$24.99Rez Infinite Every shot plays a note
Lock onto waves of wireframe enemies and fire in rhythm, turning your targeting into part of a pulsing electronic soundtrack.
Is Rez Infinite worth it?
Rez Infinite is worth it if…
- you want a shooter where the soundtrack reacts to every shot you fire
- you like short, arcade-style games that reward chasing a better score
- you have a VR headset and want something genuinely unlike anything else in your library
- you enjoy surreal, colorful worlds with electronic music at their core
Screenshots
Shooting that plays the music
You are a program infiltrating a collapsing network, and the whole game runs on one idea: sound. Hold the trigger to lock up to eight targets as they drift past, release, and each one bursts in sequence, its explosion a note layered over the techno track. Every kill adds to the music, so a clean run sounds like a song and a sloppy one sounds like a jam session. The cursor moves slowly, so the real skill is planning a path between enemies and holding your fire to stack a bigger lock, even as incoming shots close in. It is simple to learn and surprisingly deep to score well in.
Area X and the worlds beyond the rails
The five classic areas are fully remastered, sharper than any earlier version of Rez, with 3D audio carrying the soundtrack. Then there is Area X, built new for this release: instead of riding a rail, you fly freely through fields of light particles, dodging jellyfish-like enemies while the music turns into something you can almost see. It is the showpiece, and short on purpose. Beyond the main run there are extra modes, including one with randomized, extremely psychedelic environments, and multiple endings tied to how well you shoot. One run through everything takes about an hour; the game is built for the next run, not the last.
Is it worth it without VR?
How long is it, and is there a reason to replay?
A full run through the five areas plus Area X takes a little over an hour, so it is short. The replay value comes from scoring: your shot accuracy, kill rate and item pickups all feed into which ending you see, and extra modes like a single-session full run and randomized psychedelic environments give you more to chase. It is a game designed around the one-more-go loop rather than a long campaign.
What do the controls actually feel like?
Simple. You steer a reticle, hold to lock targets, release to fire, and have a smart bomb for emergencies. The depth is in timing: the reticle moves slowly, so you plan which enemies to prioritize and hold your lock to score more, taking the risk of letting some slip away. On a mouse aiming is noticeably easier than the original ever was, so veterans may want a controller stick for the intended challenge.



















