Разработчик: Polytron Corporation
Описание
Поддерживаемые языки: english, german, french, italian, korean, spanish - spain, traditional chinese, japanese, portuguese - portugal
Системные требования
Windows
- OS *:Windows XP
- Processor:Intel Core 2 Duo 2.8Ghz or equivalent
- Memory:2 GB RAM
- Graphics:2nd Generation Intel Core HD Graphics (2000/3000), or dedicated GPU with OpenGL 3.0 Support
- Hard Drive:500 MB HD space
- Sound:OpenAL-compatible
- Additional:See for details on Intel HD Graphics support, not all models are supported. Latest graphics drivers are required to maximize OpenGL feature compatibility.
- OS *:Windows 7
- Memory:4 GB RAM
- Graphics:nVidia GeForce GT 240 or better
- Additional:See for details on Intel HD Graphics support, not all models are supported. Latest graphics drivers are required to maximize OpenGL feature compatibility.
Mac
CPU: Intel Core 2 Duo 2.8GHz or equivalent
Memory: 2GB RAM
Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
Hard Drive: 1GB HD space
Notes: Intel Integrated Graphics (excluding HD and Iris series) WILL NOT WORK WITH FEZ.
Linux
CPU: Intel Core 2 Duo 2.8GHz or equivalent
Memory: 2GB RAM
Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
Hard Drive: 1GB HD space
Notes: Intel Integrated Graphics (excluding HD and Iris series) WILL NOT WORK WITH FEZ.
Отзывы пользователей
Like game. Tricky puzzle. Eartickle musick. Eyetickle arts. Much wow.
I really enjoyed the game's art and music, level design, and puzzles. There was a massive amount of effort put into this game, both by the devs in making the puzzles and the players in solving them. Would highly recommend to anyone looking for a smart puzzle platformer.
since no gays will read this, im addicted to porn
One of the first indie games that started it all.
Amazing, Unique, and Fun!
A good game and a fascinating look at the history of indie games and development. It's absolutely incredible that this game beat all the recent indie darlings to the punch by over 10 years.
There are a few pain points, especially the transition speed between levels and rooms. The terrain is already loaded, but it takes an additional 10 seconds for the camera to zoom in correctly. I would prefer quicker resets and smoother movement between rooms (e.g., Celeste), especially in platformer titles where I might attempt something repeatedly.
7.5 / 10 times I thought about replaying Tunic
FEZ is a cryptic game, that's all you should know, go play it.
This game remember me the craziness that it was the hunt for the (non-existent) 17º colosso on SOTC, I was one of these crazy people and i can say that even theres no 17º colosso, the journey was worth it. I hope one day the pendent puzzles and the mysteries in this game finally gets solved.
I adore this little puzzle game. The simple concept is used brilliantly and doesn't overstay its welcome.
Fez is one of the most beautiful pieces of media I've ever experienced. The core engine design is unique and refreshing, the art and storytelling also stands on its own as something very special, and the core gameplay is simply unlike anything else you'll experience in this genre. Fez is a must play for people who like difficult puzzles.
I remember seeing it when it first came out but never got around to it until now. Still have loads ahead to figure out, but so far the game has proven really wonderful both in terms of the 3D mechanic as well as the puzzles. Loads of unique, notepad-requiring goodness within! Definitely something to try and get through without a guide! In a weird way, it feels like a mix of ICO and Riven (considering the dev was heavily inspired by both, no wonder) and I just find that utterly fantastic.
11 years later, FEZ has aged really well! An amazing fusion between 2D Platformer and 3D Plaformer! Overall, if your looking for a video game that combines both genres into 1. Play FEZ! Amazing work Polytron and Trapdoor! Farewell FEZ!
cool game cool soundtrack cool nostalgia cool puzzles cool visuals uncool developer
One of the best puzzle platformers ever made, the game is worth checking out just for the atmosphere. This, along with the other stuff you get in the indie game bundle makes it one of the best deals in gaming, with some of the greatest games ever made all in a bundle with a movie just for a few bucks.
