Perception is Reality - Thoughts on Fez
Fez is a delight. It’s clever, imaginative, and super cute. It’s quite obviously a labour of love, and at 800 Microsoft space bucks its an easy recommendation. But something about it leaves me a little cold, and I just don’t love Fez as much as I hoped I would.
Now that I’ve completed the game - completed completed, with all 64 cubes, all the hearts and the artefacts and the achievements and the rooms - I think I’ve figured out why it doesn’t quite fit together.
Fez’s theme is perception. You see that in the way you can stitch together objects that are far apart in 3D just by lining them up in 2D. You see that in the way some of the mashmallow characters discount the idea of a third dimension, and the way one villager says - a little too on the nose, perhaps - that “perception is reality”.
Heck, even the title screen is an optical illusion, that can be perceived from two different directions.
Which is all very cool. It’s an interesting theme, and one that games are almost uniquelly eqipped to explore. The way you can play with space and dimensions and geometry is in the exclusive domain of video games - outside of M.C. Escher paintings.
But the problem is that Fez only scratches the surface of this theme in its actual gameplay. The idea of switching between 3D and 2D, and making a new reality out of perception is only tentatively approached, and very rarely embraced.
Many of the puzzles can be solved by simply jamming on the right or left trigger a couple of times until the platforms line up and the solution or pathway presents itself. In fact, this side of the game only offers up a handful of real, bonafide puzzles (you can find them in areas where you can manually spin bits of scenery with big, lurching pivot points).
Other than these few and fleeting examples, Fez is just so rarely surprising or inventive. I can’t remember a single instance where I felt like a genius for figuring out the solution (the mark of a well constructed puzzle, in my opinion), and I found myself plodding through my first runthrough with ease.
We know that this gameplay mechanic can do more. The escher-esque PSP brain-stumper Echochrome has a similar idea, and managed to be both super smart and maddeningly difficult. Also on PSP, the painfully underappreciated Crush will often leave you spinning the world around for 20 minutes while you coax out a solution. Super Paper Mario was a let down, but had plenty of clever ideas, regardless.
Instead, Fez’s real focus is on cryptic puzzles and other goofy nonsense. QR codes, alternative alphabets, clocks that chime in time with your Xbox, codes delivered through rumbles in your controller, secret button combinations, a code you had to translate into binary and ASCII. Ciphers, codes, combinations, and impossible secrets.
Some of this stuff is great fun. Fez features the first ever QR code that I managed to scan without hating myself. I have reams of notes where I jotted down shapes and patterns and symbols and pictures. This, it turns out, is where the real creativity lies. This is where you feel like a genius when you figure it out, and feel like a failure when you have to beg Twitter to dole out a clue.
But that’s not really the point of the game, is it? This stuff feels like hidden bonus content, designed to excite and enamour the sorts of people who are on the frontline of figuring out ARGs and secret ciphers. Gamers who get off on codes, while us Neanderthals stare at a page of symbols for five minutes before giving up and heading to GameFAQs.
Don’t get me wrong, I think some of this stuff is fascinating. Read Sinan Kubba and Kyle Orland’s article on the intrepid band of code-crackers who figured out Fez’s “final” puzzle. It’s a thrilling read, as these smart-alecs figure out that a hard-to-find book must be read in three dimensions, as sentences snake through adjacent pages. Whoever figured that out must have felt amazing.
But, that wasn’t the experience for most of us. For most of us, it was slack-jawed, gooey-brained bemusement.
Only, those cryptic puzzles represent the very core of Fez. Ignore those - ignore most of the anti-cubes and give up on owls, numbers, symbols, Tetris icons, bells, telescopes and tuning forks - and you end up with a very basic, very rudimentary puzzle platformer.
Like, imagine if Braid’s time-travelling mechanic never evolved past the first level. It never got more sophisticated or ingenious, and you never got the ring or the shadowy doppleganger. Instead, you plodded through the game using the same basic idea over and over again, and the real thought was put into the super secret stars.
No. Braid is almost the opposite of Fez. Jon Blow concentrated on the thing that all players were going to experience, and the thing that tied in to the game’s overarching theme: time. He spun this idea a thousand different ways, to make puzzles about time travel, and the speed of motion, and turning back the clock. The stars? Just a added bonus, for intrepid puzzle solvers.
In the end, I wish Phil Fish spent more time on the actual 2D/3D, perception-led puzzle platforming. That’s what the game was marketed as, that’s what the free Trial sells you on, that’s what the narrative theme is all about. But that never gets any smarter, and never gets any deeper. Obviously, most of that five year development process was spent on QR codes, clocks, codes and ciphers.
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