Summer is
winding down once more, thank God, and there’s no better way to celebrate this
hot, dismal season’s slow passing than with the Xbox’s Summer of Arcade
promotion. Starbreeze Studios’ Brothers:
A Tale of Two Sons is the first of four games to see release this month.
Set in a vaguely Norse, medieval land (assuming the former based on Starbreeze’s
Swedish origins), Brothers follows a
pair of male siblings as they venture across country to find a cure for their
widowed father’s ailment. Though simple in concept, it’s now one of my
favourite puzzle-oriented adventure games as well as one of the few in any
gaming genre to affect me emotionally.
And so the game’s
difficulty arises not from the puzzles in and of themselves—timing and lateral
thinking aren’t as much a necessity here as they are for Portal and Limbo—but from
mastery (or at least basic comprehension) of the central gameplay mechanic.
Consequently, the severity of punishment, i.e. death, isn’t as high as in those
other puzzle adventures, but you’ll find yourself accidentally guiding one
brother or the other face first into a wall on no less than ten occasions. And
that’s a generous minimum.
But as with
Yager Development’s Spec Ops: The Line,
the relative simplicity (emphasis on the “relative”) of the game’s mechanics allows
the player to pay more attention to the story and character dynamics.
Initially, there doesn’t seem to be much in the way of either: the cast is
minimal, restricted to just the two playable characters for the bulk of the
game’s duration, and what little dialogue there is takes the form of
monosyllabic gibberish. And yet you see the relationship between the two
siblings develop the further you progress in the game. I wouldn’t say it’s a
particularly nuanced relationship, certainly not compared to the ones we have
seen in other mediums, but Brothers
accomplishes what few other works can and allows you to experience that dynamic
firsthand as not one but both halves of the duo.
My Spec Ops comparison is even more apt
than I originally thought, because Good Lord does this game get dark. Brothers contains basically nothing in
the way of exposition but the deeper you get into the game the clearer the
turmoil which is gradually enveloping the siblings’ land becomes. This world’s
darkness is first hinted at, later overtly depicted, but never explained, and
the game’s overall atmosphere benefits from showing but not telling in this
regard. I won’t spoil these moments, though I will say the first notable
instance is a disquieting combination of small and horrifying, and one that
almost singlehandedly subverts the fairly conventional fantasy mood the
designers had established up until that point.
(I’m sad to say
the mood wasn’t maintained all the way through, though that’s not so much the
fault of the storytelling as the actual programming. Roughly an hour and half
into my first playthrough a cutscene failed to trigger, and as a result I
couldn’t progress any farther. After restarting the last checkpoint a few times
and even rebooting my 360 I ultimately gave up and went back to the beginning
of the chapter, which I eventually learned I had been 90 per cent of the way
through at the time of the glitch. It also turns out this bug was fairly
widespread. To be perfectly honest, I almost gave the game a scathing review
because of it, agog that something so heavily promoted by Microsoft would
feature such a catastrophic glitch. A night’s sleep put me in a better mood,
but regardless I just know someone in Starbreeze or publisher 505 Games’ QA
department is going to lose their job over this. I do not want to be in their
position right now.)
Brothers is a truly Gestalt production, its
overall quality—which is significant—attributable to a combination of
individual factors rather than any standout one. The dual controls are
immersive, and probably the game’s biggest selling point, but it would just be
another gimmick were it not for the art direction (evidenced by the screenshots
throughout this review), the viola-centric musical score and the occasional heart
wrenching slaps to the face courtesy of the writers. It’s short, roughly four
to five hours in length, but as someone who thinks Portal 2 and the GameCube remake of the first Resident Evil are just the right length this wasn’t even close to
being a problem. It’s a brief but memorable and certainly emotionally involving
game that’s worth the 1200 MS Point cost (roughly $19 Canadian). And for a
twist on gameplay, I would try playing with a sibling and have both of you use just
one side of a controller. That should heat up familial tensions some.
Brothers: A Tale of Two Sons is currently available on Xbox Live Arcade,
and will be released on Steam August 28th and PlayStation Network
September 3rd.
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