Tag Archives: Brothers: A Tale of Two Sons

2014 Game Completed Comics, #17 – Brothers: A Tale of Two Sons

2014 games completed 17 - brothers facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

Brothers, a tale of two analog control sticks

brothers tale of two sons completed

Many might think it is strange that I immediately went from Far Cry 3: Blood Dragon to Brothers: A Tale of Two Sons, but that’s just how I roll sometimes. Kind of needed a bit of a palette cleanser, if you will, from the outlandish exploits of Rex Powercolt. And boy did I get it, both from a story and tone perspective, but also from a control scheme. See, I constantly kept messing up which was the grenade button in Blood Dragon, as it always seems to switch between the shooters I play and have played, like Borderlands 2, Gears of War, and Grand Theft Auto V. There is still plenty of confusion to experience in Brothers, but it never has to do with tossing grenades; I’ll explain in a bit.

Brothers is a game that, not surprisingly, revolves around two brothers. One older, the other younger. They live in a nameless fairytale-like world, which more than likely means death and a lesson is right around the corner. Alas, their father is very sick and dying, and the two boys decide to venture off into the wild in search of a very unique and rare medicine, one that can hopefully save the man that raised them. That really is the meat of the story–two siblings battling the elements to save their father’s life–and while it is pretty simple from a plot perspective, it is delicately handled, with love and care and admiration. You could even almost name Starbreeze Studios as the third brother, looking for the other two.

What makes Brothers stand out, for me, is its control scheme and dedication to not speaking a comprehensible word while still being able to tell a coherent story. We’ll start on the former of those two. Each of the two brothers is controlled by one dual stick; that means there is no switching between them, you are controlling both at all times. If I recall correctly, the older brother is the left stick and left trigger, and the other brother commands the right stick and right trigger. The nameless brothers can each perform unique interactions in the environment, such as swimming or climbing up a ladder, and the game’s puzzles revolve mostly around traversal and using these mechanics in tandem.

A couple months before I played Brothers, I also tried out a little ibb and obb. That’s an indie puzzle platformer on PSN with a very similar control scheme, though it does allow for a second player to control one of the two colored blobs, but I went at it solo and nearly broke my brain. Trying to use both sticks at the same time was quite difficult when precise timing and jumping was at hand. Thankfully, since Brothers is slower paced and much more lax, I was able to control both bodies just fine, except for one area where they are tied together with string, and you have to use them in a steady, physics-based rhythm. Also, there’s a hang-gliding sequence that proved problematic until I figured out how to properly tilt left and right just enough to turn without tumbling down to the ground.

Like many, I played through the entire game in one sitting…and didn’t earn a single stupid, trivial Trophy. I love that. Good on the developers. Evidently, the unlockable Trophies are hidden off the main path and demand that you truly explore the world as you come across it. I thought there might have been on for sitting at every bench, but nothing came of that, and when I find some free time down the line, I think I’ll return to Brothers and take it even slower, scouring the levels for these extra slices of interactivity and the vacuous ping of an unlocked digital picture. This also means I get to spend more time listening to the literally soaring soundtrack again, and that’s fine by me.

Brothers is not a very long or happy journey, about three to four hours, but it is a memorable one. It’s driven by love and compassion, and contains some strikingly gloomy and beautiful visuals that will give you pause, that foreshadow events to come and flesh out the world. There’s a moment near the conclusion of the journey that hits you like a rolling boulder, but I wish it lasted longer, as the impact of all that is quickly swept away by the final cutscene of the game and everything ending. Regardless, this one comes highly recommended.

Journey’s an expedition unlike any other

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It seems like January 2014 has been the month when I finally play all those frequently talked-about indie games, like Gone Home. Brothers: A Tale of Two Sons as well, but I’ve not gotten to write about that somber story yet. And now Journey, which I bought last summer, but immediately put aside, as I had these visions of grandeur where I was going to find the perfect slice of time in my life where nothing else would distract me and I could devote every ounce of my being to the thatgamecompany’s impactful title, as I constantly heard it was best played in a single gulp. Well, after too much waiting for that dreamlike moment to pop up, I eventually just booted up the game the other weekend and devoured it happily in only a couple of hours.

Journey‘s story is interpretive. I see it as a spiritual sojourn, but others might think differently. You control a nondescript figure garbed in what might be ceremonious robes, alone in the desert, your only guiding light being a literal beam of light far off in the distance, emitting into the sky from a massively tall mountain. As you travel closer to it, you’ll acquire a scarf and the ability to jump in the air and glide for a short period of time. Eventually, you’ll leave the sandy desert for some other visually unique areas, but your goal remains the same, to get to that light. There’s no narration or spoken dialogue in the game–all story beats are visual–so you have to assume that you want to get to that light; either way, it is very enticing and seems to pull you towards it without you even knowing why.

