Gomez is a 2D creature living in a 2D world. Or is he? When the existence of a mysterious 3rd dimension is revealed to him, Gomez is sent out on a journey that will take him to the very end of time and space. Use your ability to navigate 3D structures from 4 distinct classic 2D perspectives.
用户评测:
最新:
特别好评 (94 篇评测) - 过去 30 天内的 94 篇用户评测中有 93% 为好评。
总体:
特别好评 (8,499 篇评测) - 8,499 篇用户的游戏评测中有 91% 为好评。
发行日期: 2013年5月1日

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购买 FEZ

购买 FEZ Soundtrack Edition

Includes the full game and the original soundtrack!

含有此游戏的礼包

购买 Indie Game The Movie Bundle

包含 5 件物品: Indie Game: The Movie, Indie Game: The Movie Special Edition DLC, Super Meat Boy, FEZ, Braid

 

最近更新 查看所有(4)

8月18日

FEZ 1.12

A bit more than a year ago, work on FEZ 1.12 officially started.

The goal of this large update to the Windows PC/Mac/Linux version of FEZ was the following :

  • Cut dependencies to OpenTK, the platform framework used by FEZ on Windows. I have had problems with it from the start, from sound card detection issues to windowing problems, to VSync and fullscreen issues… I wanted to give SDL 2.0 a shot, to see if it fares better.
  • Have more efficient music streaming. PC + Mac versions of FEZ used a C# Ogg Vorbis decoder called NVorbis, which seemed like a good idea because it would run on all platforms. I also wrote the streaming code that uses NVorbis and OpenAL, and it made its way into the main MonoGame repository! But it’s also very slow, resource-intensive and heavy on disk access. So I wanted to look into a better solution that wouldn’t break music playback in areas like puzzle rooms and the industrial world.
  • Have a single codebase for all PC + Mac versions of FEZ. As it stood with 1.11, there was a slightly modified codebase for Mac and Linux that ran on a weird hybrid of MonoGame and what would become FNA, called MG-SDL2. The PC version ran on my fork of MonoGame ~3.0 which I did not do a great job of keeping up to date with upstream changes, because when I did it usually broke in mysterious ways. This is not great for maintenance, and centralizing everything on a clean FNA back-end, with as little platform-specific code as I could, seemed like a good idea.
  • Make it the Last Update. Since I shipped FEZ 1.11 I had little intention of making additional fixes or features to the game because I simply don’t have the time with a kid and a fulltime job… and working on FEZ is getting old after 9 years. So I did want to address problems that people have with the game, but I don’t want to do it for the rest of my life. I had spent enough time away from the game that I was somewhat enthusiastic about coming back to it, especially if it’s at my pace, and that it’s my last time doing so.
So I didn’t announce anything, I didn’t announce a date, and I slowly chipped away at making this humongous update to FEZ. It’s been in beta-testing with an army of fans, speedrunners and friends since late January 2016 and over 120 bugs have been reported and fixed.

Below is the full change log for the patch. If you want to read more about what went into it, you can read more about it here.

If you have any problem with the game, the most reliable way to make something happen is to log a bug on the GitHub page for it : https://github.com/renaudbedard/fez-1.12-issues/

Thanks for sticking around, and hope it addresses your issues and motivates you to try the game one more time!

Renaud (@renaudbedard)

-------------

Major Features

- Switched to FNA/SDL2 from MonoGame, which removes dependencies to OpenTK, and should result in better compatibility
- Switched to libvorbisfile (instead of NVorbis) for music decoding, which results in better CPU performance of music decoding
- Music files are precached in RAM instead of streamed from HDD, to avoid disk thrashing which caused cuts and skips
- Game controller remapping has been rehauled and consolidated, now uniquely using SDL2's GameController API
- Native support for any refresh rate, and lower CPU usage when using V-Sync, thereby removing the need for related launch options
- Fully smooth rendering for any refresh rate, by using a mixture of variable timestep (for the camera and some entities) and fixed timestep interpolation (for Gomez)
- Scale mode options (full aspect, pixel-perfect or supersampling from nearest multiple of 720p)
- No more letterboxing or pillarboxing (black bars), unless omitting them would cause an aspect ratio mismatch for the screen/internal resolution combo

