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One thing will always remain true about players: give them a sandbox and a set of tools, and they’ll make just about anything, everywhere. That’s what Everywhere sets out to do. I visited Build a Rocket Boy, and watched a proof-of-concept presentation. I also spoke with Adam Whiting, the studio’s assistant game director.
Everywhere is a game with one of those pie-in-the-sky pitches. It’s my job to meet every would-be landscape-changing game with a healthy dose of skepticism—promises are one thing, but it’s another to make those promises play out. It’s also my job to tell you that, after seeing the dang thing, I think Build a Rocket Boy has a real chance of pulling it off.
OK, first things first: is way more than a third-person action game, but those are its basic bones. You have multiplayer matchmaking, unlockable outfits, driving, that has a level editor called Arcadia—but even calling it a level editor seems like shorthand.