If you hang around the interwebs, I don’t think the game Only Up should be unfamiliar to you. It’s made rounds on YouTube and Twitch like crazy in the past 2 months, and to this day is still gaining a fairly sizeable viewing on Twitch streams. No doubt that its insane difficulty and lack of room for making mistakes is the main drive of its popularity. These two things are almost always a good recipe for getting the popular tubers and streamers to play your game. However, I argue that this game did not deserve its popularityat all and is in fact one of the worst games I’ve ever seen.
Let’s start with a point of comparison: If you personally know me, you know that I somewhat like its inspiration, Getting Over It with Bennett Foddy.
Point is, I love this game to death. I genuinely consider it to be one of the greatest games ever made, and has a strong and very real message to its players and viewers alike. And if you watched Getting Over It for even a little bit, you would know how it works: difficult controls, mistakes that are irreversible, a narrator that might drive you insane, and the game is prone to driving people angry. It’s very good material for rage compilations, no doubt.
However, there is more to it than the average Twitch streamer will ever point out. There are quite a few reasons why this game is as great as it is.
First: the controls. This game is mouse-operated, and the gameplay hinges on the fact, that it’s very difficult to maneuver the protagonist with the controls. While this is true for all first-time players, the controls aren’t as manic as some might be led to believe on first viewing. There is a real sense of progression and skill in learning the controls and getting better with them. And it’s not just on the first playthrough. A lot of people, including myself, might be hooked by the time they got at the end, despite the painful journey, and think to themselves: “How fast can I go the second time?” So they play through the second time. And then the third time. And then the fourth, the fifth, and so on and so forth. With each playthrough, you subconsciously pick up how the controls work, how the physics work and how to properly maneuver your way through each of the various sections. You can learn how to skip the slide portion. You can learn how to wall bounce to get out of certain situations. And many other tricks that can come in handy. If I can get good at these controls… literally anyone can. That is the real beauty behind Getting Over It’s design. Its controls are wonky, but in a way that you can intuitively get used to and use to your advantage.
Second: the map. In the commentary, Bennett talks about the art of B-games, and what they are: he describes them as “rough assemblages of found objects”. It’s a good descriptor for its inspiration, Sexy Hiking, and it also applies to Getting Over It’s map. Again, if you watched the game for even a tiny amount, you’ll notice how crazy the map looks with its random objects strewn everywhere with no rhyme or reason. However, it’s actually the opposite: the game’s manic use of objects and free assets has a clear and laid out reason. Bennett explains in the commentary, that the random objects are strewn about in this fashion not only because it’s supposed to be a B-game, but they and the game itself serve as a commentary on digital culture, consumerism of the internet, and the people’s unwillingness to consume content if it’s not fed to them directly and without thought. He even does a direct callout to the viewers of YouTube/Twitch content creators that recorded this game.
Beyond the message of the game giving the map its reason to be the way it is, it also created a lot of memorable scenery for the player. Parts of the map can be divided up into specific sections with their own unique sky colors and obstacles. I’m sure everyone recognizes the infamous “Orange Hell” with its orange sky and cabinet with an orange on top of it. Maybe you have a lot of memories of you struggling up “Devil’s Chimney”, the tight tunnel with lamps stuck to the walls. Perhaps it was the “Anvil Jump” that sticks out in your mind the most, with its snowy surroundings and steep wall that you need to jump up to. Whichever section is your favorite (or least favorite), all of them have one thing in common: they’re unique, surreal landscapes that make the game very memorable.
And finally, despite the infamous reputation of the game: there are in fact many safety nets strewn throughout the game to not make your mistakes too punishing to make you want to quit for good. Yes, given enough effort, you can actually mess up so badly that you’re kicked to the beginning, but that is quite an extreme fail. A lot of the time, a mistake in a given section only kicks you back about 10-15% of the way. You might argue that it makes the difficulty a joke, but don’t let that surface level approach fool you: it’s still incredibly difficult on your first playthrough. It’s just that the difficulty is balanced in a way that makes it engaging to keep going.
