
Take a deep breath... Try to remember: a girl, a chair, a bomb. Just keep... calm. Follow the voice into the depths of you memory. Relax... and search for the darkest memories in the deepest recesses of your mind. Can you find her? The clock is ticking... And this is just a part of the treatment.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Japanese*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
It's a very successful game, I definitely recommend it. I suggest playing it with more than one person, not alone.
Круто закрученный научно-фантастический детектив с элементами стелса и шутера, где стиль прохождения влияет на концовку. Весьма затягивающая и неожиданная история. Рекомендую
Игры разумов будущего. Не ведитесь на метку хоррор - тут его нету. Кроме самих людей. Гнилых людей... Пыщь-пыщь ололо тоже нету.
Es un juego centrado en la historia, con un argumento interesante y bien llevado que mantiene el misterio hasta el final. Los personajes están bien integrados y cumplen con lo que la narrativa necesita. Los gráficos y sonido son correctos, sin ser lo más importante del juego, pero ayudan a la ambientación. En general, es una experiencia más enfocada en la historia que en la acción.
Al principio es un juego extraño que parece incluso de terror psicológico pero el giro de guion fue inesperado y la historia tiene una trama muy peculiar.
awesome game
Get Even is a first-person psychological thriller developed by The Farm 51 and published by BANDAI NAMCO Entertainment, blending narrative-driven mystery with exploration, stealth, light shooting mechanics, and puzzle-solving. Released in 2017, the game stands apart from traditional first-person shooters by placing its primary emphasis not on combat spectacle, but on atmosphere, memory, and moral ambiguity. It is less concerned with reflex-based action and more invested in unsettling the player through fragmented storytelling and emotional disorientation. The story follows Cole Black, a mercenary who awakens inside a decaying asylum with little recollection of how he arrived there. The only image lingering in his mind is that of a young girl strapped to a bomb. Guided by a mysterious figure named Red, Black is forced to relive distorted memories through a device called Pandora, which allows him to navigate reconstructed events from his past. The narrative unfolds in a nonlinear fashion, weaving between interrogation sessions and immersive memory sequences. As players delve deeper into Black’s recollections, the line between objective truth and psychological fabrication becomes increasingly blurred. The game’s strength lies in this constant uncertainty, keeping players questioning both the protagonist’s reliability and their own interpretations. Exploration plays a central role in shaping the experience. Many sections function like interactive investigations rather than traditional levels. Black’s smartphone serves as a multifunctional tool, capable of scanning environments, detecting hidden objects, illuminating dark spaces with UV light, and solving environmental puzzles. The act of combing through abandoned apartments, industrial complexes, and institutional corridors creates a steady rhythm of discovery. Clues are often subtle, requiring attention to detail and patience. These quieter investigative moments are where the game excels, building tension through environmental storytelling and mood rather than overt threats. Combat exists but is not the focal point. Firearms are available, and there are sequences involving enemy encounters, yet these moments often feel secondary to the narrative arc. The gunplay is serviceable but lacks the mechanical depth of dedicated shooters. Stealth is frequently encouraged, allowing players to avoid confrontation and preserve the fragile atmosphere. While neither combat nor stealth systems are groundbreaking, they function adequately within the broader framework of psychological storytelling. In many cases, the most compelling moments occur when the player is navigating tense environments without firing a shot. Atmosphere is arguably Get Even’s greatest achievement. The game makes deliberate use of lighting, environmental decay, and sound design to cultivate unease. The asylum setting is particularly effective, filled with dim corridors, flickering lights, and unsettling echoes. The use of photogrammetry technology lends certain environments a grounded realism that enhances immersion. Meanwhile, the soundtrack and ambient audio cues heighten emotional intensity, sometimes swelling dramatically during narrative revelations and other times receding into near silence to amplify tension. Thematically, Get Even explores guilt, responsibility, and the fragility of memory. As Black uncovers more of his past actions, players are invited to question moral justifications and personal accountability. The narrative does not provide simple answers, instead layering ambiguity into character motivations and plot developments. Twists emerge gradually, recontextualizing earlier events and encouraging reflection on what was assumed to be true. This psychological complexity elevates the experience beyond conventional action narratives. Pacing can feel uneven at times, particularly when transitioning between investigative exploration and combat segments. Some players may find that the mechanical systems do not always match the narrative ambition. However, the cohesive tone and emotional weight often compensate for these inconsistencies. The game’s willingness to prioritize story and mood over polished action mechanics reflects a clear creative vision. Ultimately, Get Even is an atmospheric thriller that prioritizes psychological tension and narrative experimentation over conventional shooter dynamics. It invites players into a fragmented mindscape where truth is elusive and memory is unreliable. While its gameplay mechanics may not satisfy those seeking pure action intensity, its immersive storytelling, moody environments, and thought-provoking themes leave a lasting impression. For players drawn to narrative-driven experiences that challenge perception and explore moral complexity, Get Even delivers a haunting and memorable journey. Rating: 7/10
Ta... pozostawia trochę mieszane uczucia; dosłownie 3 szczeble są tu na 3 różnych poziomach: [1] opowiadana historia jest świetna [2] z rozgrywką jest różnie, głównie daje radę, ale momentami podupada [3] od strony technicznej trochę pada. Widać dokładnie kiedy gra wczytuje następną lokację; wchodzą wtedy mocne ściny. Do tego ten dziwny efekt: mimo wyłączonego rozmycia ruchu ekran nadal rozmazuje się przy nawet najmniejszym poruszaniu się co sprawia, że odczuwa się momentami lekki ból. Combat wyszedł dość dobrze, walka nie jest nazbyt trudna, a headshoty są wyjątkowo przyjemne i znaczące. Dostęp do interfejsu jest ciekawy, bo rzeczy typu mapa, poszlaki, latarka UV itp. mamy podpięte obok broni i widzimy je w czasie realnym podczas strzelania; problematyczne jest tylko to, że nie możemy zmieniać tych efektów przy osłonie, co jest dość irytujące kiedy obok jest przeciwnik. Dobrze, że w niektórych miejscach możemy sami tworzyć swoje osłony i elementy detektywistyczne na szczęście nie są zbyt trudne w ogarnięciu. Jak zostało wspomniane fabuła jest naprawdę świetna; potrafi mocno wciągnąć, a aktorzy naprawdę dają z siebie wszystko; całościowo mistrzowsko jest to podtrzymywane dzięki soundtrackowi, który potrafi zadać bity których nie spodziewałem się i byłem miło zaskoczony. Gra dzieli się w sumie na dwa etapy: [1] głównie stealth z motywem detektywistycznym [2] shooter z większą ilością przeciwników; każdy z nich daje nam inne mechaniki, co znacząco urozmaica rozgrywkę, tylko szkoda, że oba etapy przechodzimy na tych samych poziomach z minimalnie zmienionym rozstawem. Będę szczery, gdyby historia była średnia albo nie daj słaba, to ciężko byłoby dać tu pozytywa. Fabuła uratowała honor tej gry. Moja ocena to 6/10. Polecam na dużej przecenie.
cool
Für den Preis uneingeschränkt empfehlenswert + Story + Performance +Athmosphärisch + Grafisch auch ganz cool Nur kleiner "Tip" : Höheren Schwierigkeitsgrad wählen, sonst wird es ohne Gegner schnell Langweilig.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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