

Though they may be useless in and of themselves, the challenge they pose is very real since any one could be your literal downfall, sending you cursing and screaming back to the start of the game. The objects comprising the mountain, purposefully made to look like repurposed B game assets, further illustrate this point. In this way, we can view Getting Over It as an extension of Diogenes’ quest to live a wholesome life according to his philosophy. Playgrounds and boxes defy gravity, living room furniture extends skyward in an impossibly balanced stack, stairs spiral into infinity. From there, everything begins to look like an M.C.

As you pass rocks and trees, a construction zone begins to take shape, materials laid out haphazardly in ways that aid your ascent. The mountain you climb in Getting Over It is built from these replicable B game assets in short, it’s something out of Diogenes’ nightmares, its recycled nature becoming increasingly apparent the farther you climb. And when a game is created from what the public perceives as trash, the game itself is then seen as, well, trash. Just like food and water, media is consumable, so rapid-fire creation of it only results in an equally rapid-fire mounting of cultural trash as we burn through our endless feeds. But this argument doesn’t account for context. Many have speculated, Foddy continues, that all video games will eventually be constructed through this assembly line process, with prefabricated objects reused over and over to populate our virtual playgrounds.
