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FEZ becomes a spreadsheet, set to debut on PC

Posted on by Anthony Swinnich in News, PC, PC News, PSN News | Leave a comment

We’re not sure when Polytron got into the business of developing spreadsheets but the word on the street is their game FEZ is coming to PC. Kidding aside, the word on the street is accurate. It’s coming to Steam and it’s happening on May 1.

Polytron’s Phil Fish conducted an AMA on Reddit in order to respond to the news, and a few interesting facts were revealed. First, Polytron is in talks with Sony to release the game on the Vita, though Fish did not feel that talks have progressed to the point that he should reveal any details. He also stated that he wanted to release the game on pretty much any platform people would play it on, though he curiously singled out one system he felt would not be a good fit for the game.

“We don’t have any plans for that, no,” Fish said in regard to a 3DS release. “People keep assuming FEZ would be a no-brainer on 3DS, but in truth it would be kind of pointless. The game is practically always shown in isometric 3D, there’s never any perspective there. I don’t think it would work.”

A Mac version will follow the PC release at some point, and a Linux version is also an idea the developer is exploring.

Indie game music highlights of 2012

Posted on by Dave Voyles in Features | 2 Comments

soundtracks

2012 was marked as a year of incredible growth in the independent gaming marketplace. We’ve had some hit releases that really change the way gamers can interact with digital media, such as Thatgamecompany’s Journey, or Polytron’s Fez. Both titles offered experiences that players had not yet witnessed in the decades of which came before them. Moreover, these titles and numerous others brought along incredible and engaging soundtracks to further engross users into their worlds.

With that in mind, we felt it was about time that we highlighted some of 2012′s best soundtracks from independently developed games.

Fez

 Composer: Disasteriece (@Disasterpiece)

Fez’s soundtrack was reminiscent of the 1980′s synth and keyboard era, marked by a period of pop hits by artists like Cyndi Lauper and Madonna. I couldn’t help but picture the cast of an 1980′s film such as The Breakfast Club or Fast Times at Ridgemont High dancing along as I closed my eyes and took in this piece of aural desert.  Rich “Disasterpeace” Vreeland’s soundtrack was a an excellent compliment to an already distinct game, which allowed it to stand out by visually, aurally, and mechanically in 2012.

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Save-ruining FEZ patch pulled by Microsoft

Posted on by Anthony Swinnich in News, XBLA, XBLA News | Leave a comment

All of Polytron’s in-game joking about FEZ crashing took an ironic turn with the game’s first official patch. The update had a nasty habit of corrupting some game saves, ruining the progress of many who downloaded and applied it. Microsoft has pulled the patch, preventing future instances of lost progress.

The developer is now hard at work trying to figure out what went wrong and plans to re-release it when fixed, though the time frame for completion is set at “less than two months.” The patch fixes a fairly sizable amount of problems with the original code, from infinite death loops to game-crashing glitches.

Source: Polytron

FEZ review: More than meets the eye

Posted on by Anthony Swinnich in Reviews, XBLA, XBLA Reviews | Leave a comment

It’s doubtful that there will ever be an Xbox Live Arcade game as anticipated as Polytron’s FEZ. I wondered how the game would fare against years of previews and hype when I pressed start for the first time, but it wasn’t until sometime after completing the game that I found my answer. FEZ is a complicated nut to crack, but what waits inside is worth the effort.

Saying FEZ is ‘complicated’ is actually a disservice to the work put in by Polytron. The cliche of “a puzzle, wrapped in a riddle, wrapped in an enigma” is all-too applicable here. Puzzles are so intricately weaved through the game that they only begin to make sense several hours in, or during a second playthrough in some cases. Taking actual pen and paper notes is a necessity to solve some of the greater challenges. The air of mystery surrounding just about everything can feel suffocating, so much so that I wasn’t sure I was enjoying my time with FEZ early on. It turns out that sticking with it was one of the best decisions I ever made.
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Armless Octocast Episode 99 – Tales From Euro Disney

Posted on by Taylor Bliss in Podcast | 3 Comments

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Mike is traveling and had to sit the episode out. Taylor, Anthony and Dave bring the heat with lots of news to talk about, and even more FEZ talk.

ITunes: Subscribe to the podcast on iTunes

MP3: Direct Download

Hosts: Taylor Bliss, Mike Wall, Dave Voyles, Anthony Swinnich

Music: Paul Weinstein - Chipocrite

Twitter: @TaylorBliss@MikeJWall, @DaveVoyles, @HangonGetReady

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Armless Octocast Episode 98 – Maximum Swinnich

Posted on by Taylor Bliss in Podcast | Leave a comment

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Armless Octopus’s newest contributor, Anthony Swinnich joins the show to give us his rendition of PAX East. So expect some more talk about games that he played there. There’s also talk about FEZ, and, believe it or not, Skyrim, again.

ITunes: Subscribe to the podcast on iTunes

MP3: Direct Download

Hosts: Taylor Bliss, Mike Wall, Dave Voyles, Anthony Swinnich

Music: Paul Weinstein - Chipocrite

Twitter: @TaylorBliss@MikeJWall, @DaveVoyles, @HangonGetReady

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Fez developer Polytron ‘probably’ losing one third of the team

Posted on by Anthony Swinnich in News, XBLA, XBLA News | 2 Comments

Polytron Corporation worked on Fez for five years as a three-man team. Now that the game is out they may end up losing a third of their staff.

Renaud Bédard, the game’s lone programmer, said he’s likely going to break away from designer Phil Fish and sound engineer Jason DeGroot. He cites his desire to join a larger development team as the main reason.

“I will probably not be working at Polytron after Fez,” Bédard told Edge in an interview. “We’ve been a really close-knit team for five years, and that’s not necessarily healthy.”

“Being a lone programmer is a great experience: you do everything in the game, but you never have anybody to learn from or bounce ideas off. There’s the internet and forums, but that’s not the same experience as being part of a proper team, and I think that’s the experience I’m after now.”

Bédard cites his inexperience as a developer, undefined milestone targets and moving goalposts as difficulties faced during Fez‘s five year incubation period. He also touches on what it was like to work with Fish.

“There’s also perfectionism, and that’s down to Phil. If it’s not up to the standards we set ourselves, it’s not good enough. At many points, me and other people in the team were like, ‘We need to get this out. Everyone’s complaining. Everyone’s burnt out.’ But that’s Phil, his personality, and his vision of himself: he can’t just say, ‘That’s good enough, and that’s what you’re going to get.’”

Source: Edge

Polytron Working on Solutions for Fez’s problems, Asking for Help

Posted on by Anthony Swinnich in News, XBLA, XBLA News | Leave a comment

Fez was finally released on Xbox Live Arcade on Friday, April 13. Those awaiting the game for the last half of a decade rejoiced… unless they had an older Xbox 360 with a smaller hard drive.

There are several problems with Fez from a technical standpoint, and Polytron is working with Microsoft on getting fixes for the issues deployed.

“A small subset of older Xboxes with smaller hard drives can’t run the game at all,” warned a post on Polytron’s website. “The game has trouble running off a USB stick. Crashes are occurring in specific levels or situations. In a rare situation (exiting the game from the “wall village” interiors), the save file becomes unusable. Nasty stuff.”

There is currently no ETA on solutions to any of the bugs, but those who encounter problems should email all the details of their crash or difficulties to support@fezgame.com so the situation can be addressed.

Source: Polytron