Without the groundwork in form of a real meaning and purpose behind this map, as well as great design that makes it memorable and fun (in a twisted way, LOL), it would simply be a bland map with copy pasted free assets for the sake of laziness, forgettable scenery that made no sense, and made incredibly annoying to traverse. (cough cough, Golfing Over It, cough) And that is why Getting Over It’s map is so brilliant.
Third: the commentary. While playing through the game, the voice of Bennett Foddy would accompany on your quite painful journey. Many would find this irritating, but others, like myself, would find it soothing and intriguing to keep going to see what else he had to say. Regardless of your feelings on the commentary, it is hard to deny that, if you listen to it, you can feel actual soul being put into this game. Initially, Bennett is being somewhat mockful of you at the start of the game. Whenever you make mistakes, he makes remarks or cites quotes that may be taken as jabs towards the player’s inability to progress. (Fun fact: he mentions in a podcast I believe, that the quotes were taken from common responses on the internet towards people who’ve suffered some kind of loss.) You might laugh at them. You might rage at them. They might even make you cry. But he’s always there to try and motivate you to keep climbing. As the game progresses, Bennett’s commentary begins to be a lot more respectful towards you, the player, and you eventually feel some sort of connection with him. His commentary on digital culture and consumerism might resonate with you, and make you eager to listen to his thoughts on these topics. By the end of the game, he tells you that he is proud of how far you’ve come in this journey, giving you a huge sense of accomplishment for sticking it out to the end. The amount of consideration put into the commentary is what makes it great, and is, in my opinion, a vital part of the game if you intend to experience it to its fullest.
All of these components work together to make the brilliant game that is Getting Over It. Many other games that have been inspired by it have tried to emulate its key parts, but have either neglected one of them or outright failed to make them properly. Either the controls are frustrating in an anti-fun way, or the map has no deeper meaning and is incredibly frustrating, or the commentary is pointless or even missing entirely. The truth is, Getting Over It is great specifically because it has all three parts and it executes them perfectly. You can’t have a good game with this formula without one or the other. It NEEDS to have all of them. Otherwise, all you’re left with is an unsatisfying and forgettable experience with a challenge factor that feels either unfair or not worth the effort.
Now that the point of comparison is established, it is quite impressive that Only Up manages to execute NONE of these components competently in any capacity.
We’ll begin dissecting exactly why this game is shit by working with the same points that I described in my earlier dissection of Getting Over It.
The controls: This game uses your standard WASD + mouse scheme that your typical third-person perspective game uses. If you remember what I was describing earlier in the controls section of my Getting Over It dissection, you’re probably thinking to yourself that this misses the point of its controls by literally giving you a bog standard scheme. But don’t worry, that is the LEAST of its problems.
The game tries to make up for its lack of difficulty in its controls by making the platforming itself the central focus of the gameplay. Unlike Getting Over It, the camera is set behind the player and you move in three dimensions. Or at least, you would if the controls functioned correctly. The camera is set at a weird angle that is not perfectly behind your character, so you can never properly judge where and how you’re supposed to jump, which is a great fucking idea in a game that RELIES on precise jumping and maneuvering on tiny platforms.
Unlike in Getting Over It, you don’t feel any potential mistakes as being your fault. You don’t feel engaged with the world or game to keep going. You always feel like the game cheated you out of your progress because of how poorly it’s designed. The factor of being hooked to replay it after completion feels nonexistent, considering the unrewarding journey due to the aforementioned shittiness of the whole game. And because the controls are so simple, and the platforming janky as all hell, you don’t feel any actual skill developing. 90% of the platforming boils down to luck and whether the shitty collision of the map will let you climb to the next platform. Which brings me to…
The map: This map sucks. Plain and simple right off the bat. There is absolutely nothing coherent or memorable about this map, it is just random objects strewn about to make a path. There isn’t a single section that sticks out as a particular favorite, and this feels like a 16 year old’s first Unreal project with free assets grabbed from the marketplace.
