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Rez Infinite / Area X

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Prelude & Area 1 Excerpt

For full 64-page Retrospective


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0.9.00 _prelude

In the cool darkness of the desert night, Tetsuya Mizuguchi felt alone. gathering of artists, musicians, wayfarers, and aging hippies. A temporary,
alternative civilization, borne from the mind’s eye of its inhabitants.
Miles from civilization, a billion distinct stars puncturing the black
overhead, the conflict between man and nature was cast in stark relief. “I wondered: ‘Should I pursue this passion — this little kernel of an idea
He had come here to escape, but instead found himself contemplating that I’ve always had inside my head?’” Mizuguchi recalls. “Nothing like it
an important decision. A decision that would determine the remainder of existed at the time. I was afraid people wouldn’t get it.”
his career, and his legacy as a game designer.
He had spent the better part of the previous decade working for SEGA,
“I was so sensitive then,” he recalls. “My senses were so sharp.” learning how to make games, turning out a number of arcade racing
cabinets. But that kernel of an idea — an idea that would become a game
As he zeroed in on this feeling — this acute sense of loneliness — he called Rez — only grew louder in his mind.
heard music in the distance. And, setting aside the decision for now, he
left his campsite, and headed toward it. Like music in the desert; like energy in the black.

He wandered through the cold and dark, hearing mostly the sound of “Burning Man had a big impact on the beginning of Rez,” he says. “It’s not
crunching sand and salt beneath his feet, listening as the music came an ordinary game.”
into focus in his mind. There were lights, too, he noticed. He walked on,
closer and closer, until finally the silence and darkness gave way to music For a time, he even wanted to open the game exactly like his Burning
and light once and for all. Mizuguchi was no longer alone. Man experience. “I wanted to start Rez in total darkness. And no sounds.
But if I say it like that, everyone says, ‘You’re so crazy. From nothing?’ The
“The feeling is like getting warm,” he says of his journey into sound. “Like marketing people said to me, ‘Who would buy that?’” He conceded that
an energy in the black. they might have a point.

“It feels... safe.” Still, the feeling inside of him remained.

_ To create a new kind of experience, he needed to think about games in a


new way. He was obsessed with recreating that feeling: Of emerging into
It was the late summer of 1998, and Mizuguchi was in Black Rock Desert, and synchronizing with music as you would approaching it from a distance.
Nevada, at a festival known as Burning Man.
Darkness into sounds.
Today, Burning Man is an annual Mad Max-esque party of over 60,000
revelers, and beacon to Hollywood and Silicon Valley elite. But back then, Sounds into music.
during Mizuguchi’s first of five visits to “Black Rock City,” Burning Man more
Player Form 01 closely resembled the festival as it was originally conceived: a sacred Music into visuals.

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All of it developing a rhythm and becoming “synesthesia.”

That word — synesthesia — is one that Mizuguchi often references when


talking about his games. Synesthesia is a neurological phenomenon, in
which one form of sensory stimulation involuntarily leads to another. A
song evokes colors. A painting recalls music. It’s a phenomenon each of
us knows, but for Mizuguchi, it’s something more.

It’s a philosophy.

“I was throwing around the word synesthesia before a lot of us even


knew or fully understood what that even was. We were doing a lot of
experimenting and trying to find out how we can synchronize the visuals
and audio to find that kind of ‘Ah ha’ moment,” he says of the early days of
Rez. He adds, however, that “anyone can synchronize a visual output and
an audio output. But it would be very plain, because anyone can do it.”

To achieve synesthesia — a true blending of audio and visual and


gameplay — Rez would need to be something more. He didn’t know how,
or what it would look like. He didn’t even have a team. But as he danced
that night, Mizuguchi knew his decision had been made. He left his past
work behind, and headed into the dark unknown... where Rez awaited.

“Do I pursue this


passion, and this
idea—this little
kernel of an idea
that I’ve always had
inside my head?”
- Tetsuya Mizuguchi

