Getting Over It with Bennett Foddy

released on Dec 06, 2017

Getting Over It with Bennett Foddy is a punishing climbing game, a homage to Jazzuo's 2002 B-Game classic 'Sexy Hiking'. You move the hammer with the mouse, and that's all there is. With practice, you'll be able to jump, swing, climb and fly. Great mysteries and a wonderful reward await the master hikers who reach the top of the mountain.

To quote Jazzuo himself: "The hiking action is very similar to way you would do it in real life, remember that and you will do well".

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A platformer that invents itself from its foundation in a stale genre, reaching back to the essence. An essence that understands that everything at its root is about platforms and moving around them, not about enemies, nor levels, nor obstacles, nor lives, nor deaths, not even jumping or running. A game that doesn’t care how you reach the top, it will treat you the same either if you were lucky or you worked hard, that if you fall it will just suggest you go back up. A mountain made to piss you off, but a static platform above all, the same mountain for all, the journey only yours.
Bennett Foddy kept reinventing movement, searching for the opposite of convenience, to understand and explore that rare bodies are capable bodies too, much more interesting than any standard one. In 2017, Getting Over It was released demonstrating that you could learn to climb with a hammer the same as you learnt to walk, then run, then jump, as we already did more than 40 years ago, and all the merits and failures were yours. If you want to capture the frustration of getting used to a new body, you must avoid any standard. In 2018, just 3 months later, Celeste released and insisted, over a search of the most comfortable body to ever be put under control, that you had it hard, but that if you made it to the top, the merit was yours, you overcame yourself. About every year, hundreds of precision platformers demonstrate that there is no friction going that way, that a small touch on what is already over-explored is the opposite of self-discovery. About every year, it becomes more clear that the Getting Over It journey was truly unique and personal, that trying to replicate it already misses the point. It conquered its own top.

I read "Getting Over It" and thought this would be free therapy for a dollar. Now I need more therapy.

Completed in 38 minutes. I am good. I can give proof if no one believes me.

I think Bennet Foddy thought that pitfalls in videogames are unfair: there's always something to grab on during a fall. But, at least for this game's rules, it depends on the magnitude of said fall and the direction you're falling.
It's more entertaining to appreciate this the more you understand the cauldron, the man inside it, the lever-hammer he holds and the spacial conception of the architecture around these three "things" to interact with.
Because you cannot die, every state and mean of victory and failure becomes a discovery of its own, and something to contemplate (and move on). That's what this platformer has that makes it stand up for me.