"Puzzle platformer" is a genre I typically tend to shy away from, as in general I find that the puzzling and the platforming get in each other's way more than they synergize. I think this holds true in FEZ, but both aspects are good enough on their own to keep the game propped up.

First, just wandering and collecting the cube shards littered all over the map was a lot of fun. Using the rotation mechanic is pretty natural in most of the regular rooms and the platforming challenges were fun to get through. The game is also a treat to look at with a very unique and varied aesthetic.

At a certain point, you run out of easy stuff to grab and have to start solving more of the game's puzzles. These are more the kind of puzzles where you have to figure out what the hell you're even looking at, not the kind where there are well understood rules. The problem this creates is that sometimes you just don't see something the way that the creators did, and staring at it for longer and longer doesn't usually help. Your only options at that point are to look it up or ignore it, both of which are unsatisfying. I would say this applies to a relatively small percentage of FEZ, but as I went for completion it was something I had to deal with.

For its time, I think having in-game "languages" which the player can translate was a very novel concept, and I will say that once you get it translating stuff feels pretty cool. The problem is to learn each of the languages you just need to find a specific room which essentially tells you everything (implicitly). Not only can it be frustrating if you didn't happen to find that room, but it could have been more interesting if you learned things in bits and pieces.

Overall, I think FEZ is pretty fun as a collect-a-thon, but can get fairly annoying if you end up scouring the map for every last thing. The game is intentionally vague and cryptic, and people are still trying to work out the meaning of stuff in it to this day. While I recognize that's impressive feat for a piece of art, I personally would have been happier stopping at around 80% completion.

Reviewed on Mar 13, 2024


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