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==Release== The game was first announced at [[E3]] 2001 under its working title "K-Project". It was shown off by both Sega and Sony for their respective consoles.<ref name="KAnnounced"/> The game was announced under its official title the following month at the [[Shibuya-AX]] Sony PlayStation 2 party.<ref name="RezAnnounced"/> Concerned about the upheavals at Sega, and feeling a lack of support for ''Rez'', Mizuguchi was anxious to make an impression with his presentation of the game. To achieve this he bleached and dyed his hair pure white and made his presentation—a solo demonstration of himself playing the game live—without saying a word after taking the stage. Mizuguchi's intention was for the game to primarily speak for itself, and the reaction he received from both Sega and Sony executives was exactly what he had hoped for. In wrapping up the party, [[Sony Computer Entertainment]] chairman and former [[Sony Music]] president [[Shigeo Maruyama]] took the stage and gave specific praise for ''Rez'', suggesting that it would "not only ''make'', but ''change'' history for music in games".<ref name="EuroInterview"/>{{sfn|Infinite|2017|p=51–52}} Working together, marketing teams from both Sega and Sony developed innovative strategies to market the game including co-promoting it with electronic music festivals.<ref name="RezKobayashi"/>{{sfn|Infinite|2017|p=51–52}} For the launch party in [[Akasaka, Tokyo]], Mizuguchi previewed music from the game alongside Freeland, Joujouka, and Coldcut via a livestream.<ref name="RezMusicRetro"/> Sega acted as publisher for the Dreamcast version worldwide and the PS2 version in Japan and North America.<ref name="RezDates"/><ref name="RezNews"/><ref name="RezNAps2"/> The game was released in Japan for both PS2 and Dreamcast on November 22, 2001.<ref name="RezDates"/> A special "Absolute Set" edition, limited to 500 units, was sold exclusively through the Tsutaya store chain. The edition included a copy of the game and the Trance Vibrator, and themed merchandise including a T-shirt, headphones and eyedrops.<ref name="RezEdition"/> Further goods along those same lines were sold at special events in the months following the game's release.<ref name="RezGoods"/> The Japanese versions also included a Morolian alien from ''Space Channel 5'' as a secret playable character if players had save data from ''Space Channel 5''.<ref name="1UPRezHDinfo"/> While the Dreamcast version was localised into English for a European release, it went unreleased in North America.<ref name="RezNAps2"/><ref name="RezDCeurope"/> The PS2 version was marketed and published in Europe as part of Sony's deal with Sega to distribute multiple titles in the region.<ref name="SonyEUmarket"/> The game released on January 8, 2002, in North America, and February 20 in Europe.<ref name="RezDates"/><ref name="RezNews"/> The Trance Vibrator was offered for a limited time through Sega's American online store.<ref name="1UPinterview"/> ===''Rez HD''=== A high-definition remaster for [[Xbox 360]], titled ''Rez HD'', was developed by Mizuguchi's studio [[Q Entertainment]] and [[HexaDrive]].<ref name="WiredInterview"/><ref name="FamHDinterview"/> The game was released through [[Xbox Live Arcade]] on January 30, 2008.<ref name="1UPRezHDinfo"/><ref name="RezHDjp"/> It was published by [[Microsoft Game Studios]].<ref name="RezHDpublisher"/> Mizuguchi wanted to release an improved version of ''Rez'' on modern consoles, and so acquired the rights from Sega.<ref name="GSrezhdInterview"/> Mizuguchi described ''Rez HD'' as a "pure port" that was as close as possible to what he initially envisioned for the game.<ref name="RexHDkotaku"/> Production took between seven and eight months. Both Mizuguchi and Yokota were involved in the project.<ref name="WiredInterview"/> He chose the 360 due to its graphics and 5.1 surround sound capacity.<ref name="GSrezhdInterview"/> The download service also allowed him to distribute the game at a low price to the widest possible audience.<ref name="WiredInterview"/><ref name="GSrezhdInterview"/> ''Rez HD'' was HexaDrive's first job as a company. They were able to complete the project quickly due to their in-depth knowledge of then-current consoles.<ref name="FamHDinterview"/> The team consisted of around ten people; three came from HexaDrive, and seven or eight from Q Entertainment. For the conversion, the team adjusted the aspect ratio, and raised the framerate from 30 to 60 per second.<ref name="WiredInterview"/> ===''Rez Infinite''=== [[File:Rez Inifnite Area X.jpg|thumb|right|Area X, a zone exclusive to ''Rez Infinite'' powered by [[Unreal Engine 4]]<ref name="Polygoninfinite" />]] ''Rez Infinite'' is an expanded release of ''Rez'', first announced in December 2015 for [[PlayStation 4]] (PS4).