Getting Over It is a weird game in both aesthetic and concept. It's as much a statement on challenge and frustration as it is well-designed and clever. Getting Over It has no checkpoints and no saving. The experimentation and gradual mastery over time is what imbues Getting Over It with its fun.Ī single failure could send you tumbling back to the start of the game. Your actions become more careful and precise. Certain movements and tricks become familiar and practiced. What once seemed impossible becomes surmountable. Rails to shimmy across, tiny platforms, towering climbs. Narrow passages that call for maintaining tension against the walls to keep from sliding back down. Overhangs that need to be hooked and swung around, angled slopes that require a low angled hop. You start flailing your sledgehammer around, making progress through wild movements and swings, moving forward more through luck rather than precision.īut soon the mountain and the abstract structures you need to climb begin demanding more from you. There's a moveset to learn in Getting Over It, and like QWOP, you're the one designing that moveset through trial, error, and experimentation. Through careful swipes and drags, you can drag and hook, and propel yourself upward with an explosive downward push. You'd never imagine a sledgehammer could be so versatile until you've played Getting Over It. That premise is simple: you're a man, stuck in a cauldron, who moves by manipulating a sledgehammer. Much like QWOP, I imagine every normal human will reach a point that just seems impossible.īe it due to not yet having mastered the timing or precision needed, or due to a frustrating loss of progress due to a poorly-planned move, success in Getting Over It can seem like a thing of legend.Īnd yet, I'm still compelled to keep playing, because behind the weird premise and challenge, Getting Over It is just a lot of fun. That spirit of QWOP lives on Bennett Foddy's newest game Getting Over It^he sprinter and track may be gone, replaced with cauldron and hammer, but the essence of gameplay lingers. How you kept trying and trying, inching, bouncing, dragging, tumbling your way forward, until you found a rhythm that worked and grasped the physics and timing needed to actually step consistently? Remember QWOP? Remember those tentative first steps (or rather those poorly coordinated leg spasms that were meant to be steps)?
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