The usage of free assets is very much mirroring Getting Over It, but unlike in that game, there is no rhyme or reason to it, no deeper meaning and no message. It is quite literally just random. Much like the aforementioned Golfing Over It, the free assets are put in here as an excuse to be lazy and to try and emulate Getting Over It, while completely missing the fucking point of why they were used.
And to make it worse, there are ZERO safety nets. You can lose a quarter or more of your progress due to the godawful jank platforming and be left with nothing but a feeling of being completely robbed. Maybe the commentary can at least give the map some sort of meaning?
The commentary: What commentary? No, seriously. It’s actually fucking unbelievable that this is lacking one of the crucial goddamn parts of the formula. I’m serious. There is NOTHING in terms of any commentary whatsoever. It might have been less of a sin (since a pointless commentary is worse than no commentary at all) if the rest of the elements were executed a lot better, but as you can probably tell from the earlier dissections, that is not the case at all. I mentioned earlier that the map is totally arbitrary and has free assets for the sake of free assets, but it could have at least tried to make up for it in some form with the commentary to potentially add the lacking message and meaning to the map. But no, there is nothing. Zip. Zilch. Nada. I really can’t comment on anything else in here, because there’s nothing for me to comment on to begin with. Good game.
So, to conclude: Only Up is a terrible asset flip rage game, purely designed to milk YouTuber and Twitch streamer attention (and to shill NFTs, but that’s out of the scope of this particular write-up). It has absolutely no soul or effort put into it, and it’s designed very poorly, with its godawful controls, godawful collision, godawful map, and godawful fucking everything. It is yet another example of a soulless clone of a fantastic game that completely misses the point of its intricacies, message, and pretty much every design aspect that it exceled in. I wouldn’t pay a single cent to play this game, and neither should you. Avoid it, and go play Getting Over It instead if you want an actual fair and well-crafted challenge.
It’s been a long one, but let me just say: I’m glad you came.
Part 2 (highly recommended to read as well, as it contains corrections and additions that this post does not cover)
Jul 31 2023
Only Downhill: Why Only Up is one of the worst releases of 2023
If you hang around the interwebs, I don’t think the game Only Up should be unfamiliar to you. It’s made rounds on YouTube and Twitch like crazy in the past 2 months, and to this day is still gaining a fairly sizeable viewing on Twitch streams. No doubt that its insane difficulty and lack of room for making mistakes is the main drive of its popularity. These two things are almost always a good recipe for getting the popular tubers and streamers to play your game. However, I argue that this game did not deserve its popularity at all and is in fact one of the worst games I’ve ever seen.
Let’s start with a point of comparison: If you personally know me, you know that I somewhat like its inspiration, Getting Over It with Bennett Foddy.
Okay, maybe somewhat like is an understatement.
Point is, I love this game to death. I genuinely consider it to be one of the greatest games ever made, and has a strong and very real message to its players and viewers alike. And if you watched Getting Over It for even a little bit, you would know how it works: difficult controls, mistakes that are irreversible, a narrator that might drive you insane, and the game is prone to driving people angry. It’s very good material for rage compilations, no doubt.
However, there is more to it than the average Twitch streamer will ever point out. There are quite a few reasons why this game is as great as it is.
First: the controls. This game is mouse-operated, and the gameplay hinges on the fact, that it’s very difficult to maneuver the protagonist with the controls. While this is true for all first-time players, the controls aren’t as manic as some might be led to believe on first viewing. There is a real sense of progression and skill in learning the controls and getting better with them. And it’s not just on the first playthrough. A lot of people, including myself, might be hooked by the time they got at the end, despite the painful journey, and think to themselves: “How fast can I go the second time?” So they play through the second time. And then the third time. And then the fourth, the fifth, and so on and so forth. With each playthrough, you subconsciously pick up how the controls work, how the physics work and how to properly maneuver your way through each of the various sections. You can learn how to skip the slide portion. You can learn how to wall bounce to get out of certain situations. And many other tricks that can come in handy. If I can get good at these controls… literally anyone can. That is the real beauty behind Getting Over It’s design. Its controls are wonky, but in a way that you can intuitively get used to and use to your advantage.
