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Exo One took five years to make, Weston says, in part because he didn’t even know how to code when he first started out – he just had basic 3D modeling and texturing ability. Exo One was also part of the program, which Weston says “takes a lot of pressure off” since he was guaranteed a payout on the game before it had even launched, and had the benefit of visibility on Xbox stores and Xbox marketing.Įven so, though, Exo One’s vision and journey was shaped at least somewhat by Weston’s small team size and low budget. Weston mostly made Exo One as a one-man team, with his friend Rhys Lindsay doing the music and later with the help of David Kazi coding and Future Friends for publishing. For me that meant space, science fiction, a meaningful story and bags of melancholy atmosphere.”
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“So along with that inspiration I received from Journey, I decided I wanted to make a PC game, and something personal and creative that could really elicit a strong reaction from players. Having spent a year prior on Unknown Orbit, I felt a bit hollow from forcing the game into a rigid ‘standard game that most gamers will like with all the usual features like scoring.’ It was formulaic, and something I'd possibly never play, and I wasn't really even a mobile gamer. “So I mostly wanted to craft something that was unique in as many ways as possible. “Perhaps more than anything with games, I love to play very unique things I've never experienced before, possibly to the extreme where I'll not play as many games as I should,” Weston says.
Then, one day, he threw a metallic shader on a “ball” he’d been playing around with in Unity, threw down some cubes and pillars to roll around on, and realized he had the fun he’d been looking for.
It’s a strange, unsettling experience, but often a deeply beautiful and satisfying one, as you launch your little orb into a sea of clouds overlooking an ocean expanse with an enormous otherworldly pillar stretching out of the world ahead, waiting for you.Īs Weston adapted his vision, he was aware that his prototypes were growing increasingly complex and less instantly, obviously fun. Wordlessly, Exo One nudges the player to certain destinations on each planet via obvious glowing pillars of light, occasionally interrupted by haunting images and voices broken up with static telling the story of a space expedition gone wrong.
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Somewhere in the middle of all these imaginings you might get an idea of Exo One, a beautiful, gravity-bending movement game about a tiny spacecraft trying to undo a terrible event.Įxo One is a recent Xbox Game Pass launch title where you move a little orb by increasing and then releasing its personal gravity to speed it up down hills, launch it off slopes, and then glide it through the skies, seas, and atmospheres of a series of gorgeous, uninhabited worlds. Or think of Tiny Wings, but with found footage and a space tragedy. Or imagine Marble Madness inside No Man’s Sky. Imagine an open world Sonic game, but Sonic has his own controllable personal gravity machine.