i played fez recently

i was surprised about how fast i finished it

i was able to beat it in under 5 hoursish

beat it meaning getting 100%, not the 209.7%

fez is really good, it was able to evoke this feeling of exploration in me that i havent felt in a lil while

just being able to explore each room, not knowing whats ahead, it felt like taking a hike on a trail ive never hiked on

the gameboy well is a cool thing

the black holes can be a little annoying but i can just go in and out of a room to get rid of em i guess

its definitely a game i really like though :slight_smile:

also its been a while since i posted here sory >_<
i hope everyone is doing well
the music is fantastic and amazing, disasterpiece is so good

welcome back emily!

i've never really understood fez as a game, but the soundtrack is great

it sits in my steam library yet. someday...

Yes, welcome back!

I like Fez quite a bit as a game (it does a lot of things really well, and its environments are top notch), although there are some things that I wish it did better here and there.

But what I really love about it is its creation of a particular mood of sadness and melancholy. Not a lot of games manage it quite as well, even when you’d think they would!

@“Emily”#p89820 I had a similar feeling when I played it originally - the feeling of exploration and discovery. I don‘t care that the platforming isn’t great or that it‘s full of gimmicks and etc - the vibe is good, the music is good, the visuals are good, and that’s really all I require!


id say its definitely worth playing today i think

it holds up after being released 10 years ago

and its a short game if u want it to be

it's a good game yeah

All you FEZ likers better check out TUNIC! I see they've added an actual easy mode recently too.

but can you spin the whole darn thing around?

Disasterpeace posted brand new stuff last week (the ambient soundtrack for the new frog game Paradise Marsh) and it barely got a couple thousand views.


Game is on a new release sale (-10%) until tomorrow by the way. [Steam](https://store.steampowered.com/app/1709170/Paradise_Marsh/) / [Switch](https://www.nintendo.com/store/products/paradise-marsh-switch/) / [Xbox](https://www.xbox.com/en-CA/games/store/paradise-marsh/9NC765FKDTN7)


@“Emily”#p89820 also its been a while since i posted here sory >_<

> i hope everyone is doing well

Good to see you back!!

I had a real good time with on Vita a few years back, but regret going for the true ending. That kind of turned the exploration joy into a chore.


part of me wants to go for it

another part wants to look up the true ending and how the puzzles work

maybe ill look at a gamefaqs or somethin

@“Emily”#p89860 It was a real split, some of the secret stuff was like a cool way to push deeper into the game, but some of it was like, “COME ON…”

I [color=lightgreen]love[/color] FEZ.

I've spoken about it a bit in other threads, and it was in my Video and Game Poll list. It's maybe the first indie game I ever played. My first session with it was actually my first time meeting a roommate that I lived with for about a year. We met at a coffee shop and then walked to check out the apartment. We talked a bit, and he and I controller passed through the first few levels. I ended up playing through much of our third roommate's playstation plus library and taking a much more serious interest in games.

When I started it on my own in earnest, I was intrigued by how the world started to untangle like some megalithic knot. My favorite moment from when I first played it was seeing the pixelated Moria door and knowing exactly what the game was asking of me. The more obtuse puzzles were intriguing to me, and I took it pretty far past the 100% mark. If memory serves, I got all of the cubes possible and either 2 out of 3 or all of the heart pieces available. I got up to starting to translate the book and then realizing how ridiculous that task would be and calling it a day. I did keep a scrap of paper with the alphabet, numbers, and what all the tetromino blocks meant.

I think I mentioned this on a recent show thread, but I had the experience of frequently seeing grandparents who would end family dinners with a round of logic puzzles and brain teasers. I don't really think this boosted my IQ or anything, but it certainly fortified my patience for impenetrable puzzles.


@“Karasu”#p89823 sadness and melancholy

I don't think I ever got the same feeling from the game. I think there was a bit of loss going through the formerly inhabited city and library, but this sparked more of an Indiana Jonesesque sense of adventure to me. I felt ponderous during most of the game: trying to understand what each different part of the world was, making sense of the language. Even the cemetery zone felt sort of cheeky and cute to me with the owls flying around and the mausoleum marked with "ashes to ashes, dots to dots."

ok so i watched this video


it spoils the magic so to speak but

i do want to go back and try to get all the cubes

even if this video does layout the general systems of fez

who knows, maybe ill come back to fez in a year having forgotten everything and try to unlock those secrets with the information in my brain half remembering the solutions

just came in here to say that 1) i loved Fez and can't believe it was more than ten years ago that i played it.

2) one of my absolute favourite car-drivin' memories was in the summer after Fez came out, when i drove along the entire coastline of [Kochi](https://www.youtube.com/watch?v=iLJR3WR1M-I) (where i lived at the time) blasting the Fez soundtrack in the late afternoon in my shitty 2000 Suzuki Kei.

and 3) it's great that you're back, @"Emily"#p90124 , and i'm glad that you enjoyed your Fez time (and that Fez holds up, ten years later!).

As someone with a background in philosophy Fez was a really interesting time, because it‘s one of the few games that, to my knowledge, are centered around the concept of hard onthology and metaphysics. It’s a game that definitely talks about the condition of possibility (a historical concept defined by Kant), down to being based around some of the most common examples to explain the idea:


A condition of possibility is a necessary framework for the possible appearance of a given list of entities. It is often used in contrast to the unilateral causality concept, or even to the notion of interaction. For example, consider a cube made by an artisan. All cubes are three-dimensional. If an object is three-dimensional, then it is an extended object. But extension is an impossibility without space. Therefore, space is a condition of possibility because it is a necessary condition for the existence of cubes to be possible. Note, however, that space did not cause the cube, but that the artisan did, and that the cube and space are distinct entities, so space is not part of the definition of cube.

It's a game that takes some aspects of the videogame imagery and iconography (the jump from 2D to 3D, the pixel/cube as a motif, etc.) and go hard into creating a mythology around these ideas and talking about how reality (in the context of the game) is possible and how or what are its foundations. It's a lovely game that I also think you only get to experience exactly one time, because that pulling of the thread via the achievements and the meta-game that emerges from engaging with the anti-cubes is something that only really works once! Which is perhaps the reason why it hasn't left a mark as deep as other games for me, but for the 5.9 hours I was playing it (according to steam) it was great.

I think I still have somewhere the envelope on which I had noted down all the puzzles and clues from my session on Xbox360 on the week it released (one or two apartments ago). I’ll try to share it here if I find it.

Fez was one of the first indie games I played (or at least paid money for – I had played Cave Story already at that point), and it‘s still representative of the “indie dream” for me. I vaguely remember @“Video Game King”#136 or someone else making an argument that indies are all stuck in the limits of iterating on what big corporate developers were doing 10-15 years earlier, and I guess Fez was instrumental in establishing that mindset – but I feel it’s hard to fault it, with how ambitious it was in the way it dug up ideas about the nexus between 2D and 3D from the late-SNES early-PS1 era, and so successfully did something new and different with them, going way beyond what was necessary.

Even now nearly ten years later I can still clearly imagine the layouts of particular islands and imagine the blocks bobbing up and down or the butterflies fluttering around. I don't know if this is just because I played it at the right time in my personal development, if the levels were designed spectacularly well, if there's something about the 2D/3D mechanic that makes things more tangible and "real" feeling than they would be in a purely 2D or purely 3D game, or some combination of all of these.

@“saddleblasters”#p90156 not to mention, the music, oh the wonderful music