Burning Man
Black Rock City, NV
Photo by Galen Oakes
galenoakesphoto.com

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1.0.00 _Area_1

Tetsuya Mizuguchi — or “Miz,” as he’s known by his contemporaries — history, on the precipice of its heyday, Miz did not consider himself a
didn’t always aspire to make games. But his interest in synesthesia can be game developer.
traced back to his childhood, before he had ever heard the word.
“It’s not a game,” he says of his first SEGA release.
His first aspiration was to become a music video director. Growing up in
the ‘80s and the era of MTV, music videos were an exciting new artistic The “non-game” was an arcade ride experience called Megalopolis. It
form, and an early example of the audio-video melding Miz would spend utilized SEGA’s own AS-1 hydraulic system to simulate movement. Inside
his career attempting to define. At Nihon University College of Art, he the hydraulic car, 3D graphics took users on a high speed police chase
studied media aesthetics — the very concept of exploring how ideas and through a futuristic Tokyo skyline. The product was not a success —
emotions can be conveyed through entertainment. But when he graduated perhaps due to the size of the hydraulic car, or the lack of playability —
in 1990, Miz already sensed that music videos had passed him by. but it was the start of something for Mizuguchi. Even this failed “attraction”
reflected his sensibilities, with more than one layer of sensory stimulation
“I was starting to feel it might not be as new and fresh a media form for me at play: A video screen, inside a moving car, synced with sound.
to pursue,” he recalls. There were so many quality music videos being
produced, the mine felt excavated. “At that time, games felt more shiny than Perhaps more importantly, Miz had found a team. Several members
music videos. We still had an opportunity to let that game diamond shine.” of the Megalopolis development team moved on together to work on
something new. This time, it would be a game.
It wasn’t clear to him then that games were his future, but they kept finding
ways to call to him. That year, he flew himself from Tokyo to Austin, Texas,
for the first ever International Virtual Reality Conference, long before the

“There were a lot of


actualization of VR as we know it, or the VR that Rez would attempt to emulate.

“I arrived to find out there were only twenty people,” he laughs. Still, it was
another breadcrumb on the trail. “There were a lot of connecting pieces,
connecting dots. A natural flow that lead me to games.”
connecting pieces,
Later that year, Mizuguchi had an interview at SEGA for a job in “Research connecting dots. A
natural flow that lead
Aesthetics,” a rather practical application of his college degree. At the
time, SEGA was still predominantly an arcade developer. The company
had only recently released its second entrant into the home console
market, the SEGA Genesis (a follow-up to its floundering predecessor, the
SEGA Master System), and was another year away from the introduction me to games.”
of its iconic mascot, Sonic the Hedgehog. And yet even then, employed
Player Form 02 at one of the largest and most influential video game companies in - Tetsuya Mizuguchi

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But, like the fifth lap on a familiar course, Mizuguchi could sense the road
ahead for racing games — and for him and his team.

“Basically the future I saw at that time was Gran Turismo,” Miz says. “It was
going to be much more engineering focused.” Racing games, like many
games at that time, were striving for realism and technical prowess.

“My interest just wasn’t there.”

While researching cars in Europe for SEGA Rally Championship 2,


Mizuguchi took some time off. He and some friends traveled to Zurich,
Switzerland for Street Parade, the largest “techno-parade” of its kind,
dedicated to electronic music, DJs, and massive crowds of people taking Exploratory storyboard frames, sketched while the

in the vibrations through their ears, skin, and teeth.


dev team was still conceptualizing possible gameplay
styles for Rez. Pictured here: the player avatar
traversing a series of eclectic environments, from a
night club to an electronics shop.

“It was in this massive arena with over 100,000 people, and just this one
DJ in this booth,” Mizuguchi says. “And I guess you could call what they
were doing dancing? But it wasn’t really, to me, people dancing. It was
this massive movement of human bodies.”
Megalopolis (1994; Arcade)