Minor Features

- Map previews in save menu
- Speedrun mode (--gotta-gomez-fast)
- OpenGL calls are now done on a single thread to avoid driver-specific issues and crashes during loading
- Added support for hardware geometry instancing for better rendering performance
- Button icons match PS3 and PS4 controller face buttons when connected
- Added PS4 light bar support for Linux
- VSync, lighting, Steamworks support, single-threaded mode, controller deadzone and no-pause-on-lost-focus can be customized from in-game menu instead of launch options
- Clouds fade during rotations in industrial world instead of popping in/out
- Gomez walks to NPCs when talking to them instead of warping at their position
- Talk animation for NPCs does not restart on successive dialogue lines
- Some scenes of the 32-cube end cutscene have received minor polishing touches
- Alt+Enter toggles fullscreen
- MSAA (multisample anti-aliasing) is tentatively supported, but hidden behind the --msaa-option launch option (because it generates some artifacts and blurriness in-game)
- Logger creates a new file for each run of the game, archives day-old (or more) logs to a zip file and cleans up month-old logs
- Change to view rotation limits : there's a limit to how fast you can rotate after 2 successive rotations, but you don't have to wait until the last rotation is completely finished

Bug Fixes

- Scripting fixes in 3D village to avoid a possible soft-lock
- Fix to handling of the waterfall code entry, which should be a lot more consistent now
- Fixes to the behavior of grabbing corner ledges, which prevents Gomez from clipping out of interior rooms
- Finishing the game with all cubes found unlocks all abilities
- Geezer will stand at the right spot in the 2D village no matter how fast you find him
- Glow-bit planes fade out on secret passage doors instead of Gomez clipping through them
- Zoom-through-the-sky level transitions with water are a bit less jarring
- "Solved puzzle" jingle no longer cuts off in the crypt level
- Fixed boiler room double-trigger of the secret resolved sound effect, and the camera becoming unconstrained
- Fixed wall village floating planes, NPCs and art objects
- Fixed that quick pause-unpause stopped music
- Fixed secret passage doors checking for input in the pause menu
- Fixed velocity lingering on as you attach to ladders, which made you attach too high on them
- Fixed that vines made Gomez hug walls while moving (climbing)
- Fixed issues with "impassable vines" where Gomez would clamp to them while trying to jump through vines
- Fixed the DOT dialogue soft-lock when getting the achievement cube in Gomez's house
- Fixed single-frame ground alignment vs. camera follow issue when landing and rotating at the same time
- Ladder and vine grab behavior is now smoother, no more timer that prevented jump-grab-jump movement chains
- Fixed activation of small warpgates, where it would falsely trigger when collecting 8 cube-bits nearby
- Fixed one-frame disappearance of vertically looping levels when rotating
- Changed how NPC rotation is handled so that they can never moonwalk
- Fix to collision tiles for windmill level
- Fixed culling issue with rotating level elements that caused disappearing vines
- Fixed issues with yaw-rotating spinblocks and ledge-grab actions
- Block puzzles no longer auto-solve themselves after changing save slots
- Security question and unfold puzzles will detect the solution without having to rotate one more time
- Removed check to collect cubes while in a warp gate transition to prevent cube duplication
- Fixed that DOT speech doesn't lock the player when she speaks right as you come from a pan-down "continue game" transition
- Nullified horizontal velocity when starting the "lower to straight ledge" action so you can't slide to the side and hold to thin air
- Fixed Gomez alignment when coming out of the sewer pipe
- Fixed the achievement (or map QR) anti-cube from short-circuiting level scripts that spawn and detect collection of anti-cubes based on input codes
- Fixed boiler room out-of-bounds
- Fixed issue with vibrating moving platforms and spawn points which made Gomez fall sometimes in the weightswitch puzzle room
- Slowed down thumbstick movement in world map
- Fixed areas where Gomez could fall forever in looping level
- Removed explosive block that would reappear after reentering mine level
- Fix for visual issue in industrial city star layers
- Fix for crash in world map on Iris Pro GPUs
- Water-level-changing sound now triggers on the first rotation of a water-raising/lowering valve
- Allow stereoscopy on all saves if one save has it
- Fix for ghosts objects (e.g. duplicated moving platforms) when closing the map and after rotations
- Fixes to visual clarity in QUANTUM level (cleaner radius around Gomez)
- Fixed puzzle skip for the tombstone puzzle and the 4-side puzzle
- Fixed chest anticube duplication exploit
- Fixed water height inconsistencies
- Removed floating invisible block in QUANTUM level
- Fixed camera unlocking issue in zu school
- Fixed spacing around numbers in french localization text
- Fixed water first-person transition glitches
- Disabled achievement option if overlay is disabled
- Fixed possible soft-lock when changing to first-person view in front of a tombstone, valve or timeswitch
- Desktop display resolution used on first run instead of imposing 720p
- Sound muted when "pause on lost focus" option is on, and focus is lost
- Fixed alignment of Gomez's sprite when jumping with a bomb
- Fix for falling through platforms in background mode
- Grabbing to push crates no longer allowed when in background mode, since it causes weird visual issues
- Fixed clipping through bombs in background mode
- Entering "tunnels" by pressing up in a tunnel opening can no longer be triggered when Gomez is in background mode
- Fixed a bug on respawn where the player would be appear to float in mid-air after rotating
- Gomez's Z position is now more stable/predictable when he is sandwiched between two walls
- Fixed situtations where Gomez would end up in the background after being adjusted to a ground position when rotating while overlapping a wall in an alcove (that's a mouthful)
- Fixed situations where Gomez could wrap around ledges that weren't visible from the camera
- Fixed respawn glitch that occured when last safe position was a ledge grab, and could cause Gomez to warp behind objects

