The game’s commentary arises out of Bennett Foddy himself, whose background in moral philosophy informs much of the narrative architecture of Getting Over It. Humble as the game is in its component parts, the game evolves self-aware commentary and develops lore that isn’t altogether clear, but makes you think. How can you love something that causes you to throw your controller across the room? One answer is to turn to the lead developer Bennett Foddy, who clearly knows what he is doing with game design. Failure doesn’t extinguish the player’s emotional investments in this game, but it certainly causes many (including me) to rage quit.ĭespite the inherent frustration that players experience throughout this game, reviewers of Getting Over It practically fawn over its execution. The player falls for the sunk cost fallacy, resenting the time they just spent climbing the mountain, only to come crashing back down once again. In the same way, achieving new progress in Getting Over It causes celebration and addiction to play further. The brain is tricked to continue playing despite lacking a statistically informed, rational reason. Such success, though far from guaranteed, is more than enough to make up for a handful of failures. When gambling, the brain is susceptible and manipulatable to variable rewards. The psychological aspects of Getting Over It manipulate the brain in the way gambling does. Most games allow for checkpoints, save spaces, and so forth, but Getting Over It threatens the player with their own incompetence the entire time. Unlike other games that cushion failure, Getting Over It psychologically punishes its players for doing so. It’s like a game of Chutes and Ladders, but from Hell. The player is always aware that, if their actions are not exactly on target, then the game will punish them by sending the character right back – all the way down – to the beginning. Rather, difficulty is enhanced through the adrenaline that the player experiences when making tedious progress. To say that the game is “difficult” isn’t precisely the right way of thinking about it. Everyone that I’ve seen play the game – including popular Let’s Plays from PewDiePie, Markiplier, Jacksepticeye, etc., reviewers, friends, and myself – has been broken it. If you fall, you’re going to start over you’re going to have to get over it.įailure is a guaranteed condition built into Getting Over It. For each new height that the player reaches raises the stakes. Each little bit of progress that the player makes causes anxiety as much as it does triumph. The mechanic of projecting the character up the mountain sides with only a sledgehammer as a guide becomes increasingly precarious. The singular game mechanic of sledgehammering your way (as though moving around with a crutch, or on stilts) through the game’s single level is a deceptive facade. Getting Over It presents itself as a simple game: a bare-chested man, half-embedded in a black cauldron, has to ascend a vertiginous landscape, half-landfill half-mountain. (Psychologists are currently agnostic on that issue.) In this case, if all you have is a sledgehammer, everything looks like smashable drywall for your pent-up rage. Or, at least, according to the great psychologist Abraham Maslow.
If all you have is a hammer, everything looks like a nail. As a player, you often wonder why you’re masochistically whipping yourself, playing this game over and over, trying to reach the top. Frustration is literally built right into the game.
#Getting over it with bennett foddy trial
This genre bending game knows exactly what it is: a trial in patience, suspense, and frustration. Getting Over It with Bennett Foddy is an idiosyncratic video game – almost to a fault.