{"id":9531,"date":"2026-06-28T23:13:56","date_gmt":"2026-06-28T23:13:56","guid":{"rendered":"https:\/\/beteja.com\/index.php\/2026\/06\/28\/star-fox-remakes-the-second-best-rail-shooter-ever-rez-is-the-best\/"},"modified":"2026-06-28T23:13:56","modified_gmt":"2026-06-28T23:13:56","slug":"star-fox-remakes-the-second-best-rail-shooter-ever-rez-is-the-best","status":"publish","type":"post","link":"https:\/\/beteja.com\/index.php\/2026\/06\/28\/star-fox-remakes-the-second-best-rail-shooter-ever-rez-is-the-best\/","title":{"rendered":"Star Fox remakes the second-best rail shooter ever. Rez is the best"},"content":{"rendered":"<p><\/p>\n<p>The rail shooter is a moribund genre \u2014 one that hasn&#8217;t even really seen a wave of reclamation indie developers. There&#8217;s something inherently archaic about these games, once the ideal vehicle for video game spectacle. They&#8217;re usually brief 3D experiences in which the landscape and hazards rush toward you while you pick off as many enemies as you can, aiming for a high score.<\/p>\n<p>Nintendo is looking to revive the genre with <em>Star Fox<\/em> \u2014 a remake of 1997&#8217;s <em>Star Fox 64<\/em>, a hugely enjoyable, approachable blast through an interstellar conflict between anthropomorphic space animals, heavily inspired by Star Wars and retro anime. It&#8217;s an odd move by Nintendo, motivated more by the merchandising potential of the characters than a desire for rail shooters to make a comeback, I daresay. But it&#8217;s still a welcome spotlight on a thrilling breed of video game that gets little love these days \u2014 and that, in its heyday, was often found in the vicinity of the medium&#8217;s technological and aesthetic bleeding edge.<\/p>\n<p><em>Star Fox 64<\/em> is definitely one of the best rail shooters ever, but it&#8217;s not the very best. On the Switch, you can hunt down the genre&#8217;s origins in <em>Sega Ages Space Harrier<\/em>, an excellent version of the 1985 arcade game. Or try one of its coolest deep cuts in <em>Sin and Punishment<\/em>, Treasure&#8217;s N64 cult classic (available on Nintendo Classics with a Switch Online + Expansion Pack subscription). These are absolute classics, but they&#8217;re not the apex of the rail shooter form, either.<\/p>\n<p> That honor goes to Tetsuya Mizuguchi&#8217;s <em>Rez<\/em>. Published by Sega for the Dreamcast and PlayStation 2 in 2002, and playable in a great modernized version on PC and PlayStation today, <em>Rez<\/em> takes the rail shooter genre&#8217;s focus on immersing the player in an audiovisual lightstorm and turns it into something transcendent.<\/p>\n<p><em>Rez<\/em><em> <\/em>draws its inspirations from club culture, <em>Tron<\/em>, synaesthesia, early vector-drawn games, music games, the Star Gate sequence of <em>2001: A Space Odyssey<\/em>, and the abstract art of Wassily Kandinsky. It&#8217;s a hallucinatory dive into wireframe cyberspace. On paper, it&#8217;s a representation of a hacker (the player) trying to penetrate and debug a network corrupted by overflowing information, and awaken the dormant, godlike intelligence at its center.<\/p>\n<p>Making the activation of a superpowered AI a desirable goal is perhaps not how you would choose to frame this story in 2026. But it doesn&#8217;t matter, because <em>Rez<\/em>&#8216;s power is more metaphorical, metaphysical, even spiritual. You are shooting things, yes, but as you clear the waves of data corruption, your avatar gains more definition and form, transforming from a loose jumble of polygonal planes into a shining human form reminiscent of the Silver Surfer. <em>Rez <\/em>is nothing less than a quest to regain and then transcend humanity on a quest to find God. As you battle its hazards, you feel less like you&#8217;re fighting a war than disassembling one.<\/p>\n<p> The fundamental optimism of Mizuguchi&#8217;s project, which began with <em>Rez<\/em> and has continued in the equally brilliant <em>Lumines<\/em> and <em>Tetris Effect<\/em>, lies in music. By timing gaming interactions like shooting or clearing blocks to an insistent techno beat, and linking progress through a stage to the sonic escalation within the track, Mizuguchi orchestrates a euphoric feeling that&#8217;s more than just an effect. There&#8217;s a deep harmony between doing, seeing, and hearing in these games.<\/p>\n<p>One of <em>Rez<\/em>&#8216;s masterstrokes is to change the act of shooting from an aggressive hammering of buttons to a slow, rhythmic call-and-response, like breathing. You hold down the fire button, sweep your cursor over enemies, and release it to shoot; your projectiles automatically deconstruct hazards to the beat, detonating them in stabs of melody and percussion, building the song. Some of the game&#8217;s trance music is original, and some comes from electronic artists like Coldcut and Adam Freeland, whose slow, churning &#8220;Fear&#8221; unforgettably soundtracks the game&#8217;s astonishing final level.<\/p>\n<p><em>Rez<\/em> is a product of its time; it pulses with the clubby hedonism of the turn of the millennium. But it&#8217;s also timeless, and it&#8217;s definitely not heedless. Who&#8217;d have thought you could make a rail shooter mindful, philosophical, and pacifist? There&#8217;s nothing else like it.<\/p>\n<p> Rez Infinite <em>is available on <\/em><em>Steam<\/em><em>, <\/em><em>PS4<\/em><em> and <\/em><em>PS5<\/em><em>, and <\/em><em>Meta Quest<\/em><em>. The Steam and PlayStation versions also support VR headsets.<\/em><\/p>\n<p>                    <span data-field=\"label\" class=\"article-card-label\">Related<\/span><\/p>\n<h5 class=\"display-card-title \">\n<p>\t\t\t30 years later, Nintendo can&#8217;t stop being weird about Star Fox<\/p>\n<\/h5>\n<p class=\"display-card-excerpt\">Miyamoto can&#8217;t let his baby go, but he also can&#8217;t move it forward<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The rail shooter is a moribund genre \u2014 one that hasn&#8217;t even really seen a wave of reclamation indie developers. There&#8217;s something inherently archaic about these games, once the ideal vehicle for video game spectacle. They&#8217;re usually brief 3D experiences in which the landscape and hazards rush toward you while you pick off as many<\/p>\n","protected":false},"author":1,"featured_media":9532,"comment_status":"","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[32],"tags":[6507,2182,4658,8896,8895,4574,500],"class_list":{"0":"post-9531","1":"post","2":"type-post","3":"status-publish","4":"format-standard","5":"has-post-thumbnail","7":"category-pc-gaming","8":"tag-fox","9":"tag-rail","10":"tag-remakes","11":"tag-rez","12":"tag-secondbest","13":"tag-shooter","14":"tag-star"},"_links":{"self":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts\/9531","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/comments?post=9531"}],"version-history":[{"count":0,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts\/9531\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/media\/9532"}],"wp:attachment":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/media?parent=9531"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/categories?post=9531"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/tags?post=9531"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}