It seems strange to criticise 'Everything' for not necessarily being a game as it clearly does not intend to be a 'game'.
Everything seems to achieve what it sets out to do which I believe is create a mystical sense of oneness across all forms of being.
I think the experience loses much of its impact by relying on samples of lectures from Alan Watts. The developers should be confident in their own medium, and should not have to rely so heavily on established works (especially Alan Watts).
Otherwise the experience is unique, and is totally worth dipping in to.
Everything seems to achieve what it sets out to do which I believe is create a mystical sense of oneness across all forms of being.
I think the experience loses much of its impact by relying on samples of lectures from Alan Watts. The developers should be confident in their own medium, and should not have to rely so heavily on established works (especially Alan Watts).
Otherwise the experience is unique, and is totally worth dipping in to.
3 AM, take your substance of choice to abuse, sit back in the dark, do not listen to music, don't have a youtube video on in the background. learn about some microbes. This game is very relaxing and quite informative as it features, well, everything, and it has explanations of all the objects from wikipedia I believe, so you can kinda just sit there and possess and object and then once you have it in your little encyclopedia, you can check it out and learn something that you'll probably forget because if you followed my instructions you're shitfaced. But hey, it was a TOTAL trip.
I like what this game is trying to do and it is a lot of fun for a couple hours, but Everything does feel like an interactable art installation rather than an outright "game." Of course, your general objective is to discover all the ways you can possess everything around you. Through that possession you toy with how different things and beings interact with each other. You listen to audio recordings from philosopher Alan Watts and these audio bits create thought exercises related to what you're doing. Your enjoyment of the game heavily depends on that appealing you, and I don't know if I'll ever want to finish this game when the objective isn't very fulfilling for me. I will say I respect what Everything is trying to accomplish and to give the game a bit of your time if anything I said sounded appealing.
Leuke "experience" met veel om te collecten. Funny op momenten en fraaie beeldjes, maar niet echt meer dan dat. De Watts audio logs zijn leuk maar dragen niet echt bij aan de "gameplay", eerder de sfeer. Misschien is dat waar voor gegaan werd? Misschien is dit een kwestie van zelfontdekking?
Misschien ben ik gewoon moe.
Misschien ben ik gewoon moe.
I enjoy a good walking simulator, so it's weird for me to say that I think walking simulator type games have a bit of a soft ceiling on how "good" they can be (conversely I also think they have a pretty hard floor, it's difficult to make a truly terrible one) - you truly have to be exceptional in every way in order to achieve a very high rating. And this game is only exceptional in some ways.
That's a bit of a weird statement to just say. I mean that this game has a very interesting philosophy behind it and excels at being an art project. Alan Watts' commentary is very welcome and feels appropriate as you explore the concept of Everything (though it kind of manifests as the concept of scale). Where I struggle is that the game presents itself as very vast and large, but doesn't much actually feel that way. The main part of the gameplay is introduced as "the tutorial" but there's really not much left to do other than fill out this game's equivalent of the bestiary and crash your game with disasters (which is admittedly fun, for a bit) afterwards. And by the time you get to that point it feels like it's trying to be deeper than it really is.
It's a great art project. Pick this game up when it's on steep discount some time and play it for a bit. It's a great 2.5 hours if you're into surreal experiences. But there's not much longevity beyond that, despite how vast the game might seem.
That's a bit of a weird statement to just say. I mean that this game has a very interesting philosophy behind it and excels at being an art project. Alan Watts' commentary is very welcome and feels appropriate as you explore the concept of Everything (though it kind of manifests as the concept of scale). Where I struggle is that the game presents itself as very vast and large, but doesn't much actually feel that way. The main part of the gameplay is introduced as "the tutorial" but there's really not much left to do other than fill out this game's equivalent of the bestiary and crash your game with disasters (which is admittedly fun, for a bit) afterwards. And by the time you get to that point it feels like it's trying to be deeper than it really is.
It's a great art project. Pick this game up when it's on steep discount some time and play it for a bit. It's a great 2.5 hours if you're into surreal experiences. But there's not much longevity beyond that, despite how vast the game might seem.
An extremely impressive feat by David O'Reilly. This game has an incredible sense of scale and a great mechanical complexity curve. I didn't love it enough to spend 20+ hours collecting every "thing", but I enjoyed the 3 hours I put in. It can be a bit pretentious at times, but I respect that it knew what it wanted to be and went all in on it.