We don't often struggle for words when summing up a game, but Get Even is a unique proposition. This is a title that in many ways defies simple categorisation. Is it a shooter? Not really, but there are shooter elements. Is it an adventure game? Not really, but there are light puzzles to solve. Is it a horror game? Not really, but tension oozes out of every polygon and at times it can be genuinely unsettling.
Whatever it is or isn't, The Farm 51 has done a fine job here, crafting a game that mixes different elements to enthralling effect. Whoever coined the term "first-person thriller" had it about right, and we were glued to the screen throughout the 10-12 hours we spent in its company, each night postponing bedtime just so we could see what happened next.
We've not played a game quite like this before. That said, its cinematic and narrative influences are obvious; from Alice in Wonderland to Inception and back again, there's a strong emphasis on dreams or, more specifically, memories. The Farm 51 explores the darkest recesses of a troubled mind, and the journey through their subconscious is often disconcerting, to say the least.
We don't want to delve too deep into the narrative because that would be to spoil an exciting story campaign, but we will try and give you an idea as to its flavour, without ruining anything important. We've mentioned memories, and in Get Even we're occupying the mind of Cole Black; a mercenary turned security operative who works for an arms manufacturer. Through the course of the story, we explore the events around a kidnapping that culminate in an explosion.
The question of who was involved - and why - is at the heart of the experience, and Black must explore the furthest corners of his mind as he is guided by the mysterious androgynous voice of Red. Evidence litters the world, and when Black looks at a document or clue, that clue then appears on a notice board in something akin to a memory palace. Different memories each have a board that can be referred to later and even replayed (ideal for those who have to know absolutely everything that happens).
When not revisiting the past, Black inhabits a strange and twisted asylum of sorts; here, he gets to know Red a bit better, and we also start to piece things together. Or do we? We'll leave it there in terms of describing the story, because this is a narrative that twists and turns with almost reckless abandon, and it'll keep you guessing right until the very end - but in a good way. There's a mysteriousness to the story that makes for a gripping experience, one that's engrossing to both play and watch, and we had a series of shifting theories about what has going on. One thing we did like, though, is that at the end, we didn't feel like there was much in the way of loose ends, and any plotholes that we thought we'd spotted in the distance were carefully smoothed over by the time we got to them.