And as those 100,000 bodies swayed and throbbed to the beat, Mizuguchi
SEGA had recently finished development on a new 3D graphics processing realized: This is it. This is the kind of feeling I want to create in games.
unit (GPU) called the Sega Model 2. The key advancement over the Model
1 and other 3D GPUs at the time was that it enabled programmers to paint It was time for a change.
individual polygons with bitmap images, rather than single monotone
colors. This, along with other texturing capabilities, meant that 3D graphics
could start to look 3D, rather than like clunky blocks. The Model 2 would _space
lead to games like Virtua Fighter 2, The House of the Dead, and Dead or
Alive. Arcade games were changing in a big way. From the outside, SEGA Headquarters is unremarkable. A steel and glass
office building surrounded by other steel and glass office buildings and a few
For Mizuguchi, it lead to racing games. This first project with his new team warehouses. If not for the telltale blue-lettered logo at its entrance, it wouldn’t
was SEGA Rally Championship. warrant a second glance. The same could be said for any of the buildings in
Haneda, the industrial neighborhood in Ota, Tokyo, where it stands.
“At the time, all of our programmers, all our engineers, all our artists, we
only had the know-how to work in 2D,” he says. “Transitioning from 2D “There’s a ramen shop, a mini mart, one family restaurant. It’s kind of soul-
to 3D basically meant we had to do a major overhaul with all aspects of crushing,” says Jake Kazdal, founder of indie developer 17-Bit, who worked
work. We didn’t have any mentors or guidance, really. There was no one as an artist on Rez. “It’s kind of amazing that all that cool stuff came out of
there who would come in and tell us what to do. We just had to learn it SEGA in that environment.”
on our own.”
That environment was where Mizuguchi had worked for over a half decade.
They learned quickly. It took the 12-man team only a year to finish SEGA Rally. And inside, something new was brewing: SEGA’s next (and last) flagship
console, Dreamcast.
“In that year, we learned how to make a game,” Miz says. “We also learned
how to make a fun game.” In 1998, Shoichiro Irimajiri, SEGA’s first new president in 15 years, came
to Mizuguchi with a request. He wanted Mizuguchi to lead a new
With that first game under their belts, Miz and his team got faster — consumer software division for Dreamcast games that would reach
and better. Over the next few years, they would produce several more gamers outside of their traditional audience. Teenage girls, musicians,
racing games, iterating and innovating. Attempting to keep up with the non-gamers, artists — anybody they and the rest of the gaming industry
increasingly competitive arcade market. had yet to reach.

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“If you walk around
Shibuya, it’s a
cross section for
all kinds of art,
culture, fashion —
everything.”
- Tetsuya Mizuguchi

Shinjuku, Tokyo
Photo by Liam Wong
Instagram: @liamwon9

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“The Dreamcast had its own agenda,” Mizuguchi says. “They told me that first day. “But I did it.” exhibitions, clubs, and DJ sets. vibe, envisioning life as it bubbled up from the ocean and walked ashore. But
we needed to hit the reset button. Start from scratch.” before any single take could get too far, Mizuguchi reigned his team back in. He
He credits this opportunity, and this move, with nearly every challenge and Eventually this research lead him to a music video collective — a group was worried that, at least in the beginning, a distinct visual or audio style — too
It was an exciting, but daunting, proposition. It was a chance to make the opportunity he would face the rest of his career. of “VJs” who called themselves Mommy’s Endorphin Machine. Their live many “decorations,” as he puts it — would have too strong an influence, and
games that had always been floating in the back of his mind — a chance melding of visuals and music shared an obvious philosophical link with pull the team away from the underlying concept. Without that “good feeling”
to explore the role of music and synesthesia in games. But it also meant And he wasn’t alone for long. what Mizuguchi envisioned for Rez. Moreover, the embers of his first he described to each new team member, the rest of the game was moot.
leaving racing games and his old team behind. He didn’t have much passion — music videos — were stoked. He hired several of the VJs to
choice about that. The formation of a new consumer software division With one project already in development ( Space Channel 5) and another join him (including Rez director Jun Kobayashi), despite not having any “I wanted them to give me something that was very pure and primitive,”
was a company order straight from the top. But as for the what, the whom, on the horizon, Mizuguchi began building a new team. It would be small game development experience. Mizuguchi says. “Now that I think about it, I think our designers were
the how and the where, Mizuguchi would have complete control. And it at first — just him and a few others. Eventually, he would add young artists, probably very confused about what I wanted them to do. I restricted them
was over “the where” that he had concerns. like Kazdal, a young American who worked for Boss Game Studios near “They didn’t have any game experience,” Mizuguchi says. “But as VJs from doing a lot of work.”
Redmond, Washington at the time. Programmers, like Osamu Kodera, who they had talent. I’d like to think that this was sort of a rare audition process.
“Geographically and environmentally that area does not scream, or even would become a collaborator of Mizuguchi’s for years to come. Game Thinking about what each person can bring to the team, how they can
whisper, creative. It’s just not that type of neighborhood,” Mizuguchi says of designers, like Katsuhiko Yamada, and art director, Katsumi Yokota, who contribute, personalities, the synergy between the guys — I spent a lot of
Haneda. “So I felt that environmentally this was not an area that we could come
to and have a team and feel like building something that was very creative.”
came to Rez internally after working on the Panzer Dragoon series. time on that.”
“I wanted them to
give me something
At the time, Dreamcast preparations were at full throttle. Regular meetings Within a year, what began as Mizuguchi sitting alone in an office grew
on business, console development, and marketing were being held in an to a team of 40. Within two years, they were nearly 60. The burgeoning
otherwise unoccupied building in Shibuya, Tokyo. The ward of Shibuya consumer division became its own company, with an appropriate name:
stands in stark contrast to Haneda and Ota. Towering buildings, neon
lights, businesses and businesspeople — but also artists, galleries and
United Game Artists, or UGA.
that was very pure
diversity. It’s Times Square by way of Brooklyn.

