Fez was developed by Polytron and published by Microsoft/Trapdoor. It was released on April 13, 2012 for 800 MSP. A copy was provided for review purposes.
A few years ago Fez started making noise in the indie game scene as a game that had the potential to create a sense of immersion that would rival even the most cherished indie titles like Braid or Limbo. Polytron took their time with the game but now that Fez has finally released on XBLA, it’s clear that their time was well spent. Creating a game that forces gamers to truly think and explore these days is a fairly tall order. But Fez does just that. A sense of adventure and exploration accompanied by the classic 8-bit look will leave gamers swearing they have gone back in time to era they grew up in. An era where subtle clues were left behind for gamers to discover and slowly piece things together providing a true sense of accomplishment. An era where things may have initially looked simple but were far more complex once properly studied.
A lot of people have been looking forward to the release of indie developer Polytron’s Fez for a very long time. The platformer has been in development for almost half a decade. It has made appearances at a plethora of industry conventions. Fez even took home top honors at the Independent Games Festival…in 2008. Rumors of a May release sprung up not long ago, and were then quickly debunked by Polytron’s own Phil Fish. No matter how badly the gaming public wants the title to finally see the light of day in the near future, however, it only just recently entered the certification process and is unlikely to be available before the summer.
Developer Renaud Bedard recently addressed a crowd at this week’s GDC in San Francisco about the prolonged process of making Fez a reality. “The fact that Fez was such a long project means that we kept upgrading,” explained Bedard. “Fez is our first game, our first project. It’s hard to manage the fact that you want the game to be perfect.”
No studio ever sets out to release a bad game, of course; they all want their baby to be flawless. Yet not everyone spends close to five years chasing down that dream. Joystiq, who was on-hand for Bedard’s GDC presentation, reports that the main reasons why protagonist Gomez’ adventure remains unreleased is technical enough that Polytron had to make up internal design terms to describe it.
Gamasutra recently had the chance to sit down and talk to Phil Fish from the Polytron Corporation, who are wrapping up development of their much anticipated XBLA platformer, Fez …