
For a long time, many people didn’t consider video games to be true art, similar to how film was once dismissed. But just like movies, gaming has grown and changed over the years, becoming a powerful way for artists to build incredibly detailed and visually stunning worlds. While it’s more widely accepted now, games like Rez were rare examples of artistic ambition when they first came out.
Released in Japan for the Dreamcast in 2001 and then on PlayStation 2 in 2002, Rez is a classic rail shooter where you blast enemies while moving through a vibrant, electronic world. What sets it apart is its artistic vision – the game combines abstract visuals, a quietly unfolding story, and captivating music to create a truly immersive and mesmerizing experience. It’s a shame it didn’t sell well initially, but I’m happy Rez is finally getting the recognition it deserves, even after 24 years.
Rez Was Always Meant To Be Something Special

Even after more than twenty years, Rez remains a prime example of how innovative design can transform familiar gameplay into a true work of art. The game was spearheaded by Tetsuya Mizuguchi, previously known for his work on popular racing games like Sega Rally Championship. Mizuguchi became fascinated with the potential of combining music and visuals to create immersive experiences. He had already co-created the beloved rhythm game, Space Channel 5, for the Dreamcast, and played a key role in developing Rez alongside its sequel. While the core gameplay feels similar to classic rail shooters like Star Fox – players control a character flying through a dreamlike cyberspace, shooting down viruses – Rez stands apart. Its story is subtly told through brief text and relies on atmosphere rather than spoken dialogue.
Instead of a traditional narrative, Rez lets players gradually uncover the story of a hacker trying to revive a powerful, ancient AI called Eden. What truly makes Rez stand out is how seamlessly it blends music, graphics, and action. Gameplay feels fluid as players lock onto targets. Using digital avatars for characters – both player and enemy – was a key design choice, helping the creator, Mizuguchi, achieve his goal of a visually striking rail-shooter that wasn’t overly violent or difficult. These intentionally simple character designs allowed them to move in sync with the music and visuals, especially the player character, making Rez a truly unique experience.
The shift to 3D graphics in video games has shown us how important art style is. Even older, somewhat basic-looking graphics can still be really appealing if they have a strong, unique personality, a clear visual direction, and a thoughtful color scheme. A great example of this is Rez; even the original PlayStation 2 version looks fantastic today. The game cleverly links your actions to the music – shooting enemies creates notes that build the song, encouraging you to play with a sense of rhythm.
Inspired by both the club music scene and games like Panzer Dragoon and Rez, the game seamlessly blends music into the gameplay, making it feel intuitive and rewarding. Success in Rez relies entirely on the player’s skill, as discovering and connecting with the music is crucial. Unlike other rhythm games that are more direct in their approach, Rez cleverly integrates music as a puzzle element within a dynamic world and precise controls.
Rez Was A Commerical Flop, But An Important Part Of Gaming Art History

Many people, including critics, were captivated by the game Rez when it first came out, praising its innovative gameplay and striking visuals. However, some worried its unusual style wouldn’t appeal to a wide audience, and unfortunately, they were right. Rez didn’t gain much traction with players, particularly in North America, despite originally being planned as a Dreamcast exclusive before also appearing on the PS2. It didn’t sell well and faded into obscurity for years. Thankfully, it was rediscovered and given a new life with an HD update for the Xbox 360 in 2008.
I remember when Rez got another upgrade in 2015 for the PS4, and it was amazing! They made it work with VR, which was mind-blowing. Even with all the new visuals, it still kept that cool, abstract vibe of the original – it just proves the art style was way ahead of its time. Over the years, I’ve seen so many games take inspiration from Rez. There’s Child of Eden, which feels like a direct follow-up, and even games like Guitar Hero that clearly borrowed some ideas. It’s just a really unique and well-made rail shooter, honestly.
Above all, Rez stands out as a prime example of video games as art, and its inclusion in the Smithsonian’s video game art exhibition is well-deserved. Unfortunately, the game didn’t sell well initially, which meant it remained unique, even though updated versions have introduced it to new players. It’s still disappointing that planned sequels never materialized, partly because of the low sales and Sega’s decision to move away from making consoles. While I wish we’d gotten Rez 2 or other spin-offs, I’m still grateful we have such a visually stunning game from that period.
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2026-01-07 22:11