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Updated live from Wikipedia, last check: May 31, 2012 23:05 UTC (40 seconds ago)

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Don't Look Back
Don't look back title screen.jpg
Developer(s) Distractionware
Publisher(s) Kongregate
Designer(s) Terry Cavanagh
Engine Adobe Flash
Platform(s) Microsoft Windows, Macintosh
Genre(s) Platform game
Mode(s) Single-player
Media Download
Input methods keyboard

Don't Look Back is a retro styled platform game playable through Adobe Flash and designed by Terry Cavanagh. The game is a modern interpretation of the Orpheus and Eurydice Greek legend.

The game is a combination of two ideas; Cavanagh wished to create a "silly shooter" where the player's actions were "redeemed" after being shown from a different perspective, he also wished to create a game where the gameplay acted as a metaphor of the player's actions.

Critics praised the game's addictiveness and presentation, but had different opinions over the game's high difficulty level.

Contents

Gameplay

The game is a interpretation of the Orpheus and Eurydice legend with stylized graphics resembling those produced by the Atari VCS game console.[1]

Players control a man who begins the game stood at the grave of his lover. After finding a handgun, he descends into the underworld to find the spirit of the deceased and lead her back out to safety.[2] Players have infinite chances to repeat each of the game's screens, the screen must be replayed if the player makes contact with an enemy or hazard, and also if the player turns the man to face his lover once she has been rescued. Play consists of crossing lava pits by jumping across platforms, circumnavigating other hazards, fending off enemies such as spiders and bats, and defeating bosses.[1][3] After safely leading the spirit out of the underworld, the player reaches the gravestone where the game started, to encounter the man still stood at the grave. Both the player character and the spirit disappear, leaving the other figure standing alone at the grave. The journey is a fantasy, once completed the player is confronted by the reality of the figure silently grieving.[4]

Development

Don't Look Back is a combination of two separate ideas, one of which was what Cavanagh termed "a silly shooter or something like that",[4] which would be "redeem(ed)" by a twist which would show the player's actions in a different light. The other idea was creating a game where the gameplay itself was "a metaphor for something else that's happening to the player".[4]

Reception

Journalists praised Don't Look Back overall, in particular its presentation, the game's difficulty level elicited different responses. Journalist Jim Rossignol of Rock, Paper, Shotgun described Don't Look Back as "simplistic, but very tricky",[5] adding "It’s really well done".[5] Indie game developer Derek Yu stated it is a moody game similar to Seiklus but "more focused and challenging",[6] and that it is rewarding to play for fans of the genre.[6] Tim Rose of IndieGames.com said the game is "simply quite brilliant" and "great platforming fun that deserves to be played".[7]

The staff of online video game magazine The Escapist found the game addictive, "a perfect example of doing more with less",[8] and stated it possesses a "wonderfully haunting aesthetic".[8]

References








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