Known Issues

- Some Intel integrated GPU/drivers have an issue maintaining 60fps when VSync is enabled and might fall back to 30fps after moving from one area to another. The workaround is to disable VSync, or try updating to a newer driver (see : https://github.com/renaudbedard/fez-1.12-issues/issues/113 )
- Since the game now uses SDL 2.0's DESKTOP_FULLSCREEN mode, there is no exclusive fullscreen mode supported and the game always assumes a presentation buffer that matches the screen's native resolution. This means that screenshots and video capture will use the screen's native resolution, whichever internal resolution the game is set to with video settings. (this is more of a "heads-up" than an issue since it will not be addressed)
- PS3 controller not natively supported under Windows, unless you use 3rd party drivers and then you're on your own

116 条留言 了解更多

评测

"Fez is joyful. [...] There's a lot to be said for a game that can make a grown woman squeal with glee dozens of times in a playthrough (especially a game that doesn't star Hello Kitty). In short, the long wait for Fez is entirely worth it. Play it, and I dare you not to smile."
100% – Joystiq

"The game's unique artwork, its perspective-shift mechanic, its nostalgia for the 16-bit years and its bewitchingly strange setting all exist in total harmony and make a single, deliberate statement."
10/10 – Eurogamer

"The sum of Fez’s intelligent level designs, perception mechanic, massive number of stages and secrets, and incredible art is so much more than just a shout-out to old-school gaming. Fez is a game in love with games."
9.5/10 – http://ca.ign.com/articles/2012/04/11/fez-review

关于这款游戏

Gomez is a 2D creature living in a 2D world. Or is he? When the existence of a mysterious 3rd dimension is revealed to him, Gomez is sent out on a journey that will take him to the very end of time and space. Use your ability to navigate 3D structures from 4 distinct classic 2D perspectives. Explore a serene and beautiful open-ended world full of secrets, puzzles and hidden treasures. Unearth the mysteries of the past and discover the truth about reality and perception. Change your perspective and look at the world in a different way.

