Superbrothers: Sword & Sworcery EP - A Hidden Gem

There is always so much choice when it comes to finding new gaming experiences. On top of the ever-steaming hype train, there is a huge number of smaller game studios fighting to make a name for themselves amongst the established behemoths. This may also in turn lead to an enormous pile of shame (otherwise known as a large library of unplayed games a player may own, possibly due to promotional discounts). As such, certain games become obscured and regrettably never get played. This is of course a great shame, so I will now take steps to try to rectify this problem. Let’s get into our first hidden gem known as Superbrothers: Sword & Sworcery EP, first released in 2011 for iOS.

Any fan of adventure games such as the Zelda series may appreciate the difference in the way this game approaches the genre, providing they have an open mind. In a way, it also has something for point-and-click adventurers. It applies a very strong audiovisual element and a somewhat laid-back style of dialogue towards a more serious ‘woeful’ errand the main protagonist is to carry out. It is quite an interesting and unique departure from what we understand in video games. This will be a shorter post than the prior reviews, as this is to give a flavour of what to expect rather than an analysis. As we are now in session; let’s go on a small adventure.

To Adventure! (In a Super Chill Way)

The game introduces itself in a rather unusual way. Before you stands a rather pixelated gentleman, indicating that you will now take a session of therapy. Just before this, this part is introduced as an EP (around 4-7 tracks or shorter than an album), alongside vinyl visuals. The stage is set for an otherworldly experience. Our main protagonist comes forth, who forms part of a war-torn people known as Scythians (maybe in reference to Hylians?). The first thing you will notice is that you can feel every footstep and every rustle, even every movement of the equipment on your back. The attention to the audiovisuals is very precise. If you play games without headphones, seriously stop it and treat yourself this once. 

One of the first characters you will meet is a fellow (funnily enough) called Logfella. As your character notes, he seems cool. He acts as your guide for a couple of areas while you get to grips with how to navigate your adventure. This is one of few games I will likely talk about where there is a PC version as well as mobile. The movement control of this game focuses on tapping an area of your screen or holding down a spot to move your character, or in the case of PC to click or drag an area. 

The combat mechanics are also introduced. To initiate this at any time simply right-click on PC, or turn your smartphone portrait. You simply carry a sword and shield, timing these to defeat opponents. Nothing fancy. This is also used in conjunction with some interesting and slightly puzzling mechanics. Towards the end of the first ‘session’ you will have learned most of the important mechanics and what to look out for, which is often convoluted but in such a way that it’s just a joyful moment discovering them.

Audible Art

I’m going to mention this again and be super annoying, but seriously wear headphones during this experience. The meaning will become clear in how the visuals and audio blend together.

Onto the graphics for a moment. These are (at least to me) quite reminiscent of the Commodore 64, albeit with some non-pixel-constrained art blended in. It is actually quite astonishing to look at and really creates areas that are begging to be walked through. You can really feel the bushes and trees swaying and the animals running away as you get close. 

At times, you will use the Song of Sworcery to change your perception of the areas, which can be found not only by looking but also listening. At first you will be required to use this to summon sprites, but it’s not that easy. Each time you attempt to summon, the ways to make them appear are different each time, usually signalled by audio and visual cues from the area. Once you do find them however, there is a satisfying sound as your taps (or clicks) ascend them into the heavens.

Then there is also the music. It’s best described as having a very indie/cosmic feel, something you may hear in a musical akin to something like War of the Worlds. This fits the events of the game, perfectly capturing the otherworldly vibe and stage of the story. One particular track stands above the rest for me, for reasons I can’t quite put my finger on; Prettiest Weed. If you have YouTube or Spotify handy, feel free to give this one a listen, although I would recommend playing the game until you run into it near the end of the first EP. You will know when it hits and it will be glorious.

The Woeful Errand

The main story is tied in somewhat with the combat mechanics. This, at least for me, is the way that I felt the game had the most impact. It is somewhat traditional in gaming to keep fighting to make your character stronger, purchasing upgrades to make them more badass, consequently making the game easier. This game takes a different, more haunting approach. It will instead take away a heart from your total vitality as the game progresses, weakening your character and making combat more difficult over time. This more than anything signifies the burden the protagonist has to bear as they continue their quest. 

Along the way, you will meet characters (some you will fight) and even have an opportunity or two to change how the story turns out. The way the game plays feels like you are going with the flow, and as such different faces come and go along the way. Also, if you ever get lost during the woeful errand you can simply take out your Megatome and look through each character’s current thoughts. This may give clues on what to do next. Extra points for how casual the dialogue is from the protagonist; it definitely made me chuckle at times. 

At this point I will leave the rest to you, as I feel it would be best to play through this experience being entirely present. Think of this as a warm-up to the main event; it’s best not to spoil things too early!

Summary

SB:S&S EP is a game experience best played with your full attention. The marriage of audio and visuals through a decent pair of headphones will give you a memorable adventure. It will also haunt you in some ways with the flow of the story. Initially this was designed with a touch-screen in mind, but can also be played just fine on PC and consoles. It is an inexpensive, short adventure somewhere in the 3-4 hour mark, so allow a small amount of your time to completely lose yourself!

P.s: As a bonus, here’s what the real life vinyl looks like. It even glows in the dark!

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