Second: the map. In the commentary, Bennett talks about the art of B-games, and what they are: he describes them as “rough assemblages of found objects”. It’s a good descriptor for its inspiration, Sexy Hiking, and it also applies to Getting Over It’s map. Again, if you watched the game for even a tiny amount, you’ll notice how crazy the map looks with its random objects strewn everywhere with no rhyme or reason. However, it’s actually the opposite: the game’s manic use of objects and free assets has a clear and laid out reason. Bennett explains in the commentary, that the random objects are strewn about in this fashion not only because it’s supposed to be a B-game, but they and the game itself serve as a commentary on digital culture, consumerism of the internet, and the people’s unwillingness to consume content if it’s not fed to them directly and without thought. He even does a direct callout to the viewers of YouTube/Twitch content creators that recorded this game.
Beyond the message of the game giving the map its reason to be the way it is, it also created a lot of memorable scenery for the player. Parts of the map can be divided up into specific sections with their own unique sky colors and obstacles. I’m sure everyone recognizes the infamous “Orange Hell” with its orange sky and cabinet with an orange on top of it. Maybe you have a lot of memories of you struggling up “Devil’s Chimney”, the tight tunnel with lamps stuck to the walls. Perhaps it was the “Anvil Jump” that sticks out in your mind the most, with its snowy surroundings and steep wall that you need to jump up to. Whichever section is your favorite (or least favorite), all of them have one thing in common: they’re unique, surreal landscapes that make the game very memorable.
And finally, despite the infamous reputation of the game: there are in fact many safety nets strewn throughout the game to not make your mistakes too punishing to make you want to quit for good. Yes, given enough effort, you can actually mess up so badly that you’re kicked to the beginning, but that is quite an extreme fail. A lot of the time, a mistake in a given section only kicks you back about 10-15% of the way. You might argue that it makes the difficulty a joke, but don’t let that surface level approach fool you: it’s still incredibly difficult on your first playthrough. It’s just that the difficulty is balanced in a way that makes it engaging to keep going.
Without the groundwork in form of a real meaning and purpose behind this map, as well as great design that makes it memorable and fun (in a twisted way, LOL), it would simply be a bland map with copy pasted free assets for the sake of laziness, forgettable scenery that made no sense, and made incredibly annoying to traverse. (cough cough, Golfing Over It, cough) And that is why Getting Over It’s map is so brilliant.
Third: the commentary. While playing through the game, the voice of Bennett Foddy would accompany on your quite painful journey. Many would find this irritating, but others, like myself, would find it soothing and intriguing to keep going to see what else he had to say. Regardless of your feelings on the commentary, it is hard to deny that, if you listen to it, you can feel actual soul being put into this game. Initially, Bennett is being somewhat mockful of you at the start of the game. Whenever you make mistakes, he makes remarks or cites quotes that may be taken as jabs towards the player’s inability to progress. (Fun fact: he mentions in a podcast I believe, that the quotes were taken from common responses on the internet towards people who’ve suffered some kind of loss.) You might laugh at them. You might rage at them. They might even make you cry. But he’s always there to try and motivate you to keep climbing. As the game progresses, Bennett’s commentary begins to be a lot more respectful towards you, the player, and you eventually feel some sort of connection with him. His commentary on digital culture and consumerism might resonate with you, and make you eager to listen to his thoughts on these topics. By the end of the game, he tells you that he is proud of how far you’ve come in this journey, giving you a huge sense of accomplishment for sticking it out to the end. The amount of consideration put into the commentary is what makes it great, and is, in my opinion, a vital part of the game if you intend to experience it to its fullest.
All of these components work together to make the brilliant game that is Getting Over It. Many other games that have been inspired by it have tried to emulate its key parts, but have either neglected one of them or outright failed to make them properly. Either the controls are frustrating in an anti-fun way, or the map has no deeper meaning and is incredibly frustrating, or the commentary is pointless or even missing entirely. The truth is, Getting Over It is great specifically because it has all three parts and it executes them perfectly. You can’t have a good game with this formula without one or the other. It NEEDS to have all of them. Otherwise, all you’re left with is an unsatisfying and forgettable experience with a challenge factor that feels either unfair or not worth the effort.