系统需求

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS:Windows XP SP3
    • Processor:Intel Core 2 Duo 2.8Ghz or equivalent
    • Memory:2 GB RAM
    • Graphics:2nd Generation Intel Core HD Graphics (2000/3000), or dedicated GPU with OpenGL 3.0 Support
    • DirectX®:9.0
    • Hard Drive:500 MB HD space
    • Sound:OpenAL-compatible
    • Additional:See https://getsatisfaction.com/polytron/topics/support_for_intel_integrated_graphics_hardware for details on Intel HD Graphics support, not all models are supported. Latest graphics drivers are required to maximize OpenGL feature compatibility. DirectX 9 is required but only used for XInput game controller support.
    OS: Snow Leopard 10.6.8, Lion strongly recommended, 32/64-bit
    CPU: Intel Core 2 Duo 2.8GHz or equivalent
    Memory: 2GB RAM
    Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    Hard Drive: 1GB HD space
    Notes: Intel Integrated Graphics (excluding HD series) WILL NOT WORK WITH FEZ.
    OS: glibc 2.15+, 32/64-bit. S3TC is NOT required.
    CPU: Intel Core 2 Duo 2.8GHz or equivalent
    Memory: 2GB RAM
    Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    Hard Drive: 1GB HD space
    Notes: Intel Integrated Graphics (excluding HD series) WILL NOT WORK WITH FEZ.
消费者评测
消费者评测系统更新!了解更多
最新:
特别好评 (94 篇评测)
总体:
特别好评 (8,499 篇评测)
最近发布
Paddington
0.1 hrs
发布于:8月28日
amazing!!!
是否有价值? 欢乐
Sirius N
14.1 hrs
发布于:8月27日
在临近暑假末尾的时候,又想起了这款游戏,一下午把二周目给通关了,隐藏要素真的非常难,不看攻略大概没办法全成就吧(笑),总的来说,作为一款解谜游戏,它已经不能做得更好了,非常棒,物有所值。
是否有价值? 欢乐
mika
10.5 hrs
发布于:8月24日
好玩是好玩,就是音乐有点洗脑,而且难度较大,不看攻略有点玩不来
是否有价值? 欢乐
issoiva
2.8 hrs
发布于:8月23日
玩法有点意思
画面给10分 难度不高 挺好上手
留着周末玩呐 不然要停不下来了
是否有价值? 欢乐
牛奶君
13.4 hrs
发布于:8月23日
已经完美通关(虽然有些解谜不是自己琢磨出来的XD)
很少有游戏能这么让人沉迷了 连续玩了两天...
然而尽管想自己完成全部解谜 但是有些解谜作者脑洞动太大了啊hh
总之真的很棒的游戏 还有主角很可爱
是否有价值? 欢乐
curenz
0.6 hrs
发布于:8月23日
为什么更新完打不开了???
是否有价值? 欢乐
Ayrshine
10.6 hrs
发布于:8月22日
音乐,美术风格,整个游戏的世界观以及解密思路,都是我非常喜欢的类型
开始时当画面随着立方体旋转起来时被惊到了
【之前还以为是简单的养老向收集游戏
心目中的神作之一
游戏操作难度一般,但是解密真的好烧脑啊!!
【难到二周目几乎是全程看攻略过关的

