Getting Over It, Ironically, Inspires Rage and Philosophy

Alex McCumbers,

February 2, 2018 7:10 PM

Some games just punish you at all ends for even a moment of failure. Here's how players worked through frustration to find a calm in one of the most rage-inducing of games.

As an art form there is an extremely wide range of expression possible, but developers have a tendency to play in genres, sometimes loose formulas that helps make some games more accessible because of that comparison. Getting Over It with Bennett Foddy is a unique title and if it had to fit in any genre, it would come up in the same conversations as Surgeon Simulator or I am Bread. These are games that have a seemingly simple goal, but make the way of getting there go against general game design constructs or are designed in a way that make failure painful.

Getting Over It is a game that has torn apart players across the internet. Markiplier, a man of usual patience was broken down over this game more than any other game has done in the past. Other popular gamers on YouTube like Pewdiepie, Jacksepticeye, and Vinesauce (just to name a few) are being ripped and shredded by this climbing game starring a man with a hammer who’s stuck in a cauldron.  

Sure, the Steam’s store description reads that it was made to hurt people and it has undoubtedly done that. I’m sure most of those who have played it won’t soon forget that feeling of slipping down the mountain, watching hours of progress fade away, only to make the choice of either quit or try again. This has given it the common comparison to the gut-wrenchingly difficult Dark Souls games. Yet, there is something more here: a metaphor for life’s challenges, an open challenge with promise of reward, a commentary on the state of video games, a somber moment of reflection on accomplishments.

Getting Over It insights an emotional response through a couple ways. While the mechanics of climbing and falling are where most of the anger comes from, there is also some insightful dialogue spoken throughout by the game’s narrator, presumably Bennett Foddy himself.

After a big failure or just periodically through the game, the narrator chimes in with quotes about temperance from Abraham Lincoln or cues up some smooth jazz. Occasionally, he will talk about game design and the inspiration for Getting Over It, a crude 2002 indie title called Sexy Climbing. He talks about cobbled together assets to make something else, the expectations of modern players who seek only a tickle of feeling, and then there’s the whole piece about the act of climbing itself.

Seeing this game played (as I have yet to try it out for myself) I’m immediately reminded of the myth of Sisyphus, a man that was damned to perpetually push a boulder up a slippery hill. Upon reaching the top, he would always fall with the only option to start again. Getting Over It can be connected, as the player has a tendency to slip down the mountain, in fact it’s designed in a way that those chutes usually flow into each other for maximum rage. Yet, there’s that promise of a reward and the thought to beating something so many have struggled to even get halfway through.

There is also the approach to Getting Over It about the journey being the reward in itself. I won’t spoil the final reward, even though I looked it up with burning curiosity without first attempting it myself, meaning my appreciation for it has been lessened. That said it’s obvious that reaching new heights and then looking down to see what has been accomplished is something that is inherently rewarding. It’s why the monotonous task of mowing the grass is a way to relax for some, because looking behind that mower or weedeater shows tangible evidence of the work done.

Seeing someone finally best the mountain that has caused them such grief is also satisfying. Markiplier, after almost 30 hours of playtime finally reached the top. This created a moment of what looks like absolute joy in a man who had been driven to primal outlash.

One of the best essays I’ve seen on Getting Over It is from Between the Pixels, who talks about that hidden reward not being the end goal. It’s a really well-done piece that I recommend to anyone with an interest in this weird indie game in a way that’s more than the laughs of watching someone suffer from deep frustration.

I can’t imagine applying this string of thoughts to Getting Over It to make an actual thesis (that’s a bit out of my expertise and education) but there’s certainly enough there to study for someone else to do just that.

I also don’t know if I could ever bring myself to try the challenge myself. That level of frustration is something I would rather not seek. This odd game has brought out some wild emotions in people, taking them through a journey of ups and downs. Yet those that persevere get one of the greatest rewards, especially if their streaming to an audience or documenting their progress.

However, leave it to the speedrunning community to take an exceptionally frustrating challenge and turn it into a graceful dance of dexterity. While many of the challenges in the game can take hours of attempts, the world record is under three measly minutes. There’s not just a few running the game either, there are at least forty players and even those at the bottom of the leaderboards are running circles on those who may come across Getting Over It casually.

Video games as a medium continue to surprise me. There have been exceptional titles through its short history and I cannot begin to fathom what the future may bring. Sure, getting to that future may take some battles and failure, but there is something to be said of those that persevere. Keep climbing.



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