You know how the teaser video to Sansar, the new social VR world named after the Sansrkit word for "World", has only gotten 30,000 views? Here's a new gameplay video for Everything (that's the name of the game), featuring the lectures of American Buddhist Alan Watts, where you literally play everything. Who would be interested in something like that?
Nearly 200,000 people at least, that's who. It's from artist/game designer David OReilly, whose last game, Mountain, where you literally play a mountain, was an unexpected hit:
In 2014, he released Mountain, where players become a mountain that simply exists as seasons shift and time passes. It is far from what you would expect from a hit game, but it sold 400,000 copies for Steam and iOs. The success shocked OReilly. "It doesn't have a built-in audience. It didn't have a genre. It was kind of an anomaly for people," he says. But OReilly had told himself that, should Mountain find its niche, he would use the profit to fund his next project. That he did. Everything continues with what OReilly did in Mountain, but it gets even stranger. Everything, available now for PS4 and PS4 Pro, is a game that lives up to its name. In it, you can play as anything from animals who tumble across land to trees or even solar systems.
So there's that. More on the game from The Verge:
Each creature or object moves in a unique fashion, whether that’s through “dancing” triggered by the player or its own erratic moves. Trees shudder forward by replicating and disappearing; animals somersault head over heels at ridiculous speeds. The game will occasionally offer guidance or give you prompts on what to do or where to go, but its joy comes from fooling around. The ideas may be heavy, but the game’s spirit is light. You “collect” the forms as you go, so that you can swap back to an animal or a plant or whatever else at any time. This means you can accidentally dunk a mega ostrich into a nearby lake, or drop a tiny planet into the middle of a street. Life will hum along, even with a miniature Earth crowding the walkways. “We're trying to make each character have something worth discovering, something interesting about them,” OReilly says.
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