Much of the design work seemingly consists of getting in the player's way, lest you realise that the psychological soap opera you're piecing together is, at root, a pretty humdrum tale of overweening pride and blundering villainy. There are the guards who insist that you play Dodge The Viewcone while you're searching gloomy, putrid interiors for critical documents. And there are the interfacial glitches, cutscene rants and narrative red herrings that strive to keep you guessing about the secrets at the game's heart, a heart of darkness that proves to be made of tin.
Get Even isn't an awful game - indeed, it suggests a team capable of making a great one. The title is pleasingly double-sided, for one thing. It evokes the kind of cheesy, on-rails revenge fable Midway might have shipped in the mid-noughties, and there's certainly a B-movie pong to the "cornergun", a weapon you acquire early on that folds 90 degrees to let you snipe from safety. But as the boxart's inverted lettering implies, the title also refers to the act of evening out discrepancies between accounts, reconciling versions of reality - a process elegantly summarised by one, later puzzle, in which you must arrange a room's contents to mirror that of another room through the window.
The plot takes place in modern-day England, and begins with Black failing to save a kidnapped girl from an explosion (a premise that saw Bandai Namco delaying the game to avoid releasing in the aftermath of the suicide attack at the Manchester Arena). On regaining consciousness, he finds himself in the grounds of a ruined asylum wearing a sinister-looking headset. It's here that Red pops up, a grainy silhouette on a flatscreen, to explain that Black is undergoing a form of virtual reality therapy, having been left in a coma by the blast. To wire his brain back together, you must search the asylum for photographs that unlock flashbacks of the events leading up to the explosion, and repair those memories by recovering or restoring the key artefacts and conversations while fending off (or hiding from) various gun-toting jarheads, representative of Black's mounting anxieties.

As enjoyable as these motifs are to peel apart, however, none of them are as spectacular or intriguing as the setups you'd encounter in a pure-bred horror game like Silent Hill, and all of them are ultimately just camouflage for a bloated, self-indulgent tale of masculine inadequacy. Stories about failing masculinity are almost as common in video games today as, well, stories about being trapped in simulations, and Get Even's take lacks the intelligence of The Last of Us, or even Bioshock Infinite. Think brittle cliches such as predatory career women or lairy, hard-drinking Irishmen, and mawkish scenes of domestic bliss contrasted with graffiti that screeches "it's all your fault". The ending does throw the plot into a new light, particularly its female characters, but it also makes the entire narrative feel like groundwork for a game that isn't caught in the mesh of one man's vapidity, a game you never actually get to see.

It's not exactly The Talos Principle, but it's a sight more entertaining than the stealth gunplay during flashback sequences, where you'll hurry past patrolling goons with the regulation three alertness states, or blow them to clouds of polygons using rifles, SMGs and pistols. High bodycounts risk damaging the simulation and Black is a pretty wooden duelist, unable to jump or climb over objects, so as tedious as the stealth becomes, shoot-outs are better avoided.

If Get Even proves anything it's that The Farm 51, a studio otherwise known for shambolic Indiana Jones knock-offs and so-so shooters about vampires fighting Nazis, has a lot of lurking ambition. That's also true of its other recent work, the Chernobyl VR Project, an interactive documentary that takes viewers inside the infamous Exclusion Zone. The two games make for an arresting comparison, one celebrating the pedagogic potential of virtual reality technology while the other offers something of a cautionary tale; you can also glimpse the afterimage of The Farm 51's Chernobyl research in the rusted, mildew-spotted crevices of Get Even's environments. This is a developer to watch, I think, a developer with a lot to give, but one that is still searching for a high-level concept or premise worthy of its abilities.
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