The Creator of Rez: Infinite On The Future Of Virtual Reality & The Entertainment Industry

Big fans of the Rez, the musical rail shooter that was released on the Sega Dreamcast and PlayStation 2 will be a big fan of Rez: Infinite. Remastered and made specifically for virtual reality (VR), it was ultimately what Tetsuya Mizuguchi, the creator of the videogame and CEO of Enhance Games, dreamed of when he imagined it in his head. Rez: Infinite received a score of 89 on Metacritic for PlayStation 4 and PlayStation VR, with the newly released version on PC for the HTC Vive and Oculus Rift scoring 91. VRFocus spoke to Mizuguchi about the success of Rez: Infinite and what the future holds for VR.

Rez: Infinite is a shooter, with the objective of saving the world by shooting viruses in cyberspace. The game is a surreal synergy between audio and imagery, completely on-rails as you watch your avatar flying through cyber particles in black space. The title supports HTC Vive motion controllers, Oculus Touch, Oculus Remote and a normal PC gamepad. With the help of these controllers you shoot at enemies as they come towards you and as you take them down, they make a beautiful choreographed sound with the music surrounding around you. Mizuguchi describes it as visually seeing the music. Mizuguchi is very keen on the concept of Synethesia, with Enhance Games developing a Synethesia Suit, with a new version in development.

According to Mizuguchi the order of the videogames is 1) Rez, 2) Child of Eden, whilst 3) is an upcoming videogame, which is hinted at in Area X of Rez: Infinite. Mitzuguchi believes that the mixing of interactivity of VR, sound and visuals is creating a new form of storytelling in gaming but in the entertainment industry as well. He explains that with every new technology, a new idea or influence arises. The introduction of Microsoft Kinect title Child of Eden, the spiritual sequel to Rez whilst VR led to the making of Rez: Infinite. Mizuguchi is now waiting for newer technology to bring out the next big videogame, but says he needs time, money and a great time to put together.

He believes that in 10 years we will have head-mounted displays (HMD) with 8K for each eye, and this will be the moment where seeing through a HMD would almost be identical to real-life. He thinks VR is just the beginning, it will merge with augmented reality and mixed reality as well as newer technologies to create a new medium. Mizuguchi is extremely excited when thinking about the future. He believes that videogame developers who are looking to make future videogames or experiences should look at mixing sound with haptics and sound to create the next generation of storytelling to create new experiences.

To find out more watch our very active interview below.

Mizuguchi: ‘I will definitely continue evolution’ of Synesthesia Suit

Enhance Games’ Rez Infinite was well received when it arrived for PlayStation VR last year as a followup to the original Dreamcast title. Fans of the experience – and regular VRFocus readers – will also have heard of (or maybe even tried) the studio’s Synesthesia Suit, a device designed to enhance the experience with haptics. Development is continuing on the suit says creator Tetsuya Mizuguchi, past the current 2.0 version.

Mizuguchi spoke with PlayStation Blog Japan about Rez Infinite and the suit’s continued iterations since the original concept. While the original suit was designed specifically for Rez Infinite, it didn’t properly support the newer experimental Area X, which is where 2.0 comes in: (translated from Japanese) “I was thinking of integrating inner and outer first. Also, it was a big mission of 2.0 that we want Area X to be experienced in a suit. We have already announced overseas, and there was a big reaction in “SXSW 2017” (“South by Southwest”, music, movie, interactive festival held in Austin, USA).”

Synesthesia Suit-rezinfinite-11

One of the main additions to the Synesthesia Suit 2.0 is its new vibration feedback, to better suit Area X: “I think I actually felt it, but I increased the type and made it a bit stronger. I’d like to add more improvements and I am continuing tuning.

“While the original “Rez” musicality is techno, Area X is more emotional and organic. Vibration design throughout the whole story is going on, but I think that it will be a very emotional experience once the ending is complete.”

The developer then reveals that he’s been having ideas for the next version, with a possible look to a possible home version (there’s only been one version of the suit shown at events). “The idea of ​​3.0 is also in my mind and I am thinking how to make it realized. Although ordinary games are often goal to be released, “Rez Infinite” is quite the opposite. Many things have started since the moment of release. I would like to extend the “Rez Infinite” VR experience by experiments of Sinastadia Suit. I think that I will definitely continue evolution in the future.”

“That’s still a secret. Because it stops stopping when it states (laugh). However, there are many things I want to do and I am gradually moving forward to realize it at the shortest.

“Although Sinastadia suit is studying in the form of industry-academia collaboration with Rysomatics and the Graduate School of Media Design Graduate School of Keio University, even if the content “Rez Infinite” is at the beginning, it is just for that But I also have a feeling for the future of VR.

“We will certainly come to this era when casual users can taste at home. How quickly can it be realized? Research on Sinastadia Suit may be a project for that.”

Such is the rarity of the Synesthesia Suit that if a consumer version was created the demand among PlayStation VR users would likely be great. At this point in time though that looks a long way off, but as VR develops and players want to be further immersed in virtual worlds with haptic feedback technology the suit could become an even more likely option.

VRFocus will continue its coverage of Enhance Games and Rez Infinite, reporting back with any further updates.