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[the video above was captured in the game’s TV Mode, not VR Mode.]

As I turned my head to steer my glowing particulate avatar through free-roaming levels with the headset on, the new Area X section made me feel like an exploding firework. Millions of glowing motes blink and glow in Area X, making it feel like I was wandering through a series of subatomic datascapes. The classic version of Rez happened on rails, meaning that players were locked to one path through the game. Area X lets you float around in 360 degrees and folds a bit of exploration into the mix. Where the power-ups that upgraded your avatar were thrown at you after blowing up enemies in the classic game, you need to wander through Area X’s impressionistic environments to find them.

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To experience Rez Infinite on PlayStation VR is to move through an update of the game’s hacker-as-hero conceit. The new physical accessory plunges the player deeper into the fiction; you look like an idiot in the real world but feel cooler in the virtual one. One weird side effect of playing Rez in VR was a yearning for even more sensory immediacy. It wasn’t enough to have my entire field of view consumed by Tetsuya Mizuguchi’s masterwork; I wanted my entire body to vibrate along with “Rock Is Sponge” and the game’s other songs.

Rez Infinite edges a game that was near-perfect even closer to perfection. It makes Rez’s notional subtext—a hacker rave party where the player dances into interconnected enlightenment—more emotional. More importantly, the VR implementation doesn’t feel like a coda to the game’s design ideas. It feels like the opening of new possibilities.

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This isn’t a case of a game trying to justify the existence of a new peripheral. It’s an instance where new technology refines and re-energizes extant artistic imperatives. This is a game that exists because its creators want people to experience beautiful sensations all at once and PlayStation VR is the best way to phase into a very moving work of art.