Like
the Grimm tales, the beauty of this game lies in its simply but accessible
story. After losing their mother in a tragic accident at sea, two boys rush
their ill father to a doctor, who reveals that the only way to save him is to
collection and return the ‘water of life’ for a spring far away. The two then
set out to work together and save their father from his terrible fate.
As
they journey through the world they meet a variety of creatures, friend and
foe, who help to create a mesmeric atmosphere that draws you into the quest at
every opportunity. There isn’t any speech or subtitles here and the narrative
is presented in the form of mimes; but instead of hindering the story, it aids
the expressive nature of the characters.
The
theme of the adventure is in its simplicity. On an Xbox controller the left
stick and bumper controls the older brother and the right stick and bumper
controllers the younger one. Of course this takes a little while to get used to
but you quickly synchronise with the gameplay, hurtling through areas and
puzzle with minimal fuss.
The
genius control system allows the game to feel both simple and connected all at
the same time and bringing the two characters together emphasises the intimacy
of the design. If this has been a co-op game the connection would instantly be
lost.
It
actually feels a bit like an ICO experience; especially in style and design.
Brothers is instantly charming but also intensely lonely. The world always
feels bigger than the characters you control and this really shows through the
design choices and draw distances. It’s even more impressive when you realise
that the game is extremely linear. The world is beautiful with waterfalls,
mines and, a particular favourite, battlefield.
The
only issue I found is that the game itself is almost too straightforward. While
the adventure and design leads to the sense of grandeur, the puzzles are easy
to solve and many are just timing actions. Some of the traversals are
inventive, but much of the game becomes very obvious very quickly.
However,
the game does not ever reach the depths of un-enjoyable, and the six hour
campaign feels exactly right. Anything longer would have stretched the
narrative and gameplay towards breaking point, anything shorter and the player
would be left wanting more.
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