Don’t Look Back: You Can’t Save Love

In the myth of Eurydice and Orpheus, love is a death sentence.
After the couple are happily married, Eurydice is killed when she spurns the affections of Aristaeus. Preoccupied by trying to get away from this hero of bee-keeping, she stumbles onto a viper which (naturally) bites her out of fear. She dies on the spot. His grief acknowledged by muses and gods alike, devastated Orpheus descends into the Greek underworld—hopeful he can outsmart Hades and bring back his beloved.
Don’t Look Back is a 2009 Flash game interpretation of this myth. Developed by Terry Cavanagh and initially released through Kongregate (now available on the Internet Archive), the game is a 2D platformer that wouldn’t look out of place on an Atari 2600. The game utilizes these minimalist aesthetics to obfuscate the Greek mythology trappings, which allows the players to graft their own interpretation onto the game more easily. This could be any two lovers, in any place, at any time.
Open interpretation is one of early gaming’s biggest strengths. Titles like Haunted House or Pitfall are mystifying precisely because of how we interpret the visual information on the screen. Every solid colored void or oblique shape can be as benign or as terrifying as we make it out to be. Evil Otto is either a little smiling guy or a spectral menace, depending on who you ask. By borrowing this aesthetic, Don’t Look Back achieves an eerie resonance which feels personal to the player.
I played Don’t Look Back in 2009, in the computer lab of my tiny high school full of fellow maladjusted rich kids on the Emory campus. Back then, I spent a lot of time playing flash games and reading doujinshi. Most school days were me, alone, huddled in a corner and half-doing work. Being an oblique, misanthropic weirdo with niche interests was a cornerstone of my constructed identity, you see. Only having a few friends I barely talked to was very cool, actually, and I definitely wasn’t using anime, videogames, and J-Idol groups to cope with how lonely I was.
That’d be pretty sad, right?
A descent into the underworld for love is aspirational for depressed teens. My loneliness was a hell I couldn’t help but walk deeper into, hopeful something was at the bottom. At the outset of Don’t Look Back, the player gets a gun (?) to help fend off spiders and bats, and to fell eventual bosses. It’s the least memorable part of the game—in fact, I didn’t remember it even had combat—but it resonates upon revisit today. In retrospect, my hobbies were an arsenal I used to shoot down potential friendships and self-growth. I craved and cried for affection, but wasn’t willing to change myself for it. Why couldn’t somebody just love me like I was—obsessed with my PSP and anime porn?
Bang. Bats. Bang. Intimacy.
Orpheus eventually reaches Eurydice after a long journey through the underworld. Lyre in hand, he pleads his case in front of the underworld’s de facto rulers—Hades and Persephone—and begs for the return of his wife. Hades agrees, on one condition: Eurydice must follow at Orpheus’ back, and Orpheus may not look back at her once on the ascent. Otherwise, she’ll be sent back and trapped with Hades forever. Orpheus agrees without hesitation—without taking stock of just how strong his love for Eurydice is, and how little faith he actually has in Hades.