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Brothers: A Tale of Two Sons

An adventure game by Starbreeze about two siblings.

App Store2 sources3 tips

Where Brothers: A Tale of Two Sons comes up2 episodes and tests

Gcreator of Game Maker's Toolkit testThe Last Guardian and the Language of GamesGcreator of Game Maker's Toolkit testControllers Control Everything
In short

Brothers: 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.

At a glanceTwo sticks let Brothers tell its sibling story through the controller
Gamepad originalWon
  • One brother on each analog stick
  • Two characters controlled at once
  • The input itself says something about siblings
iOS touchscreen port
  • Virtual joysticks on a touchscreen
  • The controller-as-story effect is lost

Physical sticks carry the sibling story; touchscreen joysticks lose it.

From Mark Brown on Brothers: A Tale of Two Sons

What was said about 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.

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