Console:  iPad

Release Date:  March 24, 2011

Review Date: February 7th 2012

Reviewer: Jon

Pros
*  Retro Art Design
*  Amazing Soundtrack
*  Great Use of iPad’s Features
*  $4.99 Price Tag
 
Cons
*  At times can be unclear how to progress
*  Geared towards a particular audience
*  Little, if any replay value
 
Going into Superbrothers: Sword & Sworcery EP I had no idea what to expect.  You can try to read reviews on the game, but it is still going to leave you in question as to what exactly is this game all about.  You may ask yourself, then why do a review in the first place?  To be honest, I thought that overall this was an amazing experience and I feel the need to try my best to break it down.  While it is a “game”, it is more about the overall experience and blurs the line between that and an interactive album.  
 
Presentation:  A
Graphics /Animation / Sound
 
The game starts off with a title screen that is simple, yet unforgettable.  The title track is haunting and will be burned into my memory for quite a while.  There are no option menus or difficulty settings, there is only an info screen, an integrated twitter bar, and the start button.  The visuals in Sword & Sworcery are tough to describe.  The character models are almost non-existent and mostly resemble the blocky form present in a lot of retro titles. The backgrounds however, while still keeping with the same direction, are at times stunning.  Water provides mirrored reflections, wild life populate the land, and the night skies are beautiful.  Some of the graphical elements in the game are just stunning.  
 
While all of this is an experience, the soundtrack is where the game really leaves its impression.  It is actually recommended that you play this game using headphones.  I started off without them, but after the first session I plugged them in and off I went into the audio-erotica.  I would agree with the statement of headphones are a must, as this game contains some of the best sound design I have ever heard.  Without trying to build it up too much, this element really impressed me.  The soundtrack was composed Jim Guthrie, and consists of mostly 8-bit types of elements.  I know this may sound lame, but Guthrie is a master at what he does.  The music for the game was created mostly with MTV Music Generator for the PS one.  Hold you judgement please…… If you would like to have a sample of this artistry you can look here.  The way the sound is implemented is just as impressive.  You will hear atmospheric effects from all ranges and directions come at you in a way that really leaves you content with standing still and enjoying the setting.  Music is dynamic in a way that paints each scene with a unique mood depending on the time you pass through.  
 
I suppose the impact of the presentation falls in line with the intention of this project.  It seems that Superbrothers and Capybara Games set out to create an interactive experience that not only contains more than a full album worth of music, but really is the best delivery method for a unique vision.  The game presents itself like a visual album at times and is truly an impressive work of art.
 
Single Player:  B
Game Mechanics / Length / Difficulty
 
The game is hands down a point and click adventure.  The only game mechanics involve you pointing where you want to go and the character follows, brief battle sequences that rely on you performing one of three actions, and some puzzle solving in which you point at parts of the screen and perform a few other motion controls.  I hate to simplify it that way, but it’s important to know what you are getting into.  If you are looking for a game that had fun addictive gameplay, you are in the wrong place.  This game is all about the experience and to be honest the gameplay at times suffer.  Some of the actions you get a chance to do break the mold and are truly awesome, but for the most part the gameplay can be repetitive and after a while downright boring.
 
I did really enjoy the fight scenes which involved you rotating your iPad and engaging some really interesting foes.  One of the other really cool mechanics was the ability for the player to jump into “Dream World” and back.  This is represented by displaying the title screen’s album as it flips over to the B-Sides when you make the transition.       
 
I have a lot of love for the game, but by the time I beat the Sword & Sworcery I was just glad it was over.  The experience will only last you around 4-5 hours, which is not bad considering the $4.99 price tag.
 
Multiplayer:  D
Game Mechanics / Features / Online Features
 
There are no multiplayer features to this game, although there is the unique ability to access twitter from any point in the game.  This allows you to stay in touch with the community without ever leaving the application.  Pretty cool I suppose.
 
Replay Value: D
Lasting appeal / Bonus Content / DLC
 
You know maybe in a few years I may want to revisit this game.  There really isn’t anything else like it, but once you solve the puzzles and find out the story there is no reason to continue.  I had stated before that after a while I was done playing, and just became ready for the experience to come to a close.  The only reason I wanted to continue progressing is to witness the events that the game had in store for me.  There are enough “Bad Ass” moments in the game that will make you want to see it through, but once the experience is over you will most likely get the urge to uninstall the application.   
 
I am really happy that I decided the give Superbrothers: Sword & Sworcery EP the time of day.  This is a one of a kind experience that will leave you talking about it for quite some time.  As long as you know what you are getting into I think you will be satisfied with a purchase.  But just remember this is not a compelling adventure game, but a unique visual experience that leaves the impression of an interactive album.
 
 
Overal:  B

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