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In a 2001 interview with the game's director Jun Kobayashi featured at the game music column of allabout.co.jp, he was asked who his target audience for the game was. He responded:
"At first, I was thinking of a game for people who liked club music, something they could enjoy without actually going to the club."
"However, after mulling it over, we finally decided on targeting people who are new to video games with Rez. I mean people who maybe bought a Playstation 2 and watch DVDs on it, but hardly play any games. Or people who think “games today are too difficult, I can’t play them.”"
"By the way, I’ve been playing games since the Famicom era, so for most games today I don’t need to read the instruction manual, I can just start playing. That’s all good for people like me who grew up with and experienced the evolution of Famicom, Super Famicom, Sega Saturn, and PlayStation… but Rez was aimed at those who don’t have that experience, the kind of people who have just bought a PS2 for the first time. The PS2 may be their first experience with a video game controller, and I wanted to create a game that even those new users could enjoy."
"With Famicom games you have a directional pad that moves a character, and when you press a button your character immediately jumps or attacks. I’m very familiar with those kinds of controls. Most games today are released for people like me, who are familiar with those kinds of controls, and developers then try to take that formula further and do more refined things with it."
"Consequently, people whose first video game console is the PS2 see these more complex games and have no idea what’s going on. The buttons are too complicated and the appeal of the game is lost on them. Of course with a player like me, I prefer those kinds of games, but with Rez I wanted to immerse new players in a different world: one where a brand new sensation has been added to the traditional formula of “aim and shoot the enemy”-type games. "
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Ryuu ga Gotoku Kenzan!
Doom