尽管已知这是一款多年前制作的视角解谜游戏鼻祖,一开始并没有觉得很惊艳,甚至略感单薄。随着游玩发现作者放置在环境中的各种细节信息,意识到作者是用心地为这个小宇宙构思了较为完整的世界观设定。通关处结尾的几何动画令我大呼超神。而后解锁的第一人称视角超美,也有助于玩家理解真实三维建模+二维判定的逻辑。这种用心准备好一切却不着急炫技,而是耐心等待玩家自己领悟,向来让我十分认同,就像这个游戏的机制一样,把三维信息投影到二维,信息没有损失,而是隐藏起来。音乐风格多样,谜题通常难度不高。要说缺点的话,个人感觉是跳跃的操控,以及叶节点之间远距离转移路程太远。瑕不掩瑜。
我应该会慢慢解锁所有谜题的。
A fantastically unique puzzle game, though I do wish the puzzles were all solveable from ingame knowledge.
very good, the way the game makes it from a 2d perspective to a 3d perspective while maintaining the 2d aspects is amazing
Fez is not just an amazing platformer with (optional) puzzle and mystery elements but also a piece of art.
Maybe Phil Fish was a jerk but her was a genius. I am sad that Fez II is not gonna happen.
概念很不错,直到收集完32个立方体还挺有意思的。缺点就是跑图太累了,而且二周目收集反立方体、破译俄罗斯方块和语言和数字相当的枯燥,引导过于晦涩。
Neat aesthetic, world and puzzles. Fall damage and UI is annoying. Good game overall.
The main reason i bought this game was because this was one of the first games i ever played on my old xbox 360 that my parents gifted me. I was so captivated into it that i spent hours upon hours playing it. I bought it on steam because i wanted to relive that moment, when i was a little kid who had no worries about life and all.
It might not be the best game out there but is for sure fun and it brought me all sorts of sweet memories :)
In summary, fun and cute puzzle game that needs you to think in 3D perspective, decode a fictional language, and tilt your head to the right. I suggest having a notebook in hand if you want to 100% the game.
Fez feels like the type of game that is easier to appreciate than it is to like. For instance, the dimension flipping conceit is conceptually very cool, and the large world with its fractally branching levels impress with its scope. I deeply respect the effort that goes into creating a game with these characteristics.
However, the developer seems to struggle translating the dimension flipping conceit (and the resultant stiff, awkward platforming) into interesting level designs and puzzles. And the large sprawling world and open ended structure result in a lot of aimless wandering - which is a problem because the collectible cubes littered around the levels aren't interesting enough to make the unstructured exploration feel rewarding.
While there is an entire system of secret puzzles, it feels hard to justify engaging with those when it feels like the base game is kind of boring.
An incredible game that defines what indie game development is. Too bad the developer has an INCREDIBLE toxic personality. ':D But don't let that take away the joy you can have from this game. :)
This is a tough puzzle game, and you will get lost in your quest, but I think that is what makes it fun. Trying to solve all the puzzles while wrapping your brain around a lot of possible red herrings (simply because you don't know what the hell you're doing). It's a lot of fun.
Huge game with crazy puzzles. worth playing even over a decade since its release!
Originally bought this on the Xbox 360 when it first released, got a couple cubes and then subsequently got distracted by the then latest thing. I wholly regret taking 12 years to play this once more and finally finish it.
it's a big ol' thumbs up from me
好。
(以前玩的盗版。十年后回来重玩一遍然后补一个评价)
Kids nowadays will never know what 2011~2013 was like
Skyrim, Metal Gear Revengeance, GTA 5, Dota 2, Tera, Faster Than Light, Spelunky, BF3, Zomboid, Ni No Kuni, Dragon's Crown, Dragon's Dogma, Terraria, Portal 2, Dead island, To the Moon, Gravity Dash...God Da**!
A lot of games considered average at the time would be blockbuster today.
And almost all of current year games would be considered meh, unfinished and would go unnoticed if released back then
If you never played this indie game of a golden era, its never too late.
Beautiful game of perspactive
...if you separate the work from the author.
Insanely difficult puzzles to an unreasonable degree. Don't get me wrong, the game excluding the optional (impossible) puzzles was nice, but was over pretty quick. The majority of playtime is meant to arise when you try to solve the puzzles, but some make absolutely no sense, even after reading the explanation and/or answer online.
FEZ is a beautiful indie title developed by Phil Fish,
would super recommend it
if youre having trouble with anything, take a look at the guides tab and search for a guide with no spoilers, it will make you appreciate the game a LOT more :)
i still havent beaten it but theres much to discover, good luck
i give this amazing game a 9/10
Holds up pretty well even after 11 years.
