Superbrothers: Sword and Sworcery EP is an experimental amalgamation of music and video games where your lady-hero named “The Scythian” explores a surreal world in search of the three Trigons after discovering the all-powerful Megatome. A cigar-munching businessman dubbed the “Archetype” guides her throughout the journey. Trigons? Archetype? Megatome? Yup, this is a video game.
With its chunky retro visuals and unbelievable soundtrack, it’s easy to fall in love at first sight. Deny it all you want, but graphics are a huge component of video games, and Sword and Sworcery conjures the perfect mix of retro pixelated graphics and deliciously smooth animation. It’s just a shame the game portion wasn’t able to hold up its end of the bargain, and Sword and Sworcery constantly trips over its own artistic ambitions.
There is something to be said for a game that knows its audience, and Sword and Sworcery plays its geeky target fans like an 80s Casio keyboard. Everything about this game shrieks that it was created for someone with more than a passing knowledge of games who will soak in its not-so-subtle references to Zelda, Twitter synchronization, and self-referential erudite dialogue: “We were like, groan not another fetch quest amirite?” Read more
Sword & Sworcery EP turned a lot of heads when it was released last year on iOS, but believe it or not, there are still a few holdouts who have yet to succomb to the power of the electronic fruit company. Those rebels should be pleased to hear that the pixelated point-and click adventure will be headed to Steam on April 16. A Mac version will be available “before the summer solstice” (that’s June 20!).
“It is our sincere hope that this new edition of the project will connect with a broad audience, people who have access to a computer and who have a fondness for musically-inclined computer-enabled stories of myth & mystery,” Capybara Games wrote on its blog.
The developer promised a “faithful representation” of the original game, but there will be some minor tweaks to accommodate the 2-button mouse. We’ll find out how faithful it is when we get our hands on it this weekend at PAX East.
Source: Capybara Games
Monday morning at the 26th Annual Game Developer’s Conference, Nathan Vella, President of Capy Games, narrated a panel titled Perhaps a Time of Miracles Was at Hand: The Business & Development of #Sworcery. The presentation illustrated the trials and tribulations they faced when producing the iOS hit. Selling 350,000 copies of an independent title is a milestone by any standards, but that feat was not reached without a keen business sense.
One of the first points he brought to our attention was their willingness to crowd source and seek contributions from friends. “We opened our development to contributors,” Vella stated, which essentially were friends who loved the idea of the game and were eager to offer their talents. These talents included posters and the occasional piece of art for use within the title itself. This is a great way to not only gauge interest, but also get more mouths talking about your project, but he warned, “contributors will only contribute to the project if they believe in the project.”