WRITTEN IN PLAIN AMERICAN ENGLISH.
About
CLAY TRIBUNE.
ShopCartAccount
Advertisement

Nine Years On, Get Even Still Makes the Loop of Death Work Better Than Anyone Expected

A man dies and wakes again, trapped in a loop of death, solving a murder mystery with his own fractured memory.

By mitch·7 min read
A man stands in a dim corridor, surrounded by looping blue light, as though trapped within a cycle of death.

Get Even asks players to solve crimes while trapped in a loop of death, and it mostly succeeds. The 2017 game from The Chinese Room, released for PS4, PC and Xbox One, puts players in the shoes of Cole Blackwood, a man who wakes up in a police station after being killed in a car crash. Cole can talk to himself across two timelines, and he must uncover the truth behind his death before he dies again. It sounds like a gimmick, and it is a gimmick, but it is also the foundation of a tense, clever murder mystery that respects player intelligence.

The premise is simple on paper: Cole can remember his past life through conversations with his former self, and he uses those memories to gather evidence and interrogate suspects. The execution is where Get Even separates itself from other detective games. Instead of pointing and clicking through menus, players control Cole directly, moving him through environments, examining objects, and talking to witnesses in real time. The game blends exploration with deduction, and the result is a hybrid that feels fresh even years later.

Trailer, via The Farm 51.

Advertisement

The Loop Structure

The core mechanic is the loop of death. Cole dies at the end of each chapter, and when he wakes up, he gains new information about the case. This creates a natural progression that forces players to reread previous scenes, looking for clues they missed the first time. The loop is not just a gimmick; it shapes the pacing and the way the story unfolds.

The game’s structure is divided into chapters, each centered around a key location or a major suspect. Cole moves between the police station, his apartment, a crime scene, and a mysterious mansion. Each chapter ends with a revelation, and the loop resets. Players are encouraged to backtrack, and the game rewards careful observation. Items found in one chapter often become important in later ones, so remembering where they were placed requires attention.

The loop also creates a sense of urgency. Cole knows he will die again, so every conversation carries weight. The game uses this tension to keep players engaged, and it works. The pacing is steady, with moments of quiet reflection balanced against intense revelations.

Two Cops, Two Timelines

The game’s central innovation is the ability to switch between two versions of Cole. One is the present-day Cole, a traumatized man trying to understand what happened. The other is the past Cole, a confident investigator who lived before the crash. Players can toggle between the two characters during conversations, and this allows for some interesting dialogue options.

The past Cole remembers details that the present Cole has forgotten, and vice versa. This creates a constant flow of information, and it makes the investigation feel collaborative rather than linear. Players are not just reading a script; they are piecing together a puzzle using fragments of memory. The switching mechanic is seamless, and it rarely breaks the immersion.

The two Coles also represent different perspectives on the same events. The present Cole is haunted by guilt and confusion, while the past Cole is driven by curiosity and anger. Their conversations are often the highlight of the game, offering insight into the characters’ motivations. The contrast between the two timelines gives the narrative depth, and it keeps the mystery engaging.

Detective Work That Feels Real

Get Even does not rely on a magic system or supernatural elements. It is a grounded, realistic murder mystery, and that commitment to realism extends to the detective work. Cole examines crime scenes, collects evidence, and interviews witnesses, and the game handles these mechanics with care.

Players must observe the environment carefully, noting details that might seem insignificant at first. A torn envelope, a broken vase, a missing book — these small clues add up over time. The game encourages players to document their findings, either by writing notes or by revisiting locations. This attention to detail gives the investigation a procedural feel, and it makes the solving of the mystery feel earned.

The interrogation scenes are particularly well done. Cole can ask questions, listen to responses, and react based on the answers. The game tracks player choices, and the reactions of the suspects change depending on how Cole approaches them. This creates a dynamic that feels closer to a real conversation than a scripted one.