To reach that light, you’ll run, jump, hover, slide, and solve some environmental and platformy puzzles to reach new areas and continue the *ahem* journey. How high you can jump and how far you can float is dictated by the length of your robed being’s scarf, which grows over time via…collectibles. I think. Wait, now I don’t even remember. Maybe it just got longer the further you played? Hmm. You can also interact with other scraps of fabric on the ground or in the air by holding in a big chirp and letting it loose near them; sometimes this would gather a bunch of scraps to you, and other times it would set them free to build a bridge down yonder. And that’s kind of it. There’s a surprisingly small amount of game mechanics to mess with, but they are more than enough to explore a world that is as large and wide as the sky overhead.

The reality is that Journey is two different experiences: a single-player excursion to that great big beam of light and a co-op struggle of two robed souls, unable to verbally communicate, but by each other’s sides the whole way through. Or as long as they can make it, seeing as I eventually teamed up with three separate players during my climb to the sky. You can only communicate with these other players by chirping, and you can strangely get a lot of mileage out of this mechanic. When excited by a big jump or epic sand slide, I mashed that chirp button like a maniac, shouting gleefully at my fellow scarf-dweller. When it was time to be sneaky and slow, I would only let out a single chirp to indicate it was time to move forward. In truth, the chirping became its own kind of meta game–and I loved every ounce of it. Once you complete the game, you gain access to who you played with, in case you want to add them to your Friends list, but based on some of their usernames–one was pretty offensive–I don’t think that will happen. And that’s awesome. I played a non-violent game with a bunch of nameless strangers, and that really helped make the experience something special rather than teaming up with BearKiller69 or whatever.

I suspect I’ll go through Journey again…at some point. Heck, there’s a Trophy I want that demands you return to the game after waiting at least a week. It was a very relaxing, very pleasing time that captured me in a bubble. It’d be really cool if it had couch co-op, but I understand why–and how–it couldn’t. It’s a beautiful  adventure of epic proportions and shows that a videogame can have a fantastic sense of style, soaring music, staggeringly creative visuals, and absolutely no reason to shoot anything in the face. You should play it for the synergy between gameplay and music alone, but you should also just play it because it’s a very important tickmark in the industry, one that raises the bar for storytelling and is a ton of fun to boot.

The Top 10 Videogames I Didn’t Get to Play in 2013

2013 top 10 games didn't play Sad-Puppy

Well, I’m not gonna deny it–this year went fast. Except for June through July, but that always seems to drag by due to non-gaming reasons I won’t get into, but otherwise, the months really did seem to slip by. This was extremely noticeable once I began to actually work at my “five games I want to beat in 2013” checklist, and it seems like I was only able to polish off three out of five: Chrono Cross, Silent Hill 2, and Primal. I’m pretty proud of that, but I probably should have started much earlier than the summer. However, I did complete a good number of games over the past three hundred and sixty-five days, and one might consider some of them big AAA titles that are probably going to be on everyone’s final praise list, such as BioShock Infinite and Grand Theft Auto V, though they absolutely won’t make mine. Sorry, Animal Crossing: New Leaf is my game of the year; just deal with it.

Once more, here’s what I didn’t get to play last year, the year before that, and the year before that:

Also, do not worry: I have plenty of sad puppy photos to do this kind of post for many more years, so long as videogames keep coming out and I keep not playing ’em. That sounded more threatening than I originally wanted. But enough behind-the-scenes talk. Let’s get into the meat of this yearly post, shall we? The meaty meat, I mean.

10. Assassin’s Creed IV: Black Flag

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Sounds like this is a return to form, though the last Assassin’s Creed game I played was Brotherhood, so hopefully people are meaning that game. I’ve kept my distance from the franchise since then for good reasoning, as the later games have seemed repetitive, clunky, and sub-par, but I do enjoy pirates and the ship-based combat looks kind of neat. I wonder if the multiplayer is still there, as that is surprisingly an enjoyable slice of cat-and-mouse. This could be a really perfect summer time-sink for 2014, though I still also have an untouched copy of Assassin’s Creed II in my backlog to get to as well. Hmm.

9. Saints Row IV

Saints-Row-4-Has-Character-Tailored-Alien-Abductions

Originally, the Saints Row series was just another take on Grand Theft Auto, if a bit more ambitious and zany. I never got into it until Saints Row: The Third, and that was only after hearing the Giant Bomb staff praise and praise and praise it. I’m glad I finally listened to them, as I absolutely loved my role as the leader of the purple-clad gang on the rise, but I haven’t made the jump to Saints Row IV yet, as this year I gave my time and money to Grand Theft Auto V instead. I probably choose poorly. In this one, you can literally jump up to rooftops, thanks to alien superpowers. However, the console versions don’t sound up to par to the PC, but I don’t have a great gaming computer so I might just let this one slip by entirely.

8. Tomb Raider

Tomb Raider trailer - video

Here’s a little known fact about me: I’ve only played the original Tomb Raider. That’s right. Just the first one, and I remember it fondly, despite it probably aging terribly. My copy sits proudly next to Suikoden and Suikoden II. The sense of exploration was fully realized–for the time–and I loved how the game slowly revealed its supernatural hand with each level. Like Indiana Jones, a perfect mix of serious and silly. This 2013 reboot looks gritty and grimy and throws Lara in one terrible situation after the next, but sounds well done. Plus, she can use a bow for stealth kills. Mmm. Stealthy. Rhianna Pratchett wrote the script, which gives me hope that Lara, as a person, is more fleshed out here as well.

