Mario — right-running princess
rescuer; Goomba-stomping good guy of the Mushroom Kingdom.
Link — free-roaming juvenile
adventurer; sword-swinging protector of Hyrule.
These heroic 8-bit mascots, whose
franchises formed the foundation on which generations of future games
were constructed, had practically no personalities in and of
themselves. Yes, Mario was an Italian plumber, but did you ever see
him hunched over a broken toilet? Has Link spoken a single word in
all his 26 years—his guttural huffs, screams, and “Hiya!”
shouts notwithstanding (and, no, the animated TV show doesn't count
exist)?
We don't relate to these characters the
same way we do to characters in other—more detached—media, acting
out in words and scenes. We know them through the limited actions we
cause them to perform. We characterize them in relation to the visual
spaces they—and we—inhabit on our television screens, through the
intertwining of our triumphs and failures.
Fez hearkens
back to these early games—pays them tribute even—while creating
an aesthetic almost entirely its own. With its hero, a doughy bipedal
creature named Gomez, the game introduces a familiar kind of mascot
but sends him on a much different kind of journey.
Gomez is a
traveler, and I want to make that clear. He's not an adventurer—that
would signify danger or discomfort, the embodiment of a harrowing
story in the making. To be perfectly honest, I don't think Gomez is
ever in any real danger. His supposed death plummets are too
painlessly and immediately reverted. (Granted, a lot of Mario's
deaths look pretty painless as well, but then Gomez never has to
contend with hammer-throwing turtle soldiers.) It's questionable, at
least from the initial game ending, whether or not Gomez is even an
actual hero. He hasn't really chosen his fate. He's a traveler. I
really can't think of a more apt description.
The
journey of Fez starts
out like the best travel stories do—at home. Gomez wakes up in a
one-room hovel, the kind we recognize from at least a half-dozen
Japanese role-playing games. There's a bed on the left side of the
screen, a drum kit on the other. On a table at the foot of the bed
sits a white mug. Is it for coffee? Does Gomez drink coffee? There
are books on a shelf and pictures taped to the wall. Best of all,
Gomez has a red-tacked poster depicting a landscape many players will
recognize—perhaps not right away—as the waterfall from the
opening title screen of The Legend of Zelda.
Already, Fez is
priming our muscles of observation. It's also repurposing the familiar.
Even as Gomez makes
his way to the top of his floating village, engaging in rather flat
conversation with his unassuming neighbors along the way, the player
most likely knows from prior knowledge about the game what's going to
happen—that the world will spin on its undiscovered axis. Sure
enough, a mysterious artifact descends from the heavens, followed
quickly by the titular fez, granting Gomez the ability to shift his
environmental perspective. This gives Gomez an unusual method of
movement. While he remains a 2D character moving about on a 2D plane,
his perspective-shifting mechanic gives him four distinct planes upon
which to explore his environs.
I
think the real journey of Fez begins
a few minutes later, after Gomez's sidekick has explained how to
collect the little yellow cube shards that open the door at the
bottom of his island village. But before we go there, I want to
emphasize the importance of the perspective-shifting mechanic as it
relates to Gomez's home village.
Have you ever lived
in a place for a long time, only to find yourself looking at a
stretch of familiar territory from an unfamiliar vantage point—like
looking at your town from the top of a ridge or in an airplane, or
examining your backyard from the other side of a chain-link fence? Or
have you ever had that strange sensation of entering a new space that
you had only ever looked at from the outside? Maybe it was the first
time you went to a neighbor's house, or the first time entering the
basement or attic of a childhood home, and it made you really think
about the strange things that must lurk—or simply exist—on the
other side of a wall. That's sort of what discovering a new dimension
is all about. It's about perceiving the things that were there all
along—a treasure chest in a hidden room, the coils on the back of a
refrigerator, etc.—and slowly realizing that what we see is only
the tiniest fraction of reality.
To the casual
player, Fez makes for a neat little sightseeing romp through a
pixelated wonderland. It's a game of movement, collecting, and maybe
some light puzzle solving. The game's creator, Phil Fish, describes
it in the documentary Indie Game: The Movie as a
stop-and-smell-the-flowers kind of experience, and as a player I
would agree. But I wouldn't want to undersell the rich blend of
figurative aromas the world of Fez exudes through its varied
locales. Yes, there are the quaint seascape portions of the game and
the magical forests, but there is also the dark, gothic cemetery
realm. While the joy of discovery courses throughout, it's very often
a joy tinged with foreboding. There's never any telling what kind of
scenery awaits on the other side of a door. The great thing about Fez is that it doesn't
have to conform to any rules—aside from its incredibly strict
square-equals-cube rule.
