The ability to cross the mountain so easily undermines its power. When you finally get to the top and wag your flag, it feels pretty cheap. Apart from the beautiful “God Mode”, Everest VR only gives a visual idea of climbing the mountain, leaving out many aspects of the real world.
Of course, there are purely practical reasons for this. The expedition went online in about 8 months from the announcement to the launch. The development company Solfar Studios worked on the project for less than 2 years. It is sold to a very small target group in a very special area.
We have unrealistic expectations of VR.
And to make it clear, Everest VR has its own set of advantages. It’s a beautiful reflection of a place that most of us will never see. But it’s still tempting to imagine how much deeper and more convincing the material could be if it spent more time building atmosphere or dramatic tensions than straight reconstruction.
Perhaps the best known work about Mount Everest is Jon Krakauer’s Ito Thin Air, a 1996 reference book on a devastating climbing expedition. Kraukauer’s words cannot visually present the mountain, but readers can immerse themselves in the text and explore another person’s thoughts and memories. The author succeeds in conveying an incredible feeling of reverence and horror, even when you are in a warm apartment thousands of kilometres away. Everest VR, on the other hand, comes very close to the visual representation of what the climber could see. However, many of the climber’s feelings and experiences cannot be imitated by the VR headset, so both works have their respective merits.
Thank you very much for your visit.