Now that the point of comparison is established, it is quite impressive that Only Up manages to execute NONE of these components competently in any capacity.
We’ll begin dissecting exactly why this game is shit by working with the same points that I described in my earlier dissection of Getting Over It.
The controls: This game uses your standard WASD + mouse scheme that your typical third-person perspective game uses. If you remember what I was describing earlier in the controls section of my Getting Over It dissection, you’re probably thinking to yourself that this misses the point of its controls by literally giving you a bog standard scheme. But don’t worry, that is the LEAST of its problems.
The game tries to make up for its lack of difficulty in its controls by making the platforming itself the central focus of the gameplay. Unlike Getting Over It, the camera is set behind the player and you move in three dimensions. Or at least, you would if the controls functioned correctly. The camera is set at a weird angle that is not perfectly behind your character, so you can never properly judge where and how you’re supposed to jump, which is a great fucking idea in a game that RELIES on precise jumping and maneuvering on tiny platforms.
Unlike in Getting Over It, you don’t feel any potential mistakes as being your fault. You don’t feel engaged with the world or game to keep going. You always feel like the game cheated you out of your progress because of how poorly it’s designed. The factor of being hooked to replay it after completion feels nonexistent, considering the unrewarding journey due to the aforementioned shittiness of the whole game. And because the controls are so simple, and the platforming janky as all hell, you don’t feel any actual skill developing. 90% of the platforming boils down to luck and whether the shitty collision of the map will let you climb to the next platform. Which brings me to…
The map: This map sucks. Plain and simple right off the bat. There is absolutely nothing coherent or memorable about this map, it is just random objects strewn about to make a path. There isn’t a single section that sticks out as a particular favorite, and this feels like a 16 year old’s first Unreal project with free assets grabbed from the marketplace.
The usage of free assets is very much mirroring Getting Over It, but unlike in that game, there is no rhyme or reason to it, no deeper meaning and no message. It is quite literally just random. Much like the aforementioned Golfing Over It, the free assets are put in here as an excuse to be lazy and to try and emulate Getting Over It, while completely missing the fucking point of why they were used.
And to make it worse, there are ZERO safety nets. You can lose a quarter or more of your progress due to the godawful jank platforming and be left with nothing but a feeling of being completely robbed. Maybe the commentary can at least give the map some sort of meaning?
The commentary: What commentary? No, seriously. It’s actually fucking unbelievable that this is lacking one of the crucial goddamn parts of the formula. I’m serious. There is NOTHING in terms of any commentary whatsoever. It might have been less of a sin (since a pointless commentary is worse than no commentary at all) if the rest of the elements were executed a lot better, but as you can probably tell from the earlier dissections, that is not the case at all. I mentioned earlier that the map is totally arbitrary and has free assets for the sake of free assets, but it could have at least tried to make up for it in some form with the commentary to potentially add the lacking message and meaning to the map. But no, there is nothing. Zip. Zilch. Nada. I really can’t comment on anything else in here, because there’s nothing for me to comment on to begin with. Good game.
So, to conclude: Only Up is a terrible asset flip rage game, purely designed to milk YouTuber and Twitch streamer attention (and to shill NFTs, but that’s out of the scope of this particular write-up). It has absolutely no soul or effort put into it, and it’s designed very poorly, with its godawful controls, godawful collision, godawful map, and godawful fucking everything. It is yet another example of a soulless clone of a fantastic game that completely misses the point of its intricacies, message, and pretty much every design aspect that it exceled in. I wouldn’t pay a single cent to play this game, and neither should you. Avoid it, and go play Getting Over It instead if you want an actual fair and well-crafted challenge.
It’s been a long one, but let me just say: I’m glad you came.
Part 2 (highly recommended to read as well, as it contains corrections and additions that this post does not cover)
By yoshi • Writings • 0