The meetings were held in this empty Shibuya office building because it
But before the team ballooned and began building Rez in earnest,
Mizuguchi had an important question to answer: What is this thing? and primitive.”
was owned by CSK Holdings, SEGA’s parent company. Mizuguchi sensed “It was one of those things where because it’s so new, like when you - Tetsuya Mizuguchi
an opportunity. have your own idea and it’s forming in your own mind, when you have to
explain that to new members or a team, who we have no work history or
“It naturally provided me with ammo to say, ‘If we are going to come up with work experience or team experience, it’s like you want to get across your “The very first time I came in contact with the project it was literally just a
games that are unique, original, and unexpected, this is the better place for point and communicate to them what you’re trying to do, but it takes a square cube that you would shoot and it would destroy,” Kodera recalls.
us to be,” he says. “If the mission was really to form something brand new, long time for them to understand it at the same level and... interpret it in “At the moment of that contact, it was synchronized with sound. And that
surrounding yourself with a brand new environment only made sense.” United Game Artists logo the way that I want them to interpret it,” Mizuguchi says. was it. There was no other element.

Halfway through development on SEGA Rally Championship 2, Mizuguchi Mizuguchi takes full responsibility for this. Back then, Rez was known as “K “In a way, the impression that I had was, ‘Oh wow, so if this is all we have
would leave Haneda and his former team for good. After a quick trip stateside Project.” And the idea behind K Project was less of an idea, and more of a feeling. we can go in any direction that we’d like.’”
for Burning Man, Mizuguchi would return home, and make the move. But Mizuguchi was resolved to look for employees outside of the
traditional channels as well. “What we wanted to make was a game where the more you play, the more Which is exactly as Mizuguchi had intended. Except for one small problem.
it gave you this “good feeling.” And it just kind of escalated that feeling the
_time “Based on our mission to create brand new, never-seen-and-done-before longer you played,” Mizuguchi explains. “And that’s something very easy “There were other rhythm action games, whether it was tapping to the rhythm
unique experiences, I knew we needed people with different sensibilities to say in words, but if you really think about it, it’s a very deep concept, or pressing the button to the rhythm or the buttons that were coming to you
When Mizuguchi returned to work, he took a different train. He traveled and backgrounds — they needed to be not too far away, but not too close but at the same time, a very primitive concept, too.” on screen, those types of rhythm action games existed,” Mizuguchi says.
to a different neighborhood, in a different ward. He arrived at an empty to games,” Mizuguchi says. “But in the way that we were wanting to, really, really wanting to make that
building, rose to an empty floor, and arrived at an empty office. As Mizuguchi handpicked his team, the first year was spent experimenting. happen, it wasn’t really happening, no matter how hard we tried.
Before the project had even begun, Shibuya proved to be the ideal
No one from his previous teams had come with him. incubator for such collaborators. What would a game built at the altar of synesthesia play like? “Basically, we were kind of stuck.”
How could that “good feeling” be achieved?
No one from SEGA was around to greet him. “If you walk around Shibuya, it’s a cross section for all kinds of art, culture, What did it look like? Just when it seemed K Project was headed nowhere, and their great year
fashion — everything,” Mizuguchi says. Knowing music would be the How did it sound? of experimentation would be for naught, sound designer Ebizo Tanuma
Building Rez would begin as he first envisioned it out there in the desert: soul of the game, Miz and his first several employees approached returned from a personal vacation to Africa... and he had something to
with nothing. “I was very worried. Very nervous,” Mizuguchi says of that their new home as an opportunity for research, regularly going out to Early visual iterations had a heavy hip hop pastiche. Others had a more organic show the team.

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For full 64-page Retrospective
Book + Vinyl Soundtrack,
visit iam8bit.com

PRODUCED BY IAM8BIT
WRITTEN BY NICK HURWITCH
DESIGNED BY CORY SCHMITZ

© 2016 ENHANCE GAMES


ORIGINAL GAME © 2001 SEGA
DEVELOPED BY MONSTARS INC. AND RESONAIR

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