Everything Is a Game About the Theatrical Artifice of All Games

When a game is called Everything, you come into it with a bit of skepticism. After all, we all have some idea of how videogames and computation work. You create a system out of blips and blops, and within that system there are representations of a finite amount of things. Minecraft has a certain amount of stuff, and The Witcher III has quite a bit more of it. Skyrim probably has even more stuff. Everything delves deep into micro-objects like DNA and far into macro-objects like galaxies to create a game that has, and please pardon my French, an absolute shitload of stuff, from cars to wolves to bacteria to planets.
Everything is doing something other than those other blockbuster titles, but it feels like it is in conversation with all of those other wild and wacky open world games. When Ghost Recon Wildlands pushes its “responsive open world,” it is banking on you being impressed by the narrative and environmental worldbuilding. It wants you to recognize the scale of the game, and to think that you are just one more small cog in a massive subcreated clock that is ticking all the while. You’re meant to understand yourself as part of a world that you play in, but which is not necessarily only for the player.
Everyhing has all of the same things in that kind of open world, but you might wonder what you’re doing with it if you’re not shooting it or stacking it up to get a high score. In a move similar to those other games, you’re merely possessing it. The play of Everything isn’t very complicated. You get near things, you take control of them, and then you sing. If you’re a small rock, for example, you can roll around the world. You can click a button to put out some world rhythms, and it might make other things around you react. Hold down another button, roll around into some compatriot rocks, and then you can become a pack of small rocks. You all run around together. You can all sing.
This kind of possession, which is all about being the thing that you have taken over, is diametrically opposed to the normal way that we experience possession in games. In your other massive games, the games of witchers and dragonborn, you end up possessing the world in a different way. You cram it into your inventory. You buy deeds to locations. You convince people and animals to follow you. You eat bread and biscuits and sausages, slay dragons and dogs, and render the world completely in thrall to the amazing powers that you wield.