Experiencing “Getting Over It with Bennet Foddy” was an unusual game, expressing it simply as ‘strange’ might seem trivial, yet that’s what it felt like. In this game, you controlled a human torso emerging from a large pot, wielding a sledgehammer in an attempt to ascend a towering mountain. Throughout your journey, a disconnected voice echoed words of encouragement and contemplative musings, adding a surreal element to the experience. Despite its absurdity, the game was genuinely heartfelt and managed to find success. It seems that people are drawn to the peculiarities sometimes. Now, let’s consider what could potentially follow such an intriguing introduction…
– A description of another offbeat yet captivating game, “QWOP,” where players control a runner using four separate keys for each leg and torso movements, leading to uncontrollable hilarity and frustration.
– An article discussing the rise of ‘weird gaming’ culture, delving into its appeal and how it challenges traditional gaming norms.
– A personal anecdote about the author’s experience playing “Getting Over It with Bennet Foddy,” reflecting on the lessons learned from the game’s philosophical ramblings and the perseverance required to master it.
– An exploration of the role of humor in gaming, using “Getting Over It” as a prime example of how a game can both amuse and challenge players.
– A piece on the art of game design and the importance of originality, showcasing “Getting Over It” as an excellent example of a unique concept executed well.
The response is “Baby Steps,” a game published by Devolver Digital, which showcases the skills of Foddy in collaboration with Gabe Cuzzillo and Maxi Boch. It’s essentially an enhanced version of “Getting Over It,” offering a broader range, a narrative complete with characters, and who knows what else since I only had a brief hands-on experience (an hour or so) during the demo. Trust me when I say that there’s much more to this game than meets the eye.
Baby Steps
The game introduces Nate, who’s often referred to as a “jobless layabout” by the developers. His parents, engaged in a heated discussion off-camera, summon Nate for a family gathering. Instead of heeding their call, Nate is engrossed in a static Netflix screen on his television, with a burning bong and assorted mess strewn around him, creating a pitiful living environment. Dressed in nothing but a grimy onesie, Nate suddenly finds himself transported from his TV into an alien world—a swampy landscape filled with sticks, mud, and remnants of a deserted carnival. In the distance lies a solitary mountain, hinting at potential adventure.
Unsure of what to do, Nate decides to take a step forward and immediately falls flat on his face.
In that scenario, as you might guess, it’s where the intricate mechanics come into play, contrasting with the simplicity of ordinary walking in Baby Steps. Instead of just strolling, there’s an entire sequence to follow. You need to pull a trigger to lift a foot, adjust the leg’s position using the analog stick, and then let go of the trigger to plant the foot. Moving forward without moving the foot will make you fall. Positioning your leg awkwardly or going too fast or out of rhythm will likely cause you to stumble. It’s amusing initially, but the thrill of maintaining a pace and maneuvering through the terrain seems more engaging than the gimmick.
In the demonstration, I found myself walking towards a mountain, and fragments of a story emerged. A peculiar figure approached Nate, trying to establish friendship, yet Nate went to great lengths to avoid these encounters, even if it meant compromising his dignity. Clearly, Nate harbors some unresolved issues, making the title Baby Steps carry a significant double meaning. I can assure you that this dynamic will keep you engaged as we move beyond the demo. And yes, there are multiple pee jokes in store!
In my journey towards the mountain, the demo unexpectedly ended before I finished, but I managed to restart and continue exploring. This adventure led me to an amusing hat atop a submerged carousel from a circus, which was challenging to retrieve. Additionally, there seemed to be a side quest (I believe) about a missing cup, although I couldn’t locate it. In the process, I slipped down a massive muddy slope into a pit, setting off an uncommon cutscene hidden far away from the usual path. So, there are many intriguing discoveries waiting in Baby Steps beyond the main objective.
Due to the peculiar game mechanics, traversing the vast expanses was undeniably challenging, and I often questioned whether uncovering secret content would keep me engaged enough to continue wandering aimlessly without defined objectives or falling haphazardly. However, I must admit that the hidden scene I discovered was hilarious, making the effort worthwhile in that instance. As for the cup item, it’s still up in the air; I’m yet to make a decision on its significance.
On September 8, 2025, we’ll unveil Baby Steps together, and until then, if you’re intrigued by this description (and trust me, you should be), you can preview it now on Steam during Next Fest.
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2025-06-09 10:27