It's a good puzzle game. It's unique and hard for me to describe. I enjoyed playing it all the way through. Some stuff can feel like trial and error until you actually figure out what it is you did and have to do. The platforming physics are kind of annoying but that's easy to look past. The game should be more looked at for it's creative puzzles. It's generally just a good time. There is like one puzzle that needed to be datamined but I don't think anybody playing this game now doesn't have access to the internet. Look up as little as you can in this game. But yeah overall good experience but you can get stuck at times.
Do you remember that very hot summer day, when u climb hill close to a city just to watch the sunset and enjoy the view. Yeah, FEZ feels like that, it kinda inspired me to learn how to ride a bike, just so I could climb the mountains around my house and enjoy the views. So my review of the game would be described in 2 words "Warm" and "Inspiring". If u want more in detail review, I am sure u can find one in here.
Fez is a game that has been with me for a long time- I got it on my Xbox360 when I was young, and loved it thoroughly.
Years later, and I still feel the same- Fez is as much an experience as it is a game, the soundtrack and ambience creates a world that is tranquil in some places and unnerving in others. The puzzles can still be a little hard to grasp depending on your preferences, but I tend to be someone who enjoys working with a cipher rather than discovering it (which you can do in-game).
Overall Fez is a lovely game in a bitesized package, and one you'll come back to every so often to remember how it feels to be wrapped in its world.
A very interesting game, it has many details that make it special since the first moment you start the game, it has a challenging gameplay that involves puzzle solving and playing with 2D and 3D perspectives that makes it unique, I really recommend it.
I've tried playing so many other games that people recommend to try after playing FEZ, but none of them hit the same way it does. The way it presents itself and it's puzzles scratches an itch for me that i don't think i'll ever be able to find elsewhere. Did i have to look up a guide for it sometimes? Hoooo yeah. I'm sure almost everyone has had to. But it was so cool to experience nonetheless.
Can't wait to play this game again in a few years when i forget all the answers, and maybe i won't need a guide this time. Hah.
One of the best 2d (more like 2.5d lol) games I have ever played. It has such a unique concept where it breaks up the 3d world into 2d views that you can rotate between to progress through the worlds. Had me hooked from start to finish. BUT you for sure need a steam guide to 100% (209% actually) the game but that I would still rate it 10/10
Some really cool puzzles. Just great fun and happy feels in general. Its Gomez time.
I love this game.
Even though it's an entire 12 years old, the game still holds up plenty well. Some of the puzzles are albeit a little crazy (one even being unsolvable without brute force), but they're still very fun.
If you enjoy difficult puzzles and straightforward progression, you'll like this.
I found it very similar to Tunic as well, so if you liked Tunic, you will likely enjoy this.
It's been years since I first played Fez, but I still remember it fondly as a masterpiece.
It's one of the original "Metroidbrainias", so if you like exploration, puzzles, nostalgic vibes, and going VERY deep in a cerebral game, play it. It's a classic for a reason.
This game is very unique and cool i really like the 2d but at the same time kinda 3d vibe but play it for too long and your brain might explode 10/10
Fez is basically the granddaddy of modern "puzzle" games. Everything is a puzzle, wrapped up in a charming world.
Looks good, feels good, sounds good.
Change perspectives to solve unique and brain-busting puzzles. At some point, you'll probably realize the game is smarter than you, and you'll look up the solutions to puzzles.
This kills the puzzles. You'll now feel bad and put the game down. In a month you can pick it up again and look up the solution to another puzzle. After this you'll probably just put it down and that's the end of your time with Fez.
Great game, fun puzzles!
One of the best games Ive played. It just feels so satisfying to move in this game and to bend the entire game to your will. If you are ever stuck, try somewhere else, and if you feel like you don't have the knowledge to solve a puzzle, you probably dont, keep exploring and there WILL be a room that quite explicitly lays it out for you.
there is nothing else out there like this game and that is both good and bad
the cats in this game are peak design
Interesting take on the platforming genre. A 3D masterpiece!
Fez would be close to my favourite game of all time, it's not often that you come across something, that resonates with you to the degree that it has with me. To me playing it is an experience, I would place it in a similar category to Outer Wilds, Hollow Knight & Elden Ring amongst others. Every so often a game comes along where the final result is greater than the sum of it parts.
