Valley of Shadow, a project that Anthony and Nicholas Vaccaro of Synersteel Games have been dedicated to for the past six years, explores themes of fantasy, trauma, and healing. Despite not having formal education in game development, the Vaccaro brothers have been honing their skills in the industry for over a decade. Their upcoming game aims to release a beta version by year-end, with the full autobiographical game set for release in the middle of next year, pending smooth progress.
During the initial two years of Valley of Shadow's development, the brothers did not have a clear vision for the story. Originally, the plan was to create a vibrant fantasy RPG, until Anthony's therapy experience profoundly influenced their direction. Born out of his personal journey through grief after losing his father around seven years ago, Valley of Shadow now encompasses a narrative where players will undergo a similar cognitive behavioral therapy (CBT) that Anthony underwent. An interview with lead narrative designer and artist Anthony reveals insights into how the game's mechanics intertwine with the storyline, shedding light on the "dangerous" mental battle he encounters.
The Deeper Meaning Behind The Magic
When Anthony and Nicholas brainstormed the storyline for Valley of Shadow, they decided to incorporate a fantasy theme, drawing inspiration from popular RPGs such as Morrowind and Fable. Their main goal was to create a truly engaging and interactive experience for players. This concept eventually gave rise to the use of a magical staff throughout the game, which players would wield to cast spells and tackle each puzzle room. Anthony described the staff as the source of "warmth" amidst the "cold" of the game world.
The staff you wielded had a nostalgic effect on me. It brought me back to a place of safety, reminiscent of the carefree games I used to play as a child, seeking refuge from my parents' arguments in the neighboring rooms. It was like saying to myself, "I'm just playing a game, immersing myself in the world of video games and magic."
'I plan to immerse myself in playing Super Nintendo and EarthBound, and surprisingly, it turned out to be a perfect escape. There was a sense of serendipity to it. These games are ingrained in us from our upbringing in this particular culture, and they provide a structure for the emotions I experience as a person.
... And you know what? It's effective. It's actually working. I'm alive. Another day has passed, and I'm still here, breathing.'
In 2022, Anthony announced that players would have access to four spells and four crystal mechanics, in addition to the ability to run, jump, and activate features. Fast forward a year, and though these elements remain the same, their significance has evolved. Rather than representing emotions, spells now symbolize individuals. As players navigate through puzzle scenarios, they become immersed in Anthony's CBT process, where patients engage with memories tied to their trauma as a means of finding closure. For both Anthony and the player, this process involves reflecting on childhood experiences, depicted through real photographs and videotapes in the Valley of Shadow. However, as the game progresses into Anthony's early adulthood, the paradigm shifts.
In this later stage, you also get a glimpse into my early adulthood and what it was like to enter that phase of life, unaware of the burdens and pain I carried. This is when the paradigm shifts, as you continue to cast spells, but in a different manner and within different scenarios.
The Valley of Shadow encompasses only one other character, Emma, a therapist who frequently communicates in the game and is portrayed by Maria, Anthony and Nicholas' sister. Emma's dialogues often revolve around the concepts of "warmth" and "cold." For instance, she may instruct the player to "discover something that exudes warmth," to which the player responds with "The staff emanates warmth." Emma acknowledges this by saying, "That's positive." The staff serves as a crucial tool during the navigation of the Valley of Shadow's challenges, serving as a metaphor for the processing of trauma.
Development Was Part Of Co-Creator's Healing Journey
Valley of Shadow has been a source of constant trauma and grief for Anthony, a haunting reminder of the "darkness" he experienced during that time. Although he is on the path to recovery, working on the game's script always triggers a particular sensitivity, forcing him to constantly ground himself in the present. This game delves deep into the past, narrating the events while also uncovering sentimental artifacts like VHS tapes, photographs, and answering machine recordings, all with the intention of healing a fractured family. Anthony, who was 32 when he lost his father, acknowledges that he should have sought therapy earlier, reflecting on how different things might have been had he done so.
I should have sought therapy earlier, which would have likely had a significant impact on both my life and the relationships I damaged due to the pain I was enduring. The development of the game is intricately intertwined with my personal experiences, so seeking therapy earlier would have accelerated the development process in a more mechanical manner.
Video games have always served as a storytelling medium, but finding an autobiographical game can be challenging. However, Valley of Shadow stands out in this category, as it delves deeply into personal matters. It will be fascinating to observe the beta testing and eventual release in 2024.
Valley of Shadow is scheduled to release sometime in 2024.