I’m something of a sucker for pixel art games. It’s probably the nostalgia factor that does it for me, harking back to a time when it was my brother and I eagerly hammering away at the latest game we’d got usually after an intense begging and pleading session with our parents. At the same time I think the medium has evolved past what it was back then as it used to be the only way in which you could do graphics for games. Today it’s more a tool of choice as decent level graphics is well within the reach of even the smallest independent studios. Superbrothers: Sword & Sworcery EP is yet another independent release that has chosen the pixel art route for their point and click action adventure, one that I had heard much about but only got around to playing last weekend.

You are only known as The Scythian, a stranger to the lands who’s been sent to accomplish a woeful errand. What that errand is and your motivation for doing so is left up to the imagination and the first session of Sword and Sworcery instead focuses on teaching you the basics of the game and setting up the few NPCs you’ll meet along the way. They’re rather unimaginatively named Girl (a Girl), Logfella (a guy who cuts logs) and Dogfella (a dog). Your first mission sees you summit the Mingi Taw (a local mountain) and retrieve a book known as the Megatome, a powerful spell book. From there you continue on your woeful errand following the will of the almighty cursor god.

The artwork of Sword and Sworcery is a curious blend of good old fashioned pixel art highlighted with more modern artistic effects. The modern aspects fit in well though being used mostly as emphasis in order to portray something in a certain way. Additionally any UI elements including things like the overlays and title screens are done in a non-pixel art way giving the seemingly retro game a modern feel when played. I’m no pixel art purist so the blending of the new and old styles of computer art work well and don’t seem to be at odds with each other like I thought they would be at first glance.

Much like Botanicula before it Sword and Sworcery has put a lot of effort into the music and foley that backs the core game play. The starting scenes serve as a kind of audio test to make sure that your sound system is working correctly as whilst none of the puzzles really require sound you’re missing out if you don’t have it on. For me though it was the music more than the foley this time around that did it for me as the music felt original whilst the foley felt like it might have come from a stock sounds library. Still it’s not like they’re terrible, just that the music was the standout of the two audio aspects of the game.

The core of Sword and Sworcery is a good old fashioned point and click adventure with a heavy aspect on exploration. Sword and Sworcery actively encourages you to click around the screen to figure things out and after a while also has you swiping around the place to see if things will react. As a seasoned gamer I find it somewhat interesting that players have to be told to explore, it feels like second nature especially to someone who grew up on such titles, but I can see how this game would be frustrating to someone who had never encountered the genre before. This was perhaps more likely for Sword and Sworcery as its initial release was on the iPad, home to the casual gamer who’s usually not terribly familiar with traditional game conventions.

The puzzles are, for the most part, pretty straight forward and can usually be uncovered through clicking and swiping around wildly should the answer not hit you immediately. Unlike its point and click ancestors Sword and Sworcery isn’t a game that relies on you finding all the required items and then rifling through them in order to find which one unlocks the next section, which I was very grateful for. There are definitely more innovative ways to make puzzles rather than throwing out all the pieces randomly and having you attempt to find which piece goes where at what time and Sword and Sworcery does so in a way that’s both fun and challenging, for most of the time at least.

Whilst I was able to get through most of the puzzles without too many dramas there were a couple occasions where I got stuck. Now this wasn’t the usual thing of not completing a certain puzzle (this was the dark moon trigon part if you’re interested) but after breezing through all the puzzles I was then left wondering where to go next. After clicking around everywhere I couldn’t for the life of me figure out where to go and it wasn’t until I randomly clicked on a little ledge by accident did I find how to progress further. I’m fine with hiding puzzles in plain sight but if a player has been stuck on something for more than 10 minutes it usually means the puzzle logic isn’t entirely clear as the developer thinks it is. I’m also willing to admit that I’m just thick and couldn’t see the clues but as far as I could tell it wouldn’t be obvious to most (and judging by the Steam stats on the game I’m one of the very few, 7% of people in fact, to have actually finished the entire game).

Combat is a very simplistic affair, something that’s a trait of adventure games everywhere. If you don’t go stray too far from the predetermined course that the game has plotted for you it’s unlikely that you’ll see combat more than 5 or so times throughout your play through. However when I misinterpreted what one of the NPCs said I was treated to quite a few of the combat encounters as I struggled to get back on course. This wouldn’t have been so bad had the combat encounters not been near identical, serving as just a time waster rather than an actual challenge.

The same can be said for the boss fights as whilst they’re all slightly different they are for the most part the same. You’ll do the same Zelda: Ocarina of Time style tennis match with each trigon until they decide you need to do it again but faster this time. After that its the same series of quick time events (bar 1 which is unique to that boss fight, the only real difference in any of the fights) making sure that you press your shield at the right time whilst swiping away anything that gets close. The whole thing would’ve been made a lot more pleasurable if the game had mentioned that you could press and hold the shield to regen health, something that wasn’t revealed to me until I was out of health replenishing mushrooms and had to start the boss fight on 1 star of health.

I could forgive all these quibbles should the story have been interesting but I just couldn’t get into it. One of the biggest aspects of the game is that it has built in Twitter integration, allowing you to tweet any section of dialog. This means that all lines are less than 140 characters and I felt the dialog suffered because of this. It also didn’t help that it swung wildly between tongue-in-cheek style humor and actual meaty dialog, ostensibly because the humorous parts were meant for Twitter whilst the other sections weren’t. I felt the Tweeting thing was clever at first but later on it became painfully aware that it wasn’t a novel way of integrating social media it was just another way to market the game, one that was paid for by a terrible story.

All together Superbrothers: Sword and Sworcery felt like it had equal parts good to bad. The final 15 minutes or so were quite enjoyable, probably the most enjoyable of the game, but it was preceded by several hours of samey combat, puzzles that were not satisfying and a story that felt like it was built as a marketing engine rather than an actual story. I really wanted to like Sword and Sworcery, I really did but the glaring faults (not least of which was the “wait 2 weeks to get the next trigon bullshit”) distracted from it so heavily that I can’t really recommend you go ahead and buy it, unless you’re a die hard point and click fan with a support the indies streak.

Rating: 5.0/10

Superbrothers: Sword and Sworcery is available right now on iOS and PC for $5.49 and $7.99 respectively. Game was played entirely on the PC with around 3.2 hours of total play time and 64% of the achievements unlocked. I also managed to get the #honest achievement with cheating as well, just don’t set your clock back until you finish the game.

About the Author

David Klemke

David is an avid gamer and technology enthusiast in Australia. He got his first taste for both of those passions when his father, a radio engineer from the University of Melbourne, gave him an old DOS box to play games on.

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