总之就是有机会玩到了这款游戏真是太棒了
【将来会不会有fez2呢
是否有价值? 欢乐
geastliu
28.3 hrs
发布于:8月21日
最强脑洞游戏
是否有价值? 欢乐
JohnZerW
6.5 hrs
发布于:8月20日
神作
是否有价值? 欢乐
Midnight daydream
12.1 hrs
发布于:8月20日
唯一一个全成就过程都充满乐趣的游戏
是否有价值? 欢乐
最有价值的评测  在过去的 30 天内
7 人中有 7 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
推荐
11.8 小时(记录在案的)
发布于:8月3日
最出色的解谜游戏没有之一,当初+1时候没仔细注意,很久之后想起来有这款游戏可以打发无聊的暑假就试了试,结果一发不可收拾一口气玩到全通,除玩的时候感觉和纪念碑谷有点相似,后来越玩越发现纪念碑谷在fez面前简直不值一提,丰富的谜题让我佩服作者庞大的脑洞..一周目32个方块结束只是开始!另外不要小看像素游戏,这真的不是2d游戏!真的真的不是2d游戏,等到二周目拿到眼镜可以进入第一人称视角时候你就会体会到了~而世界观也不禁让我想到了【三体】里面对低次元生物的描写,整个游戏简直就是一个平面生物进入到三次元里的旅行,非常耐撕!最后通篇游戏谜题设计的非常出色,但是剧情可以说几乎没有,让剧情党略微失望。总而言之,强推~
这篇评测是否有价值? 欢乐
2 人中有 2 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
推荐
15.1 小时(记录在案的)
发布于:8月7日
这个游戏就是一个冲破次元壁的冒险故事。
同时这也是我第一个全成就的游戏!虽然看了攻略,但不看攻略根本跟不上作者的脑洞啊!
这篇评测是否有价值? 欢乐
2 人中有 2 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
推荐
14.1 小时(记录在案的)
发布于:8月27日
在临近暑假末尾的时候,又想起了这款游戏,一下午把二周目给通关了,隐藏要素真的非常难,不看攻略大概没办法全成就吧(笑),总的来说,作为一款解谜游戏,它已经不能做得更好了,非常棒,物有所值。
这篇评测是否有价值? 欢乐
4 人中有 3 人(75%)觉得这篇评测有价值
1 人中有 1 人(100%)觉得这篇评测有价值
推荐
1.5 小时(记录在案的)
发布于:8月19日
玩了那么久,是时候给个赞了,据说世界最高完成度已经到了200%多,可惜我的智商连一周目都完不成,不过我还是要给好评
这篇评测是否有价值? 欢乐
1 人中有 1 人(100%)觉得这篇评测有价值
推荐
12.1 小时(记录在案的)
发布于:8月20日
唯一一个全成就过程都充满乐趣的游戏
这篇评测是否有价值? 欢乐
最有价值的评测  总体
129 人中有 120 人(93%)觉得这篇评测有价值
有 18 人觉得这篇评测很欢乐
推荐
3.0 小时(记录在案的)
发布于:2015年8月17日
FEZ=宇宙·奇点·多维空间
本游戏是献给所有热爱科学的人最佳作品

这款游戏玩下去,是让我如此的震撼,以至于让我大呼,10年内,甚至更久再也出不了这种具有如此深度和如此内涵的游戏了!游戏包含了太多东西,完全就是融合了当代最新科学理论的一部大作。

从二维到三维,如果一个生物用二维视觉看三维,那么永远看不到真正的三维,因为,看到的永远只是三维在二维的投影,那么游戏中所体现的就是这样不停的变化三维,而二维生物的玩家我们看到的只是万物在变化而已。这点就和我们看到超立方体(四维)一样的感觉吧,超立方体我们也看不到本身,看到那么奇怪的形状,只不过是思维的一个超立方体在三维的投影而已。如此直观的在游戏中体验还这是属于首次,当然令人惊讶的还有更多。

游戏中很多地方是运用二维的视觉在来完成三维世界的物体排放,越玩下去就会越发现制作人的关卡设计是如此的出色,我真的每次都在想制作者是怎么想到的,制作人真是一名天才!跨越维度的关卡设计是如此出色,思维简直就是跳跃。

游戏中种族的起源和解谜也是这个游戏最有趣的地方,游戏内的房间各种充满魔性的神秘文字,还有某些古壁画的的背景图片,拿好本子和笔,一步步解开那种外星奇妙文字及图案,简直就是成就感满满。仿佛自己就是一名科学家和考古学家一样。所以要说游戏剧情和背景,其实官方没有给出任何答案,靠的就是玩家的联想和考证猜测严谨的论证得出的 ,游戏故事一切都在论证和推理中,最终就是没有唯一的故事,各种假设学说成立。俨然这也是这个游戏的魅力,和人一起分享和讨论这些研究成果也是乐趣之一。FEZ显然已经成为了FEZ学。

下文涉嫌剧透,请完成一周目后观看,不然会降低游戏乐趣。

发现反立方体的时候惊讶,当我们这个三维世界的人们确信世界是有物质组成的时候,何尝想到过世界还有反物质。正如游戏中的超立方体的一句话,任何东西都有正与反 ,当我们在游戏中毫无告知下,第一次发现反立方体的心情是如何呢? 感觉就是和现在科学家第一次找到反物质一样的心情吧,既那么兴奋,又那么郁闷,还要收集32个不容易发现的反立方体啊www 不得不佩服制作人的水准,这些细节让人就是在体验人类的发现科学史啊。

