Ryan drowns in the game, surrounded by the black, cancerous bulbs that frequently appear throughout That Dragon, Cancer.
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Death happens a lot in video games, but how often do games stop to reflect upon it, or upon grief? Most games cloak death in hit points, energy bars, and infinite respawns—death is reduced to a gameplay mechanic, a thing that can, with skill, be avoided or defeated. Even when games permanently remove warriors from a quest's adventuring party or force troubled virtual soldiers to question their motivations and press "X" to pay respects, death is not an end. So long as we hold a controller, the bodies are buried, the emotions are overcome, and the battle rages on.
That Dragon, Cancer is the form's rare exception: a game that follows a family's suffering through cancer therapy for their year-old son. The game dares to attach grief and tragedy to its core interactivity, and as such, it has grabbed a lot of pre-release attention. While it's not new for indie and experimental games take on ambitious, emotional concepts and existential crises, never has one come along that has been so frank, so nakedly autobiographical, and so imbued with its creators' spiritual identities.
The game is difficult, but not because of hard-to-solve puzzles or combat. Its most touching moments made me pause to reflect, to collect myself, and, quite frankly, to sob uncontrollably. But this is a video game, not a book or film or TV series, and that means That Dragon, Cancer is difficult for reasons beyond empathy and triggered memories. Video games have the unique power to put players in control of a narrative and then steal that control away, and That Dragon, Cancer employs that power to incredible emotional effect—after all, what can render a parent as powerless as facing an unkillable cancer in your infant child?
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