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FEATURED VOXPOP shandog137
A Letter to the Big “N"
By shandog137
Posted on 09/12/14
I have and will continue to have a place in my heart for Nintendo. In fact, my first console was a Super Nintendo. The video game market has changed drastically since the early '90s and it seems like what once was platinum is more so along the lines of silver now. Nintendo has always been...

Superbrothers: Sword and Sworcery EP Member Review for the iPhone

By:
Ivory_Soul
07/27/13
PRINTER FRIENDLY VERSION
EMAIL TO A FRIEND
GENRE Action / Adventure 
PLAYERS  
PUBLISHER Capybara Games Inc. 
DEVELOPER Capybara Games Inc. 
RELEASE DATE  
T What do these ratings mean?

The Good: Beautiful art, great music, interesting use of mobile devices, challenging boss fights

The Bad: Sworcery puzzles are too easy, only a few fights, lacks any depth or challenge, extremely short, forgettable story

This game made a huge splash in the indie scene thanks to its rocking soundtrack and unique take on mobile games. I have to say Superbrothers uses the tablets and phones unlike any other mobile game out there. It is a breath of fresh air, but in the end is way too short and just leaves a feeling of emptiness and like there was no point on playing it.

You play as a man/boy who is on a quest to destroy an evil being at the top of a mountain called Mingi Taw. You come across a magic tome and must find three triangles to make a Trifecta. The story is pretty thin and there really isn't much of one there. It's all about the adventure, music, and unique art style. You tap along this countryside during the first half trying to find your way to a cliffside. After you play for a bit you get a sword and shield and fight your first monster. You turn your phone/tablet sideways to fight, you can block and attack but it's very simple and not very complicated. There are only a few fights in the entire game. The bulk of the game is made up of using your Sworcery powers to solves little puzzles, but these feel easy and slightly uninspired.
You hold down on your character to enter this mode. You then have to figure out what to tap in order to get the little sprite out of the ground. You need these to advance to the next stage. Some times things have to be tapped in order, but it's not all that hard to figure out. One interesting concept is that you need to find two of these triangles during the bright and dark phases of the moon...in real time. You will have to come back when the phases of the moon are just right and the game will tell you when...or you can just cheat and advance your calendar on your device. If you do this the developers are on to you and they only give you a 99% completion rating for cheating. This is a pretty interesting idea as no other mobile game has done this, but it's not very significant and feels like a cheap way to extend the game's length.

The only challenging part about the game were the three major boss fights and figuring out where to go. There are almost no hints, some times I wandered around forever not knowing what to do. The boss fights require precise reaction times for dodging and attacking and can get pretty tough. You can beat the game in a few short hours if you cheat, but when I finished the game there was no attachment. The characters are just there and there's not much of a story to get attached to. The music is great, but only during certain scenes or events. I honestly just feel this game is really overrated, it's good, but not that good. I personally loved the 8-bit retro art style and it's beautifully done, I just wish there was better gameplay to go with it.

In the end, this is just an odd game that you play for the hell of it. It's a unique mobile game, yet everything in it feels unnecessary and in the end you wonder why you played it. There's nothing here that will keep you taking about it years later, it's really short, and lacks any challenge or depth. I just like that it took a different approach to game design and that is greatly respected.
 
(Review based on Android tablet version)


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