But there are some
things that remain consistent. For example, although every area
evokes meaning, nothing in the world of Fez is explicit. One
area of the game, all dark and monochromatic green, gives off the
visual impression of a classic Game Boy adventure. It also plays like
a sewer level, and the player arrives there by going down something
that looks like a green Mario pipe-shaped well. These subterranean
levels involve the dreaded valves that must be turned to raise and lower water levels,
one of the gaming medium's most tedious pastimes. Is this the septic
chamber of nostalgia, an abandoned era that nevertheless remains in
our collective memory space?
There's also the
sense that these are either relic or presently lived-in spaces. Every
discovery within the world of Fez is in fact a rediscovery of
an intelligent presence, some culture or entity that created, guided,
and connected all the spaces. We
see walls, signs, graffiti, and other structures that bear an
indecipherable coded language. Everything evokes a riddle just
begging to be cracked. What does it all mean?
And yet the casual
player need never come close to figuring it all out. To travel and
find the path of (Gomez's) physical progress and then complete the
game, according to its creators, is sufficient.
But to those that
yearn to know more, the game invites a deeper kind of play, one that
requires much more than just figuring out how to jump from platform A
to platform B. It's a game of slow, intense, sometimes maddening
observation. The player will begin to look for clues, often in all
the wrong places. It becomes a very mystical kind of journey,
something well described by Stu Horvath over at Unwinnable
as he notes the game's many kabbalistic undertones. The traveling
experience becomes a transcendent one, almost a pilgrimage, as the
player seeks out a more spiritual, metaphysical resolution to the
game than a mere credits screen.
This
feeling is much different from other so-called puzzle games I've
played. Portal never
felt like much more than a means to an end—the player as a lab rat
fighting its way out of the maze. Even Braid,
while satisfying as an
experiment in time-based platforming mechanics, proved futile when
attempting to coax satisfiable meaning from its vaguely personal text
portions—at least for me. (I doubt anyone will be able to offer a
better interpretation than the one Terry Clark pitches to Jonathan
Blow in this piece from The Atlantic.)
I
can appreciate those who criticized the game, such as Ben Hornsby at Action Button Dot Net.
He offers a great line when he suggests, “Fez's
deep therapist's couch problem is that it has fetishized the wrong
stuff; it has fetishized an already-misguided fetishization.” Part
of what he means by this is how developer Polytron has tried to build
a game almost completely centered around the kind of quirky secret
fetish that used to be something of an enjoyable side phenomenon in
games like the original Super
Mario Bros. trilogy
(until it became something formalized in the likes of Super
Mario World, with
things like transparent colored blocks signifying, “Hey, look,
there's a secret path here!”). Fez
seems almost too
obsessed with its enigmatic identity. Is there even enough of a game here? I think there is, although it was a little
disappointing to discover that when I had solved one particular puzzle I had sometimes solved a whole suite of related puzzles. It
dampened some of the overall mystery.
I think it's also relevant to point out that Fez—which, as of now, is still an Xbox 360 exclusive—is a buggy game. I myself walked into a temporarily game-breaking glitch that I thankfully was able to solve by deleting and then re-installing the game's slightly corrupted patch. But there are multiple other instances in which the game either crashed or got all hiccuped during screen transitions. As almost pure conjecture, I wonder if the game's technical challenges are simply the result of its dubious architecture. After all, we know that the universe does not mathematically function like the world of Fez, which is constantly proposing arbitrary solutions for where and how the little Gomez avatar is positioned or depicted in relation to its 3D-turned-2D surroundings.
It would be a cop-out (or sacrilegious) to say that the buggy nature of Fez makes it a better game. It doesn't, and I wouldn't be surprised if Phil Fish was still a little tormented. Nevertheless, this idea of an unstable, collapsing universe is at the core of Fez's threadbare plot. So maybe it's just ironic. Maybe Fish unconsciously designed his own thematic scapegoat.
But it also helps to place the game in its modern context. Now more than ever, the video game—especially the independent game—is indelibly linked to its real-life author and developer. It's not the same as in 1986, when playing a Mario or Zelda game was like establishing first contact with an alien civilization. We're more aware of the fact that games are indeed made by human beings, which is why we can have both grace and contempt for these people when their products don't turn out perfectly.
We're also simply much more literate in our playing experiences. The games of the past have become the lexicon for how we relate to and think about the games of present. Fez, in all its Tetris-piece glory, is an acknowledgement of this—a celebration of what came before. Gomez may not dwell in the pantheon of gaming's greatest mascots, but maybe he's not intended to. He's a traveler. And his journey is our pilgrimage.