
An adventure game by Starbreeze about two siblings.
Gcreator of Game Maker's Toolkit testThe Last Guardian and the Language of Games
Gcreator of Game Maker's Toolkit testControllers Control EverythingBrothers: A Tale of Two Sons tells a sibling story almost entirely through play. Each brother gets one analog stick, so the controller itself expresses the bond, and characters show personality through systems rather than dialogue. The iOS port with virtual joysticks lost that effect. Lesson: let controls and mechanics carry theme, and check that the story survives a change of input. The sources give no sales or user numbers.
Physical sticks carry the sibling story; touchscreen joysticks lose it.
From Mark Brown on Brothers: A Tale of Two Sons
Brothers puts one brother on each analog stick, so the controller tells the story. The player controls two characters at once, one on each analog stick, so the input itself says something about siblings. The interface and the emotional point are the same thing.
Moving the game to iOS with touchscreen virtual joysticks loses that effect. Mark Brown credits the game with telling "a genuinely impactful story about siblings entirely through the controller". He also lists it among games such as Skate, Grow Home, Fight Night and Katamari Damacy that reinvent how a standard pad is used, as proof that ignoring convention can produce great games.
Brothers tells its story of two siblings almost entirely through gameplay. Mark Brown cites it as an example of a game that speaks through mechanics rather than cutscenes or dialogue. He puts it next to Undertale, where the cast is revealed through how they fight, and Papers, Please, where poking at a system reveals a message about bureaucracy and corruption.
Tells the story of two siblings almost entirely through gameplay, and its best moments are spoilers.
Brothers tells its story of two siblings almost entirely through gameplay. Mark Brown cites it as an example of a game that speaks through mechanics rather than cutscenes or dialogue. He puts it next to Undertale, where the cast is revealed through how they fight, and Papers, Please, where poking at a system reveals a message about bureaucracy and corruption.
Gives each of two characters one analog stick, so the controller itself tells the story of siblings. Its iOS port with virtual joysticks loses that effect.
Brothers puts one brother on each analog stick, so the controller tells the story. The player controls two characters at once, one on each analog stick, so the input itself says something about siblings. The interface and the emotional point are the same thing.
Moving the game to iOS with touchscreen virtual joysticks loses that effect. Mark Brown credits the game with telling "a genuinely impactful story about siblings entirely through the controller". He also lists it among games such as Skate, Grow Home, Fight Night and Katamari Damacy that reinvent how a standard pad is used, as proof that ignoring convention can produce great games.
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