7. Rogue Legacy

didn't play rogue-legacy

I enjoy rogue-likes because, for me, they don’t ask for much. You can do a run, and if things end terribly, then that’s it. Try again. Conversely, if you’re on a hot streak, every action, jump, and sword swing becomes stressfully vital. This is why I continue to poke at The Binding of Isaac, in hopes of hitting a lucky note and making it to Mom easily, brimming with powers and extra hearts. Alas, that’s not happened yet–but it totally could one day. Rogue Legacy seems to share a lot of that, with the neat mechanic of playing as the children of whatever character you just got killed. These kids acquire different traits–such as colorblindness and vertigo–which affects how you move through the main castle. It’ll probably end up in a Humble Bundle some time in 2014.

6. The Last of Us

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Look, I barely got through Silent Hill 2 this year. Horror-themed games are very difficult for me to keep my cool in, and it sounds like the majority of the combat scenarios have you creeping around enemies, trying not to make a sound. That sounds fine to me, actually, but the monster designs and sounds they make are very unnerving, and I just don’t think I could ever get through The Last of Us, which is a dang shame, as it certainly sounds like an amazing–if depressing–experience.

5. Mario & Luigi: Dream Team

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The last Mario-based RPG I played, Paper Mario: Sticker Star, kind of left a bad taste in my mouth, and so I remained skeptic when a new one came out, even though it lives in an entirely different franchise. However, according to some reviews, it sounded like this one was maybe too hand-holdy, which is funny because Sticker Star couldn’t lift a finger to help you out. When I bought Sly Cooper: Thieves in Time and Metal Gear Solid: The Legacy Collection, I also grabbed a used copy of Mario & Luigi: Bowser’s Inside Story on the Nintendo DS for free. I suspect I’ll give that one a go and if I love the mechanics and all that jazz will move on to the newer iteration.

4. Super Mario 3D World

Super_mario_3d_world_screenshot

Super Mario 3D Land is one of the rare 3DS titles that I continue to pop back into the handheld and fart around in for a few minutes, always with the hope of earning a couple more stars. See, I’m in the post-completion content, but only halfway through it, so there’s still plenty more to see. And it sounds like Super Mario 3D World is all that and more…and on a console, which is where I’d truly rather be playing my plumber-based platformers. Throw in a silly cat theme, and I’m salivating from the mouth. Alas, no Wii U in this house, and still no interest in getting one any time soon unless there’s a big price drop or more interesting games in the pipeline. Sorry, I have no interest in the Smashing Bros.

3. LEGO Marvel Super Heroes

LEGO Marvel SHS_IronMan MK2-noscale

Love me my LEGO videogames, and I haven’t played one since LEGO Lord of the Rings, which means Tara and I are severely overdue for some co-op funtimes. Any will do, really, but I’d rather side with Iron Man and Wolverine over Batman and Superman. That’s right. I’ve always been a Marvel fan before a DC one. The formula doesn’t look to have changed one block–hub world, individual levels, a billion things to collect and unlock–but that’s okay, because at least I know what I’m getting here.

2. Brothers: A Tale of Two Sons

brothers 1920x1080

The subject matter of Brothers: A Tale of Two Sons, two siblings on a mission to save their deathly ill father, hits a little too close to home for me, and so I doubt I’ll ever get around to playing it. It’s not a direct parallel to my life, but there are enough elements present to put more weight on my shoulders, push me closer to the ground. Yes, I suffer from depression and would rather avoid mediums that enhance my feelings of hopelessness. I do love the idea of controlling two separate players with both analog sticks, but ibb and obb showed me just how difficult this could be for my brain to wrap its mind around. Also, Ni no Kuni did it first. I suspect the Giant Bomb podcasts will end up spoiling the story’s key moments and ending.

1. Gone Home

gone home did not play

Sigh. My gaming laptop is really great for playing indie Flash games or point-and-click adventure games that don’t require too much in terms of software. In the past, I’ve been able to play bigger productions, like Red Faction: Armageddon, but only if I turned down every setting, and even then it’s a bit rubbish. Same goes for Fallout: New Vegas and Skyrim; there is no draw distance because I can only see a few inches in front of my character. All of that is to say that I don’t think I can run Gone Home at the required settings to do it justice. Evidently, the game is loaded with high resolution posters, pictures, notes, and so on, and a big part is exploring the house and looking at stuff up close. I have no other way to play Gone Home, so hopefully it’ll come to consoles at some point, but I kind of doubt it.

Well, there you go. Or rather, there I go, not playing all these games. Of course, there’s more that didn’t make the list, such as Papers, Please and The Stanley Parable, but I had to draw a line somewhere. Given that I still haven’t played a few games from the previous lists yet–hello, Portal 2!–I wouldn’t hold my breath expecting to see me get to all of these next year. Maybe one or two. Plus a ton of older games. Can’t forget about the PS1 and PS2.

Anyways, what games did you miss out on this year? Shout ’em out in despair in the comments section below.