If you watched my other video on Brothers: A Tale Of Two Sons, you know that it’s a game about two sons going on a quest to save their sick father. The characters speak only gibberish, yet the game still does a fantastic job of giving these two boys fully realised personalities just through the way they interact with the world.
On top of that, Starbreeze manages to tell the story of the world the brothers are travelling through. In the same way that Journey gives just enough information for the player to get the feeling that the world is much bigger than just their story, Brothers hints at a world much bigger than anything the two main characters will ever understand.
Brothers: A Tale Of Two Sons is a great change of pace, and I hope I get to see more games like it. It’s on the Xbox Live Arcade, and you should go play it.
Comments
2 responses to “In Brothers, The Story Is Told Without Saying A Word”
Looks great, is it xbox’s answer to Journey? If not, can we expect to see it on the PSN?
It’s multiplatform, just a timed 360 release. I got it yesterday and it really is interesting. It’s constantly able to stir some kind of emotion in you, even when it may be against your nature? Since a lot of the time you have no idea what the context-sensitive action button will do, it’s surprisingly sweet or depressing depending on how the treat the environment. That being said, i’ve seen countless claims on boards since its release (yesterday) about how boring and short it is. I disagree wholeheartedly but that’s just a little indicator of what people really care about in their games.
Answer to Journey? Xbox LIVE does this every year around the same time. Every year there’s that “art” indie game that amazes everybody. Braid, Limbo, Bastion, etc.
Although last year was kinda meh.
Oh wait! Forgot about FEZ! Great game despite recent events.
it’s coming to PSN and steam, i watched a video of the dev demoing on a ps3, game looks ace
It’s multiplatform, just a timed 360 release. I got it yesterday and it really is interesting. It’s constantly able to stir some kind of emotion in you, even when it may be against your nature. Most of the game revolves around using a context-sensitive button for each character. Since most of the time you’ll have no idea what the button will do, it turns out surprisingly sweet, depressing or insightful depending on where you press the button and which of the boys you use. That being said, I’ve seen constant chatter on boards since its release yesterday centered around how boring and short the game is. I disagree wholeheartedly but that’s just a little indicator of what people really care about in their games. It is sad, because while the game won’t set the world on fire and it’s definitely not one of the best I’ve played, the interesting and thoughtful approach deserves some recognition.
Why is it that the comments I know myself, friends and co-workers have written here aren’t appearing?