First of all, it was great to see the game in action on a high-definition screen where we could analyze all the details. The game opens within the primordial soup, which absolutely teemed with blobs and squiggles of prehistoric life. As your creature evolved into a 3D environment and swam around in the sea, the water swarmed with life: plants, bubbles, little microorganisms. That same detail carried out once your critter walked out onto the land, where tiny insects buzzed around. Outer space was cluttered with comets, meteorites, gas clouds, and all sorts of interstellar phenomenon. Visually the game is a treat, not from state-of-the-art graphics but simply from a standpoint of detail and variety. Wright explained that the real goal of the game is to allow players to create things, and to allow them to transparently share their creations with other players. So, the idea isn't to make you go to a website to actively download stuff; instead, new content is constantly sucked into your game for you to experience, and you won't have to lift a finger. Similarly, the things that you create will be beamed out into the ether for other players to share.