Getting Over It
**Getting Over It with Bennett Foddy** is a unique and famously difficult platformer game released in 2017. Developed by Bennett Foddy, the creator behind other frustrating yet fascinating games like *QWOP*, *Getting Over It* became a cult classic soon after its release. It is known for its unusual mechanics, minimalist design, and its ability to provoke both frustration and reflection.
This article will explore the game’s development, mechanics, difficulty, cultural impact, and what makes it a game players love—or love to hate.
### 1. **Game Overview**
**Getting Over It with Bennett Foddy** is essentially a physics-based climbing game, where the player controls a man named Diogenes, who is trapped in a large cauldron. Armed only with a hammer, Diogenes must climb an increasingly difficult mountain made of random objects. The game has no plot or narrative but features commentary from Bennett Foddy himself, who reflects on failure, perseverance, and the nature of frustration as the player progresses (or more often, regresses).
The game is a modern homage to a 2002 game called *Sexy Hiking*, an obscure and equally difficult climbing game developed by Czech programmer Jazzuo. *Getting Over It* retains the spirit of *Sexy Hiking*, with a similar challenge level but with more refined mechanics and philosophical undertones.
### 2. **Core Gameplay and Mechanics**
At its core, *Getting Over It* features simple yet deceptively tricky mechanics. The player uses the mouse (or touchscreen in mobile versions) to control the swing of the hammer. The goal is to climb a mountain by hooking the hammer onto surfaces, pulling, pushing, and propelling Diogenes upward. However, the movement is entirely physics-based, which means precise control and timing are essential. A slight miscalculation can send the player tumbling back down the mountain, potentially losing hours of progress.
The minimalist design of the game’s controls is part of what makes it so challenging. There are no additional buttons or moves—just you, the hammer, and the mountain. The physics engine is unforgiving, making each movement unpredictable and requiring careful calculation. Players must learn to master subtle mouse movements, creating momentum by pushing off surfaces or carefully balancing the hammer on ledges.
#### **Difficulty**
One of the defining characteristics of *Getting Over It* is its **brutal difficulty**. The terrain Diogenes must climb is intentionally nonsensical, constructed from everyday objects like rocks, pipes, trees, and household items. These objects are placed in such a way that the player must use creative, often painstaking methods to make progress. Some of the most infamous sections include:
- **The Devil’s Chimney**: A narrow vertical passage that requires pinpoint accuracy to navigate.
- **Orange Hell**: A section with unstable platforms where a single mistake can send you plummeting back to the beginning.
- **The Anvil**: A steep and slippery area that tests the player's precision and patience.
There are no checkpoints or save points, meaning every fall results in lost progress. A large part of the game’s appeal—and frustration—comes from this high-stakes design. The difficulty is not just in the obstacles themselves but in the emotional toll of falling and starting over, which makes success all the more satisfying.
#### **Physics-Based Controls**
The control mechanics are at the heart of the game's challenge. The hammer follows a physics-based system, meaning that every movement feels natural but unpredictable. Players need to master a combination of swings, thrusts, and leverage to move forward, often using momentum to propel themselves upwards. Unlike most platformers where precision jumping or running are key, here every small movement of the hammer can either save or doom you. There’s a sharp learning curve, and part of the game's allure is the player’s gradual improvement and understanding of the controls.
### 3. **Philosophical Commentary and Bennett Foddy’s Narration**
One of the most distinctive aspects of *Getting Over It* is the constant voice-over commentary by the game’s developer, Bennett Foddy. As players struggle through the game, Foddy delivers philosophical musings about frustration, failure, and the value of perseverance. The commentary reflects on human emotions, particularly how we cope with adversity and the desire to overcome insurmountable challenges.
Foddy often references works of art, literature, and other media that deal with similar themes of persistence and difficulty. For instance, he draws comparisons to the myth of **Sisyphus**, the Greek figure doomed to eternally roll a boulder up a hill, only for it to roll back down every time he neared the top. This is a clear metaphor for the player’s experience in *Getting Over It*, where success often feels fleeting, and failure looms large.