The game also includes a mechanic called “memory recall,” which allows Cole to replay past conversations. This is a clever way to let players check their assumptions, and it adds a layer of complexity to the investigation. The detective work is not just about finding clues; it is about understanding the people involved.

The Mansion and Its Secrets

One of the most memorable parts of Get Even is the mansion chapter. Cole visits a sprawling estate to interview a suspect, and the setting is atmospheric and unsettling. The mansion is full of hidden rooms, secret passages, and strange artifacts, and the game uses it to build a sense of unease.

The mansion is not just a backdrop. It contains clues that tie into the larger mystery, and exploring it feels like a puzzle in itself. The game rewards curiosity, and the mansion’s design encourages players to look beyond the obvious paths. There are multiple ways to enter and exit the mansion, and the layout changes slightly with each visit.

The mansion also serves as a visual contrast to the other locations. While the police station and Cole’s apartment are familiar and ordinary, the mansion is exotic and unsettling. This contrast helps maintain the game’s mood, and it keeps the investigation feeling fresh.

The mansion chapter is a standout moment in the game, and it demonstrates the developer’s skill at creating memorable environments. The mansion is not just a place to find clues; it is a character in its own right.

Sound Design and Atmosphere

The sound design in Get Even is excellent. The game uses music sparingly, but when it does, the score is tense and effective. The soundtrack shifts between calm piano pieces and ominous orchestral crescendos, and it matches the tone of the scenes perfectly. The audio is used to signal danger, surprise, and revelation, and it enhances the overall experience.

The voice acting is also strong. Cole’s performances are nuanced, and the supporting cast delivers convincing portrayals of their characters. The game’s writing is sharp, and the dialogue avoids clichés. The characters are flawed and human, and their interactions feel authentic.

The game’s atmosphere is moody and claustrophobic. The lighting is dim, and shadows loom over the characters. The color palette is muted, with blues and greys dominating the visuals. This creates a sense of dread, and it fits the game’s psychological horror elements. The atmosphere is not overwhelming, but it is consistent, and it contributes to the overall tone.

The sound design and atmosphere work together to create a cohesive experience. The game’s world feels alive, and the audio helps sell that world.

A Short Review of the Game

Get Even is a game about memory, guilt, and the search for truth. It is a murder mystery that uses a unique loop structure to keep players engaged, and it succeeds because the core idea is executed with care. The game is not perfect, and there are moments where the puzzles feel too easy, but the overall package is compelling.

The game’s strengths are its loop structure, its detective work, and its atmosphere. These elements combine to create a game that stands out in a crowded genre. The weaknesses are minor compared to the strengths, and they do not detract significantly from the experience.

Element Strength Weakness
Loop structure Innovative and engaging Some puzzles are too easy
Detective work Realistic and detailed Can be slow at times
Atmosphere Moody and immersive Dim lighting can be distracting

The loop structure is the game’s defining feature, and it is executed with confidence. The detective work is thorough, and it rewards careful observation. The atmosphere is moody, and it sets the tone effectively. These elements work together to make Get Even a memorable experience.

Final Score

Get Even is a solid, if imperfect, entry in the detective genre. It offers a fresh approach to the loop structure, and it executes its ideas with care. The game is not revolutionary, but it is well made, and it deserves attention.

The game’s score is 7.4 out of 10. This reflects its strengths and its weaknesses. The loop structure is innovative, the detective work is thorough, and the atmosphere is moody, but the game is not without flaws. The score is fair, and it accurately represents the game’s position in the genre.

Get Even is a game worth playing. It offers a unique experience, and it respects player intelligence. The loop structure is a gimmick, but it is a gimmick that works. The detective work is rewarding, and the atmosphere is immersive. These elements combine to create a game that stands out in a crowded field.

The Notebook

Get the Notebook.

The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.

We send one note to confirm. Every issue has a one-click way out.

Game reviews
Advertisement

Leave a Reply

Your email address will not be published. Required fields are marked *

As an Amazon Associate, Clay Tribune earns from qualifying purchases.