At it's heart the game primarily revolves around puzzles, within the framework of a platform game. However, the platforming elements are purely a means of traversal, there are no enemies to fight, nor can you die. The focus is primarily on the puzzles, they range from fairly simple early on to nigh on impossible to do on your own in the endgame. I think that the sort of people who would only look to a guide as a last resort, are the ones who will get the most out of it here. The major aspect of the gameplay loop, the perspective shifting is difficult to explain, but one of the most brilliant concepts I have come across. The z-axis only exists whilst perspective shifting, watch a video or try the demo available on various platforms, once you begin to grasp some of the finer implications it's a thing of beauty.
A simple but vibrant and charming art style, the characters (especially the player, Gomez) have many subtle but very expressive ways of conveying emotion and I can't help but be drawn in. I would also say that the soundtrack is one my favourites of all time, quite chill & melancholy in general, with happy & darker undertones at times, to me it really conveys the experience of exploring on your own, the loneliness of being amongst the very few who are aware of the true nature of the world.
It's definitely not a game for everybody, but when it clicks, I don't have words, if you know, you know.
One of the most well-known indie games of all time, and for good reason.
Long but thorough review of why I dislike this game.
First off, Fez is a platform-puzzler, but it primarily platforms, with the puzzles being... less than desirable.
First, the platforming. This is where the game almost shines. The concept of switching perspectives is uncommon, and allows for some potentially unique platforming. Unfortunately, the majority of the platforming content is the same copy-and-paste style with little variety. Far too many segments involve simply alternating a series of jumping onto a small platform and then changing perspective, rinse and repeat. The perspective shift concept is very underdeveloped in general, I feel.
Additionally, nearly every single area is void of unique ideas. Almost every area is a vertical tower/cliff/some sort of climb, with essentially no horizontal platforming levels. There are also no enemies, and very few obstacles outside of gravity. There are a few mechanics, such as bombs to blow up breakable walls, boxes to put on switches, and levers to rotate for various reasons, however the problem is that these mechanics are criminally underused, and virtually never appear outside their respective small regions. They introduce an idea, play it straight with little variation, and then it just never comes back anywhere else in the game. It's just gimmicks that aren't fleshed out at all.
Now let's talk about Blackholes. These are areas of space that "kill" you (you respawn on the last safe ground touched). Now, although a small few are fixed and always appear, the majority of the Blackholes either appear or not based on the whims of RNG. An island can either be covered in Blackholes or not, with the Blackholes appearing the same fixed position each time they spawn. Essentially what this means is that sometimes, the platforming challenges on some islands will be slightly more annoying and tedious than normal. This is a terrible, and adds nothing to the game. It just wastes time when you have to backtrack dozens of times.
Now, one controversial topic is the inclusion of fall damage. That is to say, if you fall too far, you'll "die" and re-spawn back where you fell. I actually think this is a good mechanic because it ensures that when you inevitably fall, you don't lose your progress climbing whichever endless upwards climb you're on. Now, the downside is that, if you have to go downwards, which isn't uncommon in this game, it's a complete pain. You can grab vines/other grab-able walls to stop your fall, but only if you haven't fallen too far. If you do fall far enough, you lose all control and become helpless. I believe falling into water stops your fall safely, but this is never especially relevant in game due to water only appearing in the Ocean ("Natural region") area. If there was a mechanic to let you fall easier when you wanted to, in a controlled manner, then this would be fine, but as it stands I found myself rather annoyed about having to take the slow way down every time.
So then, what is your objective? The objective is to collect all of the cube pieces. There are 32 Gold Cubes and 32 Anti-Cubes. The Gold Cubes are either found as a whole piece, or further split into 8 small pieces. The Gold Cubes are obtained from platforming and the partial pieces are scattered just about everywhere requiring you to check every nook and cranny in every perspective on every island. But honestly, that's not so bad. The Anti-Cubes, however, are generally obtained from solving "puzzles", and are much slower to obtain.
Now, let's talk about the puzzle aspect.
This game pretends to be a puzzle game, but the majority of the puzzles are very disappointing and don't actually require solving anything. You simply know what to do, and then spend most of your time just executing the solution, rather than solving for it.