The commentary isn’t just instructional or motivational; at times, it can feel like a subtle mockery of the player’s efforts. Foddy acknowledges the frustration players feel but encourages them to keep going, remarking that the pain of failure is part of the experience and something to embrace rather than avoid. His commentary adds layers of emotional complexity to the game, making it both deeply personal and strangely uplifting.
### 4. **Emotional Impact and Rage-Inducing Nature**
**Getting Over It** has earned a reputation as one of the most "rage-inducing" games of all time. Its unique combination of high difficulty and the lack of checkpoints means that one small mistake can undo hours of progress. This design makes the game incredibly punishing and can lead to extreme frustration.
However, this frustration is precisely what makes the game so engaging for many players. The tension between failure and success is amplified, making every small victory feel immensely satisfying. When a player finally reaches a new section of the mountain or pulls off a particularly difficult maneuver, the sense of accomplishment is profound.
For some, the frustration proves too much, and the game is known to push players to quit or even rage-quit in dramatic fashion. Streamers and YouTubers have popularized *Getting Over It* through videos showing extreme reactions to the game’s difficulty. However, this same difficulty is also why the game has built such a passionate fanbase. Many players relish the challenge and the emotional rollercoaster that comes with it.
### 5. **Cultural Impact and Legacy**
Since its release, *Getting Over It* has had a significant cultural impact. Its difficulty, paired with its philosophical commentary, made it a standout in the indie game scene. The game quickly gained traction among content creators, particularly streamers and YouTubers, who showcased their struggle with the game’s mechanics to audiences who enjoyed watching their reactions.
Several elements have contributed to the game’s legacy:
- **Twitch and YouTube Popularity**: The game’s popularity exploded on platforms like Twitch and YouTube, where streamers attempted to conquer the game while interacting with their viewers. These streams are often filled with dramatic moments of success and failure, as players deal with the rage-inducing nature of the game.
- **Speedrunning**: *Getting Over It* has also gained a following in the speedrunning community. Given the unpredictable nature of the game, mastering it to the point where one can complete it in record time is a tremendous feat. The current world record for finishing the game is under two minutes, showcasing the incredible skill required to speedrun it.
#### **Memes and References**
*Getting Over It* also spawned a plethora of internet memes and cultural references. Its absurd difficulty, paired with the inevitable emotional outbursts it causes, made it a popular subject for comedic skits and parodies.
### 6. **Why Players Keep Coming Back**
Despite—or perhaps because of—its punishing difficulty, *Getting Over It* has a dedicated fanbase that keeps coming back to the game. The game's philosophy of failure and perseverance speaks to players on a deeper level, offering a cathartic experience. In a way, it mirrors real-life challenges, where success is often hard-won and filled with setbacks.
The emotional highs and lows, coupled with the simplicity of the game’s premise, make it a game that players want to conquer. It’s not just about completing the game; it’s about mastering oneself and one's own emotions in the process.
### 7. **The Meaning Behind the Game**
While *Getting Over It* is, on the surface, a difficult physics-based platformer, it also serves as a commentary on gaming itself. Bennett Foddy designed the game as a reaction to the trend of modern games becoming more accessible, with frequent checkpoints, tutorials, and hand-holding. In contrast, *Getting Over It* offers none of these comforts. It forces the player to face the consequences of failure directly, making success feel far more meaningful.
The game’s message is not just about overcoming a mountain but about confronting frustration and the inevitability of failure. Foddy encourages players to reflect on why they play games, how they deal with setbacks, and what it means to persevere in the face of seemingly insurmountable odds.
### Conclusion
**Getting Over It with Bennett Foddy** is much more than just a difficult game. It’s a meditation on frustration, failure, and the human desire to overcome obstacles. The combination of its brutal difficulty, minimalist design, and philosophical commentary makes it a standout title in the world of indie games. While it’s certainly not for everyone, those who embrace the challenge find a deeply rewarding experience that tests not just their gaming skills but their emotional resilience as well.
The game’s impact on both the gaming community and streaming culture has ensured its place as a cult classic. Whether you rage-quit after falling back to the start or push through to reach the summit, *Getting Over It* is an unforgettable gaming experience that leaves a lasting impression on everyone who plays it.