Fez \ iPad Pro M1 Gameplay

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Published on ● Video Link: https://www.youtube.com/watch?v=soecOUCy2Kw



Game:
FEZ (2012)
Category:
Let's Play
Duration: 19:02
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1


Fez's five-year development cycle is known for its protracted length and amount of public exposure. Nathan Grayson of VG247 likened its rocky history to "an indie Duke Nukem Forever", and Polygon reviewer Arthur Gies noted its standing reputation as an "underdog darling of the indie game scene". Its designer, Phil Fish, became renowned in a way unusual for game developers due to his prominence in the 2012 documentary Indie Game: The Movie. Apart from Fez, which was released to wide acclaim, Fish himself became known for his outspoken and acerbic public persona.Fez began as a collaboration between Canadian indie developers Fish and Shawn McGrath. They worked on McGrath's idea for a puzzle game in which a 3D space was viewed from four 2D angles. Although their partnership broke down due to creative differences, the entirety of Fez's design, story, and art descends from this game mechanic. Fish continued to work on the project in his spare time and solicited for a programmer on DeviantArt, where he found Renaud Bédard. Fez was first announced in July 2007 on The Independent Gaming Source. It was nominated for two awards at the 2008 Game Developers Conference Independent Games Festival (GDC IGF). When Fish's employer did not permit him time off to attend the awards, he quit. Fish later recalled this moment as "when became indie". The game won "Excellence in Visual Art", and its presence created a surge of public interest in Fez that rode a concurrent swell of interest in indie game development as a whole. Fish received a Canadian government loan to open Polytron Corporation as a startup company and began full-time work on Fez. In July 2009, Polytron announced that Fez would launch in early 2010 as an Xbox Live Arcade exclusive. Development continued with an experimental spirit until the company ran out of money. Fish borrowed from friends and family to keep the company open and considered canceling the project before the nearby Québécois developer-publisher Trapdoor offered to help. Fish felt that the Trapdoor partnership rescued the game.

Fez won multiple awards in 2011 and was a "PAX 10" selection at the 2011 Penny Arcade Expo. Fish is shown preparing for Fez's booth at PAX East 2011, an earlier show, in the 2012 documentary film Indie Game: The Movie. The film chronicles the game development stories of several indie developers. As a subplot, the film presents Fish amidst a legal dispute with a former business partner that jeopardizes Fez's future. Game Informer called Fish the film's "most memorable developer", and Rock, Paper, Shotgun wrote that Fish is portrayed as theatrical in a way that exacerbates his already outspoken reputation. Eurogamer said that the part when Fish resolves to kill himself if he does not release his game is "the film's most startling moment". Near the end of Fez's development, Fish told a Gamasutra reporter that he had received positive feedback from IGF Chairman Brandon Boyer and Braid designer Jonathan Blow, but that he felt "burnt out". The final game included almost none of the original work from the first two years of development. After several delays, Fez was submitted for certification in February 2012.

Fez was released on April 13, 2012, and sold 200,000 copies during its yearlong exclusivity to the Xbox Live Arcade platform. Fish rebuked Polytron's co-publisher, Microsoft Studios, for botching the game's release by way of lackluster publicity. Several months later, Polytron entered a high-profile dispute with Microsoft over the cost of patching Fez. Nearly a year after Fez's launch, Fish announced a Windows PC port for release on May 1, 2013. OS X and Linux ports debuted on September 11, 2013, and PlayStation 3, PlayStation 4, and PlayStation Vita ports by BlitWorks debuted on March 25, 2014. Ouya and iOS ports were also announced; the iOS release began development in April 2017 and was released in December 2017. No Android release is planned. Bédard stayed to port the Windows release before joining Toronto's Capybara Games. He credited Polytron's long development cycle to his own inexperience in game development (compounded by the team's small size and difficulty in setting reasonable milestones), the game's scope, and Fish's perfectionism. Fish had hoped that players would discuss Fez's nuances online after its release.

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