viewpoints)
+/-
Need to get 100% analyzation on the first four levels to unlock the fifth one (meaning you need to 'unlock' the floating cube at the end of a sub stage by shooting it 8 times before it floats out of view)
You can take more damage by gaining levels (you level down once after each hit)
Large cross-hair
Unlimited continues
Different viewpoints need to be unlocked (why not have them accessible right away?)
-
Slow turning controls
Somewhat simplistic compared to some earlier rail shooters (no speed control, simpler camera angle switching than in PD, etc)
A bit short (5 (admittedly long) stages)
Non-interactive tutorial (it's more like a digital manual)
Some trial & error (need to save bombs for the absolute final boss (game hands out several unneeded blue spheres instead of red spheres there)
Some annoying instruments, quick enemy patterns, abstract designs means you don't know how some enemies will behave, boss patterns, some attacks from behind (one of the bosses, a couple of substages - some sort of radar would've helped here)), no rhythm elements/shallow musical interaction, no checkpoints (long levels), single player only, no difficulty options
Level Design-8 Frustration-7.5 Fun-8 Originality-6.5
Overall Score-8
+
Great art direction
Technically impressive
Great sound design (cinematic)
Some musical elements (vibration in time with the music, attacks make percussion sounds)
Score attack mode
Travelling mode (chill out mode were you take no damage), smart bombs (hard to find in later levels), lock-on combos (see Panzer Dragoon or After Burner), level up system (shoot blue spheres dropped by enemies - upgrades your speed, HP and strength of your shots, levelling up/down changes the appearance of your avatar), great bosses overall (many phases, interesting designs, large models, well incorporated with the sound design), basic ranking system, 'psychedelic' visual patterns at times, unlockables (boss rush mode, beyond mode, direct assault mode, lost area, trance mission, graphical changes, infinite overdrives and immortality, different viewpoints)
+/-
Need to get 100% analyzation on the first four levels to unlock the fifth one (meaning you need to 'unlock' the floating cube at the end of a sub stage by shooting it 8 times before it floats out of view)
You can take more damage by gaining levels (you level down once after each hit)
Large cross-hair
Unlimited continues
Different viewpoints need to be unlocked (why not have them accessible right away?)
-
Slow turning controls
Somewhat simplistic compared to some earlier rail shooters (no speed control, simpler camera angle switching than in PD, etc)
A bit short (5 (admittedly long) stages)
Non-interactive tutorial (it's more like a digital manual)
Some trial & error (need to save bombs for the absolute final boss (game hands out several unneeded blue spheres instead of red spheres there)
Some annoying instruments, quick enemy patterns, abstract designs means you don't know how some enemies will behave, boss patterns, some attacks from behind (one of the bosses, a couple of substages - some sort of radar would've helped here)), no rhythm elements/shallow musical interaction, no checkpoints (long levels), single player only, no difficulty options