150th Review Special, Part 2: Throwing Caution to the Wind

I use yellow scores whenever I can’t officially recommend nor dissuade people from playing the game in question. The exact score I use depends on which way I would go if somebody pressed me enough with a 4/10 meaning probably avoid, a 5/10 meaning I’m not sure, and a 6/10 meaning play if you’re a fan. Either way, we’re officially done talking about bad games from this point onward.

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July 2018 in Summary: At the End of an Arduous Month

Summer is usually my favorite time of the year, but for a litany of reasons, July ended up being quite a hassle. The long and short of it is that after finishing my BioShock 2 review at the end of June, I sought to get a head start on Wario Land. Through a set of very bizarre circumstances, I ended up taking longer than expected with the latter review. When I started on Spirit of Justice directly afterwards, similar to the situation with Prosecutor’s Path, I realized by Wednesday that I wouldn’t be able to finish by the weekend. I therefore spontaneously wrote a review of VVVVVV, as I knew it wouldn’t take too long to write about. Amazingly, even with the extra three days, my Spirit of Justice review ended up taking longer than expected. I was able to finish it by Sunday, but at that point, I had another problem: I only had only a week and a half to finish two reviews. I usually write these reviews during my break periods at work, attempting to get 1,000 words written per day. I knew I couldn’t finish both reviews if I stuck to my usual pattern, so I had to write my Spirit Tracks and BioShock Infinite reviews at the same time (meaning I wrote 1,000 words at home and 1,000 at work). Both reviews ended up being over 6,000 words long.  And this was all on top of seeing fourteen films and writing about them. Ironically, despite being a difficult month, a majority of the reviews I wrote were positive.

It wasn’t easy, but despite of all these setbacks, I was able to pull through and get every single review I promised in the last update finished. Even better – my Ace Attorney retrospective is at last complete! The only downside is that I had to momentarily sacrifice a Reel Life feature. I saw quite a few films at the end of the month, and I intend to post the feature for that week this coming Wednesday. The feature after that shall include whichever films I end up seeing this weekend.

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Shortly after graduating from college, a man from Ireland named Terry Cavanagh began working in a bank. He considered it a fine job, but he wasn’t happy with his work. Citing the games he grew up, he constantly thought about creating one of his own. He had experimented with the medium while in school, creating small QBasic games, but now that he worked a job, he couldn’t find the time. Believing he wasn’t ever going to achieve anything if he did nothing, he carefully began saving up money to fund a new project. His tenure with his company ended in a rather abrupt, unexpected manner. He became intoxicated at a staff night out and told everyone present that he wanted to quit and spend all his time making games. Mr. Cavanagh’s boss quickly found out, and when he asked him about it, he impulsively gave him his notice – despite not having saved nearly enough money at the time.

Mr. Cavanagh’s first title was a platforming game made playable through Adobe Flash entitled Don’t Look Back. This simple game, originally launched in 2009, combined two concepts. He wanted to create a “silly shooter” where the events were shown from a different perspective and a narrative in which the gameplay acted as a metaphor for the player’s actions. Though few formal reviews were written due to it not being a commercial release, journalists praised it for eliciting different responses from its players. In particular, the staff of the online video game magazine The Escapist found the game addictive and “a perfect example of doing more with less”, making sure to highlight its “wonderfully haunting aesthetic”.

Around this time, Mr. Cavanagh decided to participate in a game jam held by the website Glorious Trainwrecks. Every month, the site would hold a jam called the Klik of the Month Klub. The event was named after Klik & Play, a script-free programming tool developed by Clickteam in 1994 that allows its users to create video games of their own. Mr. Cavanagh sought to enter the competition himself with his own entry: Sine Wave Ninja. It was, in his words, “a simple action game that didn’t really work out”. Nonetheless, he had developed something about the character’s basic movements that he wished to explore. Specifically, this got him thinking about a gravity flipping mechanic, how it’s usually handled in games, and what new directions to which he could take the idea.

From this line of thinking, his next project began: a platforming game in which players had to constantly reverse gravity and avoid hazards. Admitting he didn’t have a knack for naming things, he settled on VVVVVV as a title. This decidedly unconventional title is a twofold reference. It alludes to the spikes that serve as the primary hazard players have to avoid as well as the names of its six main characters – all of which begin with the letter “V”. There was one key difference between Don’t Look Back and VVVVVV; the latter would be Mr. Cavanagh’s first commercial release.

Understandably, going from using the Flash model wherein his woes ended when he found a sponsor to deciding how much he was willing to charge people to play his creation terrified the new indie developer. In interviews leading up the release of VVVVVV, he was taken aback after making a blog post asking for donations to help him submit his work to the Independent Games Festival. He never suspected that in the first few days, he would have dozens of donations, exceeding what he was asking for. He had over one-thousand dollars by the end of the week. As it turns out, these donations were well timed, as his finances had been dropping rapidly. He admitted that he was only a week or two away from having to beg his friends and family for money to get him through Christmas.

Despite these numerous setbacks, VVVVVV was released in January of 2010 for personal computers everywhere. Though it didn’t quite amass the universal acclaim Braid and Limbo enjoyed, VVVVVV is considered one of the premier indie titles that helped the scene blossom into a formidable force in the 2010s. Did a gem arise from the decidedly tumultuous development?

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