在最后的结局中,东西被无限放小,变成点(一维),然后小东西里面又有无数的东西,就比喻原子下面还有分子,分下下面还有质子,最终人类发现上帝粒子夸克,然而上帝粒子可能也并非终结,或许最小的单位就是一个奇点宇宙,那么FEZ所代表的就是宇宙。无数个的宇宙就是FEZ的世界就是我们世界,这就是多维的宇宙世界。然而多维的宇宙是否融合在一起又是一个一维的宇宙呢?

写了这么多,FEZ代表的就是宇宙。

-------------------------------------
经过几天的努力,PS4上自己也终于完成了一周目的通关了,但是只是区区一个周目,未解开的东西还是很多,所以等我100%的时候还会再补充评论。但是现在的确是有太多的东西想说了,大家以后也可以对比两次的心情吧。

一周目的变化,无疑就是从一个二维生物,三维化。是一个收集游戏,当然二周目更注重的是解谜。

喜欢科学,热爱科学,已经厌倦千篇一律的日呆游戏的话,这个游戏觉得是最佳选择!
10年内也再出不了这种游戏了,此文以表示对制作人至高的敬意!

p.s. 自己文也写的不是那么好,语言也很难概括这么一款优秀的不能再优秀的作品了。也请大家多多包含~
这篇评测是否有价值? 欢乐
38 人中有 37 人(97%)觉得这篇评测有价值
推荐
2.3 小时(记录在案的)
发布于:2014年6月27日
纪念碑谷大概是从这里得到的灵感吧
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14.7 小时(记录在案的)
发布于:2015年2月13日
我很想给这个游戏写一个认真的评测 不过文笔orz
FEZ是真·解谜游戏。玩这个游戏,有一种不同于现在的游戏的感觉……用一个词来形容的话 古典派吧?
它是一个值得让你的双手离开键盘/手柄,拿出纸笔做些笔记,或者拍下截图比对研究的游戏……你需要去认真的思考,脱离游戏,甚至对英语文化有一定的了解(通关后去查关于游戏内文字的信息,我只想说 我没文化怪我咯!)
谜题的种类又多又古怪,古怪的可怕。解密方法不断在变,每条路线都进入了一个新世界,让人摸不着头脑,找不到套路。二周目的时候才算是找到规律去清算剩下的谜题了。
不要忽略每一个细节,也许那个似是而非的东西才是下一步的关键。
即使是这样,游戏达到完美结局时,仍然还有谜题搞不懂。
我感觉得出答案的瞬间已经不是"啊哈!"了,而是“卧槽!”
总之……喜欢解谜类的童鞋,FEZ绝对不可错过。
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给PC键盘玩家一点建议:FEZ对键盘玩家不是很友好,这是真的= =如果你没有手柄的话,你可以去社区指南里看一下手柄与键盘对应的键位,这会对你的游戏有帮助的…攻略就不需要看了,解谜类嘛 你懂…
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说一点看起来很奇怪的话:我感觉这游戏有一股艺术家的气质在里面…也许是这游戏淋漓尽致的体现出了独立游戏的某种感觉吧?形容不出来…我是学的艺术类专业,如果可以的话我真想把这游戏推荐给我的老师…
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最后吐槽一点:应该不算剧透 因为可能有人一开始就看出来了,那个圆点(dots),主角的小跟班,是超立方体=。=一个四维生物叫二维生物拯救世界感觉略奇怪……
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33 人中有 30 人(91%)觉得这篇评测有价值
有 10 人觉得这篇评测很欢乐
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4.8 小时(记录在案的)
发布于:2015年9月7日
一款玩了两年的游戏,费了我10页草稿纸。
是我在steam买的第一个游戏。
也是第一个全搜集的解谜游戏。
也是第一个玩的如此痴迷念念不忘的游戏。
入正之后载入存档时已经180%多进度了——
几度风雨几度春秋,那个带土耳其小红帽的2D萌物活在我们心中。
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