Review DanMaul 3/5 · Jul 4, 2022
Navigating through the best and the worst of indie gaming for an ultimately satisfying payoff
TLDR at the end.
Being quite interested in trying Farm 51’s newest game due to its STALKEResque visuals, I decided I would first give their previous title Get Even a go because a) I found the mechanical and visual concept quite appealing, b) it was already on my backlog, and c) that’s kinda what patient gamers do. When I beat …
TLDR at the end.
Being quite interested in trying Farm 51’s newest game due to its STALKEResque visuals, I decided I would first give their previous title Get Even a go because a) I found the mechanical and visual concept quite appealing, b) it was already on my backlog, and c) that’s kinda what patient gamers do. When I beat the game, I felt I had just been through a mini-rollercoaster ride, one that made me simultaneously grapple with the good and the bad of indie gaming in one swift gulp. At its core, Get Even is an incredibly alluring concept, enveloped in a cocoon of effectively grim and eerie visuals, intriguing, dark and mature storytelling, and novel, promising mechanics. At its execution point, however, it’s an ultimately disappointing game that left me even more frustrated because of the potential shown throughout my playthrough.
The fact that this can be seen as an FPS left me slightly apprehensive, since it’s very easy for smaller studios to really miss the mark on this front. But to my surprise, gunplay was actually better than I had been led to believe, not exactly weighty or particularly well realised, but definitely serviceable. The problem lied with all the parallel issues that came with the game and couldn’t be ignored. The worst of it for me was the terrible navmeshing in one particular level. I lost count of the amount of times I got literally stuck on the ground, unable to move or do much of anything other than watch my character spasm uncontrollably until I reloaded the previous checkpoint. It was beyond infuriating because I wasn’t even ‘offroad’ most of the time: at one point, I intentionally started keeping myself on the clearly designated path as much as possible (it was an area filled with enemies which didn’t help), yet the same thing kept happening. I eventually made it through, many attempts later - it’s a bit ridiculous for a game as unpolished as this not to have a save system -, but this particular location, which you’re forced to revisit twice, was almost enough to put me off the rest of the game entirely. If you add to this: the fact that Get Even doesn’t exactly offer the best design clarity on open levels; or that it doesn’t boast a very competent stealth system whilst at the same time always encouraging stealth; or that it features such an interesting, original tool as the CornerGun but narratively (and mechanically) coaxes you into not using it; or that it suffers from really weird sound inconsistency, randomly giving you appropriately creepy tracks as much as it throws at you bizarrely misplaced pop music (an absolute mood killer); or that, for all its accomplished visual atmosphere, it also comes jam-packed with terrible texture work for 2017 standards (which is of course particularly noticeable in a 1st person game)… well, you get the point. There are a lot of technical issues with Get Even, and not only did I leave with the impression that there was no sensible reason for at least half of them to be there, I also ended up with the feeling that this game doesn’t work all that well with a controller, which is something I rarely, if ever, think about these days when playing games.
Yet through all these hurdles, I still had an enjoyable time with Get Even when I was done. A massive contribution to this came from its narrative theme and story beats: although I didn't think the pacing was consistently good across the board, I still thoroughly enjoyed the mystery that the game guided me through. Get Even presents an interconnected web of sub-stories, events and character motivations, being part mystery, part whodunnit, part horror, part psychological thriller, part grief-riddled drama. Sound design attempts to kill the mood notwithstanding, there was a sense of heavy tension and loaded intrigue throughout most of the game that kept me invested despite its technical mishaps. For some reason, during my playthrough I often remembered Bioshock 2 and the time I spent in its hubs trying to
It had been a while since I’d played an indie game that encapsulated such a wide array of conceptual highs and execution lows. Get Even was a timely reminder of what these games can bring to the table, the struggles they sometimes go through in their quest for mechanical polish (especially in the 3D space) and, in my opinion, their most fundamental contribution: relentless, healthy creativity. In an industry often marred by the exact same design tropes, AAA game after AAA game, Get Even forced me to remember why I love and will always support the indie scene: I will happily tolerate its technical flaws, infuriating as they may be, because I know chances are its breath of fresh ideas and intriguing concepts will, more often than not, lead to an enjoyable and rewarding gaming time. 7/10