<ref name="Polygoninfinite"/> While packaged with the original version, it also shipped with a new level called Area X, and both modes were made compatible with [[virtual reality]] (VR) devices. For the PS4, this was achieved using the [[PlayStation VR]].<ref name="Polygoninfinite"/><ref name="PSBlogInfinite"/> The biggest addition to the game for ''Infinite'' was "Area X", which was built from scratch using [[Unreal Engine 4]] and unlocked after playing the original for one hour. In contrast to the on-rails gameplay of ''Rez'', "Area X" allows the player to roam freely around the cyberspace environment.<ref name="PolyAreaX"/> Mizuguchi wanted to attract both fans of the original game and newcomers who had not heard of or played ''Rez''. Alongside porting the game to new platforms, the team wanted to create something new.<ref name="InfiniteEnhance"/> He led development under two small studio entities he founded; Enhance Games which oversaw and publicised the project, and the group Resonair. Over an eighteen-month period, Enhance and Resonair created the basics of the project before bringing in external studio Monstars to "color between the lines".<ref name="PolyMizuguchiInfinite"/><ref name="PolyInfiniteInterview"/> Mizuguchi used this approach to avoid issues he had faced at Q Entertainment, which he left some years prior due to dissatisfaction with the company. He opted to return to gaming after seeing the potential for VR, creating Enhance Games to redevelop ''Rez'' for VR platforms. The team received additional marketing support from [[8-4]].<ref name="PolyMizuguchiInfinite"/> The entire production lasted two years. The game's subtitle "''Infinite''" symbolised Mizuguchi's wish for both present and future players to enjoy the game.<ref name="PlaystationInfinite"/> Area X was born from Enhance Games wanting to strip ''Rez'' down to its basics and rebuild it using modern technology.<ref name="PolyInfiniteInterview"/> Mizuguchi decided on two points; first to have particles generated from impacts so players could see a visualisation of the sounds and music, and second that players could roam freely. He compared the desired experience of Area X to "flying like [[Peter Pan]]". This provided a substantial challenge, as they needed to sync impact notes with the score without the rail shooter gameplay providing a constant speed.<ref name="MetroInterview"/> Area X made extensive use of particle-based rendering in its graphics, with light particles making up everything in the level.<ref name="InfiniteEnhance"/><ref name="PolyInfiniteInterview"/> Its visual design supplied by Takashi Ishihara at the request of Mizuguchi and designer Osamu Kodera. Enemy AI within Area X was improved and Mizuguchi composed a new poem on the theme of birth to act as a coda to Yokota's original poem.{{sfn|Infinite|2017|p=58-59}} The music for "Area X" was composed by Hydelic, a musical group which formed part of Resonair.<ref name="RezInfiniteAlbum"/><ref name="RezInfiniteMusic"/> The PS4 version released on October 13, 2016.<ref name="PSBlogInfinite"/> It was later updated to support the [[PlayStation 4 Pro]] model.<ref name="PlaystationInfinite"/> A notable piece of merchandise was a four-disc vinyl release of the game's soundtrack, which included both the original album tracks and the piece used in Area X. The release, co-created by [[Iam8bit]], also featured a large book detailing the making of both ''Rez'' and ''Rez Infinite'', with extensive interviews with Mizuguchi and other staff members.<ref name="PSBlogInfinite"/><ref name="InfiniteEdition"/> The soundtrack later saw release on CD and digitally.<ref name="RezInfiniteAlbum"/> A version for [[Microsoft Windows]] was released on August 9, 2017. This version was compatible with the [[HTC Vive]] and [[Oculus Rift]].<ref name="InfinitePC"/> Mizuguchi planned for a Windows version from an early stage, beginning development using Windows before bringing it over into the PS4 environment. He reasoned that while consoles have a finite life, games have far longer lifespans through a digital Windows release.<ref name="GWIInfinite"/> It was also ported to [[Android (operating system)|Android]] on November 20, requiring use of the [[Google Daydream]] peripheral.<ref name="RezInfiniteAndroid"/> It was also a launch title for a new model of the [[Oculus Quest]] VR headset, releasing on October 13, 2020.<ref name="InfiniteOculus"/> It was one of the titles available through the [[Amazon Luna]] cloud platform during its beta release on October 20, 2020.<ref name="LunaA"/><ref name="LunaB"/> A port to [[PlayStation 5]], with compatibility with the [[PlayStation VR2]], was released on February 22, 2023. Owners of the PS4 version were offered an upgrade to the PS5 version at a discounted price.<ref name="InfinitePS5"/>
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