Sunday, June 14, 2015

Don't Look Back but Why Looking at Developers as Terry Cavanagh is Really Important

Terry Cavanagh
(6/12/2015) Tampa, Fl --- The reason of supporting independent video game is because their products are fresh and reflect an aspect of their personality and creative process. As on a constant basis the games that are made on a lower scale are richer towards story line as well replay value.

What is fascinating about Terry Cavanagh is the approach he takes on the minimal aspect at the moment of creating a very compelling result that is quite easy to enjoy .

His game of Don't Look Back, take a very minimalist approach and doesn't contain any dialogue, it's quite charming and compelling but it is also incredible difficult on PC but specially on the iPad due the controllers configuration, almost as if it was a new level of difficulty to master.

The minimalist idea of DLB where the retro factor was the key essentially evolved into VVVVVV where the exploration of basic mechanics of video games were taken to the extreme in a new entertaining way.

Intro Screen
There are moments that I argue that minimalism can be a weapon of double edge, sometimes less is not better but there are cases as Don't Look Back that minimalism mixed with a retro value gives an amazing replay value to the game. The game itself is not long as soon each screen is mastered it can take about 20 minutes minimum to play the game on a best time (albeit there are not scores on the game).

The story of the game is a reinterpretation of the myth of the Orpheus (2) and Eurydice (3) myth in which a lover can't deal with the grief of losing his better half and descends into the underworld to search for her, but hence the name you can't look back when you rescue the spirit you can't look or otherwise you have to re-start the screen, much as it was within the myth of Orpheus.

One of the many puzzles of the game
The style of the game shows that even for today's standards there can be beauty between being unique from really intricate graphics that mimic the real world. Video games should have that element within the demographics on a more commercial level, people who are mostly there for the visual experience.

The experience on gaming should be most as within the narrative, replay value and difficulty of the game itself. We can take a look on some of the old school games within the Atari spectrum as well within the first generation of Nintendo, there was barely a dialogue within the titles but yet they were compelling.

Mainstream should advocate towards a certain simplicity but yet difficulty towards game and how they sell to the gamer beyond the home consoles. Indie developers such Cavanagh have a great possibility on platforms such as Steam or even on the cellphone market as well on the tablet because not only by selling the game on a price that is accessible to the consumers they can capitalize their name as a brand in order to attract more followers.