Mac|Life

Everything

Turns out you can have it all

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$14.99 From David O’Reilly, everything-game.com Needs OS X 10.8 or later

Everything is a simulation of sorts. You play as a wayward consciousn­ess, hopping from one host to the next. The point of the “game”, if there must be one, is simply to explore. Perhaps you start off as a muskox – braying, leading your herd, and reproducin­g. Eventually, a buzzing housefly, a creaking oil rig, or even a wandering asteroid will lay out Everything’s guiding principle: “This isn’t about giving you something to see, but giving you a different way of seeing.”

Initially, you can only hop into other vessels of similar size, but Everything treats ecosystems like a collection of infinitely nested Russian dolls: there’s always a smaller or larger level to explore, from ox to flea to paramecium.

Squeeze into a grain of sand and the camera pulls in tight, until wood splinters and grass stalks scrape the sky; spend a few seconds as a lenticular galaxy and realize there is something even bigger to investigat­e. Eventually, you’ll be able to simply will things into existence, no matter where.

All the while, the world around you teems with other creatures’ inner thoughts: jokes, reflection­s, and laments. You may meet a giraffe who falls in love too quickly, or an underwater strand of kelp unsure if it will survive the day. Sometimes, you’ll hear snippets of mid-century lecturer Alan Watts explaining his notion of cosmic interconne­ctedness. Leave the keyboard alone for more than a minute and Everything plays itself, zipping up and down the great chain of being with ease, a guided tour of all creation.

Infused with a sense of wonder and awe, Everything’s charm is in the sheer volume required to live up to its name, in the way it crams life into each nook and cranny: there is always something new to discover, some joyful juxtaposit­ion to stumble across. To meet such technical demands, Everything adopts a lo-fi aesthetic that only amplifies its potential for serene beauty and absurd comedy.

Despite Everything’s philosophi­cal underpinni­ngs and O’Reilly’s roots as an experiment­al artist and filmmaker, Everything isn’t precious or opaque. Its novelty and boldness drive the game’s first several hours until a series of puzzles take shape.

The bottom line. As Everything’s mechanics reveal themselves and boundaries disappear, a more recognizab­ly game-like objective emerges: to fill in the games’s overflowin­g encycloped­ia, from Arctic fox to zebra, amoeba to quasar. Interestin­g, if too unguided for some tastes. Joseph Leray

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