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If you’re a fan of the iOS (and now PC) game Sword & Sworcery (and why wouldn’t you be?), you’ll be interested to know that the game makers at Capy and Superbrothers are inviting you to Create in the Key of #Sworcery:
BRIEF: create artwork, sounds & whatever else in the key of #sworcery
EVENT: jam alongside Superbrothers, Capy & Jim Guthrie on Friday, May 11th - 13th
DEADLINE: submit before the end of Sunday, May 13th 2012 & we’ll make some noise
Superbrothers: Sword & Sworcery EP from Toronto’s Superbrothers and Capybara Games is the video game I always wanted but didn’t know I wanted until it existed. I’ve hyped the game pre-release in the past, but now that’s out (it’s been available on the iPad for weeks, but today it is available for iPhones and iPods Touch), I am happy to report that it’s a wonderful, unique gaming experience — pixelly, musical, funny, stylish, and strangely immersive.
My own work is heavily influenced by the style, humour, and pacing in the old pixelly Sierra adventure game Space Quest 2. I played it start-to-finish repeatedly as a kid, and it’s a style of game I am sad has fallen out of favour with the advent of first person shooters and 3D graphics. It was a game that involved reading and taking an active part in a narrative. And casually exploring the 2D environments was like being able to walk around a picture book. It’s a game that dropped you into a world that you had figure out on your own through exploration and play.
Enter Sword & Sworcery, and that feeling is back. With its singular artistic vision (Craig D Adams aka Superbrothers), its short tweet-sized text elements, and its minimal style in both design and gameplay, Sworcery almost has more in common with comics and picture books than it does with most of today’s crop of videogames. I hope it inspires and influences more games of its kind. It is a poem when other games aim to be epic novels.
It’s a narrative experience that Craig calls I/O Cinema, and it somehow succeeds where motion comics and other forms of interactive fiction have failed, mainly by not trying to be a digital version of something else.
I must also mention that much of the game’s success is due to musician Jim Guthrie’s contributions; the music and sound effects take this slow-paced, meditative walking-around game and make it epic and beautiful. Animators take note: good music and sound design does half your job for you.
The latest mysterious trailer for Suprbrothers’ (aka Craig Adams’s) iOS app Sword & Swocery EP. I’ve been eagerly awaiting this game. