Eschewing the usual clichés and gung-ho settings currently inhabiting the FPS genre, Get Even subtlety removes the classic division between single-player and multiplayer experiences to unfold two linked stories. The games plot revolves around the memories of its central heroes which have a dramatic effect on how the game progresses. The route the player chooses to follow determines their personality as the game unfolds. The carefully crafted storyline mixes elements of thriller and horror with exploration.
As these personality traits are revealed, the merging of single-player and multiplayer elements tighten. When players embark on a single-player mission, others on the network can join the quest as enemies, so players never know whether their opponents are human or CPU-based. This suspense further heightens the players feeling of a threat.
To create the photo-realistic visuals that bring the gritty universe to life, Get Even is the first game to use large-scale, real-world scanning to create expansive and lifelike environments. This 3D scanning technology combines with advanced lighting effects to create a stunning and believable world that pushes the boundaries of the genre.
Similarly, the team has worked to provide advanced weaponry and technology that exceeds current capabilities but are not beyond the realm of real-world application. For instance, weapons that fire around corners play a large part in Get Even, allowing the user to shoot from a safe position. These weapons can be linked with the players in-game smart phone to not only add a sight functionality, but use apps to bolster attack options. Corner-shot weapons are fully customizable throughout the game.