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12 Apr 2020 10:30:17 UTC
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Get Even Playthrough | Part 4
Welcome back to Get Even! As always i hope you enjoyed this video, if you did then you could show some support by liking/commenting on the video, it'd be really appreciated, if you want to leave feedback then do so below, until next time take care.

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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
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