Watch Waypoint's short film on the making of another VR experience, 'SuperHyperCube'
Rez really found its final form a full 15 years after its original release, though, when it emerged as a PlayStation VR launch title under the name Rez Infinite. What you got was the same game, in a way, albeit now as a full 360-degree audio-visual experience; and an all-new stage, the off-rails, float-anywhere "Area X," which is as close as anything on VR has come to legitimately blowing my mind. You can read more about Rez Infinite and "Area X" in our The Pick-Me-Up series.Now, Mizuguchi's working on something new, something (he says) better than "Area X," something he's not actually prepared to discuss publically just yet. He set up his own studio, Enhance Games, in 2014, and it was there that he guided Infinite to how he imagined it so many years earlier. He's dreaming big when it comes to VR—and he is determined, as he goes on to tell me, to create magic.
Does that all feed into a personal philosophy, for you, where making games is all about the takeaway, and how it fires up the player's emotions and imagination? Rather than, I suppose: this thing has to look a certain way, because video games are hyper-realistic now. I'm guessing here, based on your recent work, but I don't think you're too bothered about realism in your games. You quite deliberately want to take players out of the "real world."
"I have no interest in making things just look realistic—I want to make magic!"
But sometimes, driving the car is fun, isn't it? Stepping on the gas, feeling it vibrate, hearing the engine. So that's surely worth remembering—however far we go with immersion in entertainment, with virtual reality or anything else, if we lose why we're doing it, that's a problem.
Related, on Waypoint: An Abridged History of Sega's Awesome Arcade Racers