A photo of Sos Sosowski, as provided by Sos Sosowski (as is the one below)
The Polish developer is currently bringing Mosh Pit Simulator, made for virtual reality, to a state of something like completion, not that its broken looks—legitimately terrifying and twisted avatars abound, all elongated extremities and jiggling ass's—are going to be glossed into anything approaching conventional wisdom on what represents "finished" assets. The official trailer for the game is pure nightmare fuel, immediately scarring the viewer for the foreseeable while simultaneously giving away very little about what the game actually is.'Mosh Pit Simulator,'trailer"The game is going to be a collection of short vignettes interluded with cut-scenes forming a—hopefully—coherent plot," Sos tells me over email, "but the aim is to get some fun stuff in, as opposed to creating a cinematic movie experience. For example, [there is] a level in a supermarket where everything flies all over the place, a level on a wing of a plane, and one where you have to drive a van but they (the weird stretchy people) keep getting in from the back, so you need to push them out but then the car goes all over the place. I have a plot in mind, but I want to keep it a secret just a while longer, especially since it will probably derail into something completely different, as most of the game has."Mosh Pit Simulator began as, says Sos, "a short game where you play against someone else, in VR, over the internet, and have to punch their face to win using inverse kinetic animation, with hands and head connected to a tracking system." But a few generous adjustments to the physics later, and something entirely different was born: "I cranked up the punching force too high and applied a really simple wobbly walking mechanic to the enemies, which resulted in the first gif [of the game] that exploded all over the internet. I would never have anticipated that extent of reaction. I was thinking back then about jamming together a short game to see if it gets popular, and if it's something I wanna spend more time on; but in the end, it was obvious that I should just keep making this."
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All of these are bad games. Some of them are so bad as to be as good as unplayable, which I suspect is sort of the point. Sos is also one of the makers of DOOM Piano, a physical set-up where you play 1993's id-made shooter using a piano. It's impossible. It's gloriously dumb and fun and wonderful to watch people try to be good at, but it's impossible. This unlikely combination of classic instrument and iconic video game is as good a manifestation as any of Sos's constant desire to innovate in areas that the games industry en masse isn't bothered about: in the margins, the gaps between sense and spectacle, where imagination is unchecked because doing so is boring. Mosh Pit Simulator isn't boring. McPixel isn't boring. The same certainly can't be said about the state of triple-A series like Halo and Assassin's Creed.And the passion has always been there for Sos—this has never been about making a name for himself, carving out a reputation at the fringes of indie gaming, or gathering a decent wedge of cash to go beside a respectable level of infamy.
Gaaaaaaah nope nope nope fuck off
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Here's Sos again. Hey, Sos.