Looking at it close up, I feel it's more the latter than the former, which is in line with Sosowski's own feelings. Whatever the code might be telling these things to do, the result has been described as both horrifying or hilarious. They move erratically using some brilliantly awful application of physics that essentially causing them to be falling constantly, but repeatedly jerking back into an upright position with a randomised angle of ascent. I'd expected to see a series of vignettes in which these boneless flesh-bags push and punch one another – the game's title comes from an original scene that had rubbery people dancing, colliding and crowding around one another – but instead I found a weird plot, a thoughtful approach to VR and a giant whale crashing into a city street. That's why they flop about, wobbling and folding in on themselves. ![]() In the world of Mosh Pit Simulator, people don't have any bones. Last week, I met with Sosowski and he showed me the game behind the gifs. ![]() You may have seen the jiggling jelly-like naked men in the many gifs that have documented the development of Mosh Pit Simulator, you may even have seen the glitching dinosaurs that appear to be in a constant state of mid-explosion, but behind all the madness there is a method. Sos Sosowski is a self-styled “mad scientist of video games”, so it is perhaps fitting that his latest game began, as so many scientific discoveries do, with a mistake. At one point, I found myself asking if animals have bones.
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