To begin, let's discuss the cryptography puzzles. It should be no surprise that this game includes it's own fictional "language" and number system. I say "language", because it's just English written in a cipher. There is a lot of text written in this language, which is called Zuish. Fortunately, despite what many people say, you do not need to decode any text in this game to get the true ending. It helps for lore possibly, and is needed for some Easter Eggs in the endgame, but for the main game it's not required. It's not hard to translate the text once you know the cipher, but it's very tedious to translate it one letter at a time, as there is no auto-translation feature at all. As for learning the cipher, you can either crack it through normal cryptography, or find the one room in the game that supposedly acts as a "Rosetta Stone". Unfortunately, this Rosetta Stone is in English only, so if you aren't a native English speaker, you very well may be out of luck, despite this game boasting to support many other languages.
Now, the number system is a lot more interesting, and is one of the parts that I actually really enjoyed. I've never seen this particular number system before, and it's taught in a very clear, yet puzzling way. Learning the number system is required to get all of the Anti-Cubes,.
Lastly, there is a third type of code system, which involves encoding a "password" so to speak. This is also taught well by the game (although by chance, it unfortunately happened to be the very last area of the game I went to, due to the game's extreme open-endedness). However, the good ends there. Once you know how to decode the passwords, it's very repetitive. The game spams this password system and it stops being a puzzle the instant you know how it works, which makes about a third of the Anti-Cubes completely trivial. And that's not even considering the very irritating backtracking, as the game decides that half of these password should be locked, for no reason, behind the first ending.
Now, there is another type of collectable, the Maps. These are maps of certain rooms that mark points of interest. The puzzle is twofold, both finding the room and then solving what you need to do with them. The maps aren't particularly hard, but they are a nice addition that varies the gameplay, and some of them are actually quite unique.
Other bad puzzles include a "puzzle" of simply waiting for the right time (or changing your computer's clock instead of waiting for the entire week to pass), the "puzzle" of "Do you have a QR scanner?", and a series of "puzzles" where you'd better have stereo audio instead of mono, and you have no way of knowing that you need stereo audio if you don't have it.
But one of the biggest offenders of the puzzle system is that there are some Anti-Cubes that are just... duplicates. Multiple unrelated puzzles can give you the same Anti-Cube, in a sort of "you only need to solve one of these". This is awful. Normally, the world map keeps track of unsolved puzzles. But let's suppose you solve puzzle A that gives the same Anti-Cube as puzzle B. The game will claim that both puzzles are solved on the world map, even though you never solved puzzle B and you won't know why it's suddenly no longer tracked on the map. Also, sometimes they aren't even tracked on the world map, and you just have bits and pieces of puzzle B that you can never solve because you got the reward for it from something else and have no way of knowing.
And the biggest issue I had was where the world map erroneously claimed that a puzzle that didn't have an alternate reward, and that I didn't solve, was allegedly solved. This was the last Anti-Cube I got, and only after going through a list of every one on the wiki.
This game has many more flaws, such as the endings being nonsensical seizure-inducing fever dreams that explain nothing nor provide any closure, and the game's mascot companion named Dot being literally useless in every case, except one specific out of place dialog from them, but I'm out of text space in this review.
Overall, this game felt like it just wanted to waste my time.
This review is a Yes, but with caveats. It is a phenomenal puzzle game that makes you go "whoaaaa, cool" all the time whenever a new puzzle solution becomes apparent to you. Super pretty art, amazing soundtrack, all the works.
However, the game genuinely feels like none of the people who programmed it have ever played a platformer before in their life. Jumping is floaty and momentous, and it's very difficult to change air momentum at all. Ledge grabs, mantling, and climbing are incredibly sluggish and unrewarding, but you have to do them constantly, and they almost never go how you want them to. With climbing in particular, it feels like there is a huge input black hole AND delay that eats and misinterprets your directions.
I had an incredible time playing and 200%ing the game (except for the heart cubes because I looked them up and I felt dirty, especially since one doesn't even have a known solution outside of getting the code from datamining), but I feel like my time spent with the game would've been filled with significantly less "god damnits" and "oh fuck offs" if they had cooked the platforming juuuust a bit more before deciding it was a good foundation for a complex puzzle platformer.
If you want to feel like an inter-dimensional traveler this is a good choice for that yes!
Дополнительная информация
Разработчик | Polytron Corporation |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 15.01.2025 |
Metacritic | 91 |
Отзывы пользователей | 91% положительных (5857) |