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General / Re: 52 Games Challenge 2024!!!!!
« on: May 02, 2024, 07:11:48 pm »
21. Don't Look Back || Browser || 05.01.24
Wanting to play more games like Passage, I soon became introduced to Don't Look Back. I don't think I knew about Don't Look Back until this point, but I am familiar with its creator, Terry Cavanagh, so I had certain expectations prior to playing given Cavanagh's development history. To many, Don't Look Back is also recognized as an art game.
As a game of about 20-30 minutes in length, Don't Look Back succeeds as a narrative-driven action-plaformer, albeit one omitting dialogue. At its core, the game is built with a room-based level design emphasizing a touch of difficulty, although such difficulty ultimately isn't too concerning as failing results in an immediate retry with no progress lost. Still, despite the consequences being minimal, the game introduces an appropriate amount of challenge. Moving room to room, players will likely be taken by surprise each time some new type of obstacle to overcome or avoid appears. In these moments, the game necessitates quick reaction and tight movements. For many if not all of these encounters, player action beyond running is not a requirement, as enemies may be avoided through successful, well-timed platforming. However, I'm not sure if there is any incentive to adopt such play style. Nevertheless, some rooms seemed intentionally designed for the player to avoid danger instead of vanquishing it.
Regarding narrative, it concerns death, the loss of a loved one, and the inability to accept the situation. In fact everything about Don't Look Back alludes to the Greek legend of Orpheus and Eurydice. With that understanding, it's important to mention that, throughout the game's first half, the player is permitted to look back behind them and even backtrack to previous rooms. But, until a room's enemies are defeated, they will all continue to respawn. That said, the player is not only discouraged from looking back in the second half but also unable to, as an immediate fail state occurs. Fortunately, only platforming sequences are present during this shift.
By the game's mid-point, I imagine that most players will assume how the game concludes, or at least have a faint idea, and especially so if they're aware of the source material being referenced. I certainly had my expectations, anyway. However, when I reached the game's conclusion, it felt as if the game had subverted that expectation to take on another layer of meaning. While the ending written is an interesting twist, it unfortunately doesn't leave a lot of room for interpretation. Although, perhaps that level of thought isn't necessary, as the end development is enough of a revelation on its own.
Apart from gameplay and narrative, the game's presentation utilizes a minimal art style employing large pixels, empty environments, and a selective color palette of four colors. While graphics are paired with a single looping track, the music actually doesn't grow tiresome and complements the game's other elements.
In the end, Don't Look Back offers a demanding experience which doesn't overstay its welcome. Like how other games of its kind are created to evoke a certain feeling or thought, Don't Look Back also achieves this, and rather abruptly too. Here, the finality presented offers only a moment to analyze in the context of the events before it, whereas other games often force the player to think critically throughout most of the events and action. However, this isn't necessarily a critique, as there is still a fair amount to deconstruct. Also, whether one's read any of the translations and interpretations of the legend of Orpheus and Eurydice matters little, although I think being aware of the tale prior to playing will enhance the adventure.
Wanting to play more games like Passage, I soon became introduced to Don't Look Back. I don't think I knew about Don't Look Back until this point, but I am familiar with its creator, Terry Cavanagh, so I had certain expectations prior to playing given Cavanagh's development history. To many, Don't Look Back is also recognized as an art game.
As a game of about 20-30 minutes in length, Don't Look Back succeeds as a narrative-driven action-plaformer, albeit one omitting dialogue. At its core, the game is built with a room-based level design emphasizing a touch of difficulty, although such difficulty ultimately isn't too concerning as failing results in an immediate retry with no progress lost. Still, despite the consequences being minimal, the game introduces an appropriate amount of challenge. Moving room to room, players will likely be taken by surprise each time some new type of obstacle to overcome or avoid appears. In these moments, the game necessitates quick reaction and tight movements. For many if not all of these encounters, player action beyond running is not a requirement, as enemies may be avoided through successful, well-timed platforming. However, I'm not sure if there is any incentive to adopt such play style. Nevertheless, some rooms seemed intentionally designed for the player to avoid danger instead of vanquishing it.
Regarding narrative, it concerns death, the loss of a loved one, and the inability to accept the situation. In fact everything about Don't Look Back alludes to the Greek legend of Orpheus and Eurydice. With that understanding, it's important to mention that, throughout the game's first half, the player is permitted to look back behind them and even backtrack to previous rooms. But, until a room's enemies are defeated, they will all continue to respawn. That said, the player is not only discouraged from looking back in the second half but also unable to, as an immediate fail state occurs. Fortunately, only platforming sequences are present during this shift.
By the game's mid-point, I imagine that most players will assume how the game concludes, or at least have a faint idea, and especially so if they're aware of the source material being referenced. I certainly had my expectations, anyway. However, when I reached the game's conclusion, it felt as if the game had subverted that expectation to take on another layer of meaning. While the ending written is an interesting twist, it unfortunately doesn't leave a lot of room for interpretation. Although, perhaps that level of thought isn't necessary, as the end development is enough of a revelation on its own.
Apart from gameplay and narrative, the game's presentation utilizes a minimal art style employing large pixels, empty environments, and a selective color palette of four colors. While graphics are paired with a single looping track, the music actually doesn't grow tiresome and complements the game's other elements.
In the end, Don't Look Back offers a demanding experience which doesn't overstay its welcome. Like how other games of its kind are created to evoke a certain feeling or thought, Don't Look Back also achieves this, and rather abruptly too. Here, the finality presented offers only a moment to analyze in the context of the events before it, whereas other games often force the player to think critically throughout most of the events and action. However, this isn't necessarily a critique, as there is still a fair amount to deconstruct. Also, whether one's read any of the translations and interpretations of the legend of Orpheus and Eurydice matters little, although I think being aware of the tale prior to playing will enhance the adventure.