As stated in the description of the game: I created this game for a certain circle of people. To make them suffer.
And despite this description of the game Getting Over It with Bennett Foddy, if you play and listen to Bennett, especially towards the end of the game, you will understand that this is not so. This game is not like that at all. She rewards those who are calm and think with a "cold head", but punishes those who succumb to anger and anger.
Bennet conducts psychotherapy - more convincing than in other games of this kind, stanley bagginners guide, where the author also addresses us with his voice. It turned out more convincing for a clear reason - the game makes you suffer, simulating the achievement of a goal, playing on the player's ambitions and revealing the theme of frustration.
It's like in life: you stumble, you fall, you start over, you fall, and then you either pick yourself up again and keep trying, or you give up. Everything seems to be clear here, but such a parallel can hardly be felt, even if you read about it somewhere. In this we are helped by the voice of Bennett, which can be heard every time a strong fall or when overcoming another obstacle.
Bennet does his best to cheer up, quoting the classics, among whom you can even hear Tarkovsky, and including music on the same theme. He does not scoff, on the contrary, he wants to help, to show that a person always has the strength to get up and move on. That a person will constantly face seemingly insurmountable obstacles, but if you constantly try, constantly try, do not give up this business, then at a certain moment you will be able to overcome it, this obstacle.
But the obstacles in life are not the last - they will have to meet very, very many. Perhaps the whole life will consist only of them. Will a person be able to achieve that same boundless peace? Yes, he will reach, everyone will reach. Will he be able to experience this in life, and not just on his deathbed - that's the question. This is partly the problem of the way to achieve all creative and not only goals - the struggle with frustration.
If you imagine that you listen to Bennett's voice separately from the game, then it is unlikely that all this will make any impression. This is the advantage of the game - all his words can be felt in practice. Personally, I was just thinking about the persuasiveness of the embedded ideas in games. If you think about it, then everything is clear with books, with films too, but what about in games? It would seem that the format of games was not created at all to convey some ideas and thoughts: we see feature films, text games, game audio books, again - Stanley, bagginners guide.
If you can even put it that way, in these games, the gameplay still overshadows everything else, because you still play, and do not watch a movie or read a book. So how to make a game so that it can convey some idea? How to make a game so that it does not become an ordinary sports entertainment? Games are created only for entertainment, but is it possible to do something more? This game is like an audiobook, but it's something else.
In general, the idea of the game is amazing. I don’t know if I will ever reach the very top, but if in life I again experience a crisis, disappointments from my fall, then it would be useful to remember this game, perhaps.