Last night was a Bright Moon. Earlier this morning I beat Superbrothers Sword and Sworcery EP.
That first statement won’t make a whole terrible lot of sense unless you’ve played some of that game. You should. It’s wonderful.
A lot of my personal interest in making a tabletop RPG stems from my interest (read: obsession) with video games.
I get a bit of flack (largely jokingly) about loving the indie games market. The indie scene already gets a lot of flack, for various reasons, but I like to follow it and support it because at least it’s trying something new and different. That counts for a lot of what I play in games.
SB:S&S:EP (Henceforth “S&S”, because gods help me if I’m going to be typing out that title every time) does some weird stuff, a lot of it having to do with it originally being a iOS game.
At it’s core the game is an adventure game in the classic point and click sense. There’s some combat (in fact the game has some of the most dramatic and fun boss fights since Shadow of the Colossus in my opinion) but it doesn’t make for much the experience, which ends up making those fights much more fantastic by contrasting the adventuring. Getting back to the adventuring though, the game makes real fun use of the touch screen possibilities, there’s some gyro scope stuff, some tapping, some scrolling, some stretching, the game is all over the place.
I played it on Steam though, so there was probably something lost in the translation. I still felt a lot of what the original players of the game probably felt though, and that was cool. Any time that a game makes me do a double take, have to think for a few seconds, and then blow my mind when that shot in the dark idea works, that’s a good time with a good game.
What’s really making me type all this out though is the game’s story. I won’t say a whole lot about it, it’s told in strange Twitter tweet-esc blurbs, weird self references as “we” instead of “I”, I dunno, it’s all kinda strange.
What’s important about it though is the thematic device of the “Woefull Errand” your character (only known as The Scythian) must complete. As the game progresses your character gets weaker and weaker as magic begins taking its toll on her.
It’s so very rare that games these days have sad endings. I mean really sad endings, endings that don’t have some cheap cop out at the end or end on a happy note of optimism despite having lost some characters along the way. I enjoy when a game embraces melancholy and uncertainty. It’s refreshing.
S&S has an ending like that. You should check it out.