Get Even Playthrough | Part 13

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Published on ● Video Link: https://www.youtube.com/watch?v=ECIazHWVF4Y



Game:
Get Even (2017)
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Let's Play
Duration: 25:01
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Welcome back to Get Even! As always I hope you enjoyed the video, if you want to see more content like this then please consider subscribing.

What is Get Even?

Get Even is a game maintained in convention of a thriller, where action is shown in first-person perspective (FPP). Raising questions about the understanding of justice and reality. The player discovers the story piece-by-piece through exploration of interactive environments.

Cole Black wakes up in an old, abandoned asylum. He is confused and his sole memory is the attempted rescue of a teenage girl with a bomb strapped to her chest.

With a strange technology fused to his head – used to read and replay human memory – Black travels into the depths of his own mind to discover the truth about his past. Every step he takes, leads to the mysterious Red, whose intentions it is difficult to guess.

Get Even is played from a first-person perspective, combining elements of shooter, puzzle, and adventure games. As Cole Black, players make their way through an abandoned insane asylum on the orders of the mysterious Red. Along the way he will interact with a number of fellow "inmates," some of whom are friendly, some hostile.

At specific points Black will enter a memory regarding a specific event that Red wishes to reconstruct, which are the game's levels. Each concludes with Black returning to the asylum and making his way further into it, until encountering the next memory.

Black is equipped with a smartphone that has five apps: a scanner that can analyze specific objects for evidence; a map with which Black can navigate environments and track enemies; a thermal vision for spotting heat signatures; a phone and messaging app through which various characters communicate with Black; and an ultraviolet (UV) light for detecting trace evidence such as fingerprints and blood.

Throughout each level, there are various notes, photographs, and audio recordings that can be discovered and examined, which are then stored in a special evidence room that can be accessed at specific points during or between levels.

Although the gathering of these notes is not required to complete the game, collecting 100% of a level's evidence unlocks a code that can be used to open specific doors in each level.

Combat is similar to that of most first-person shooters, although it is discouraged, with the explanation that killing people threatens the stability of the memory and could cause it to break down completely. The player's preference for either stealth or aggression also affects the ending they receive.

Black has access to a small arsenal with which to defeat enemies, including pistols, assault rifles, and shotguns, as well as the option to perform a stealth kill at close quarters. One unique aspect of combat is a device known as the CornerGun.

When it is equipped, the player can turn the gun at a 90-degree angle and look and/or fire a weapon in that direction using the smartphone. Combined with the game's emphasis on using cover, it allows the player to fire around corners or over the top of low walls and tables.

Puzzles consist of deciphering codes with which to open doors, or the use of valves and levers to open a particular passage. These often make use of the smartphone's apps in specific ways.

Levels also contain anomalies which, when scanned with the smartphone's camera, cause the environment to alter in certain ways, usually to the player's advantage - for example, causing a van to appear in a parking garage so that an enemy's line of sight is diminished, or making a wall vent disappear, thus opening up an alternate route.

At certain points in the game the player will have to make choices that can have consequences later on. For example, an early scene has Black decide whether or not to release an asylum inmate from a cell.

Later, he has a choice between rerouting steam through pipes to open a passageway, or bypassing the puzzle by shooting the lock off a door. Like their approach to combat, the player's choices are commented on by Red, and influence the ending of the game.

Late in the game, players take control of Red. While controlling identically to Black, Red does not use the smartphone or CornerGun. Instead, he has the power to assimilate enemies and take their weapons, which he can then use. He also makes use of warp points, which are in specific places in each level, to move quickly and avoid enemies.

Instead of the map, he has a sonar vision that allows him to briefly see where enemies and warp points are from a distance. While Red does not collect evidence, he encounters engrams at specific points, which are used to reconstruct memories.

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