Unleashing the Power of 'Human Connection' in Video Games: The Valley of Shadows Experience

Unleashing the Power of 'Human Connection' in Video Games: The Valley of Shadows Experience

Valley of Shadow: Bridging the Gap in Video Games' 'Human Connection' - Synersteel's creator, Anthony Vaccaro, discusses the game's unique gameplay experience that goes beyond entertainment

Valley of Shadow has undergone various transformations over the course of its six-year development, but one of its most significant changes lies in its message to players. Initially conceived as a platform for co-creator Anthony Vacarro to express his personal trauma and grief, it has since evolved into a safe haven for individuals facing difficult times. Players take on the role of Anthony, embarking on a healing journey infused with a touch of magic.

In a recent interview with Game Rant, Anthony revealed that the progress of Valley of Shadow owes much to his brother, Nick, who oversees the coding and puzzle design, as well as his sister, Maria, who lends her voice to the character of Emma, the therapist and sole companion in Valley of Shadow. Anthony emphasized the invaluable collaboration among them, describing them as an innovative "trifecta" that enhances the game's ingenuity.

A Rare Gameplay Experience

Unleashing the Power of 'Human Connection' in Video Games: The Valley of Shadows Experience

Valley of Shadow offers a unique advantage as "nobody wants to do this," according to Anthony, who understands the painful nature of the experience. The game revolves around Anthony's personal story of losing his father approximately seven years ago. Immersed in an eerie and cold atmosphere, players are enveloped by haunting yet magical music reminiscent of Harry Potter's iconic soundtrack. Anthony aimed to capture this specific mood. Essential tools for players include spells, crystals, and a staff, which he described as the source of warmth amidst the overwhelming coldness. Throughout the game, real-life relics such as photographs, audio recordings, and nostalgic 90s artifacts are thoughtfully incorporated. Progression in the game is reliant on solving puzzles, which simultaneously represents Anthony's own healing journey. He emphasized that the decision to create Valley of Shadow in the autobiographical genre was driven by a lack of similar games addressing the maturing demographic of players in their 40s, 50s, and even 60s. Anthony sought a platform to channel his pain and emotions.

... There's nobody to discuss this with in the gaming community. Some games that inspired me include Gone Home, which can be likened to a walking simulator... It evokes certain emotions within me. Perhaps Valley of Shadow could emulate that, but on a more profound and intimate level. I felt as though I was blindly seeking assistance in the depths of darkness.

Video Game That's More Than Entertainment

Unleashing the Power of 'Human Connection' in Video Games: The Valley of Shadows Experience

Originally conceived in 2017, the Vaccaro brothers embarked on a captivating venture to create an immersive fantasy RPG. However, their vision took a different course. Rather than captivating players with the enchanting Valley of Shadow, Anthony aimed to convey a powerful message: "You have the ability to achieve this too." Within the game, Emma becomes a guiding presence, employing Cognitive Behavioral Therapy (CBT), the very same therapeutic process Anthony himself underwent in reality.

Playing a video game is all about entertainment and having a good time. However, as a player, I also felt a sense of responsibility, as did my brother Nick and my sister Maria, to bring the game's message back to the player. We wanted to show that there could be potential benefits from experiencing something like this. You might be feeling emotions that you can't even identify, similar to where I was. Maybe you're going through something as a player that I wish I had experienced earlier.

Anthony pointed out that there are other autobiographical titles in the gaming genre, such as That Dragon, Cancer, which was released in 2016. This game is based on the real-life experience of Ryan and Amy Green, who tragically lost their son Joel to terminal cancer when he was just 12 months old. Through a point-and-click adventure game, players get to experience the ups and downs of the parents' memories. Another source of inspiration for Valley of Shadow is the 2011 game To The Moon. Although not autobiographical, it revolves around two doctors trying to fulfill a dying man's last wish by delving into his memories. Players control the doctors and must solve puzzles to create artificial memories.

By combining real-life storytelling, fantasy, therapy, and nostalgic artifacts, Anthony believes that Valley of Shadow holds a crucial advantage. Our culture, as a nation, and as a global civilization, is yearning for human connection. We crave the opportunity to discuss the profound and often silenced aspects of life that are never broached in commercials. For instance, Cheerios commercials won't delve into the topic of losing a father, you understand? [laugh]

Video games have traditionally overlooked this aspect. They are often seen as entertainment for children. However, what about adults? What about those of us who have experienced loss or battled cancer? And what about those who simply need an outlet for their emotions?

Valley of Shadow has the potential to appeal to a diverse range of players. It can attract fantasy enthusiasts, puzzle enthusiasts, and even those longing for a video game that speaks directly to their own experiences, rather than serving as a mere escape. The game will showcase tangible mementos from the Vaccaros' history, creating a genuine emotional bond with its players.

Valley of Shadow is projected to launch in the middle of 2023.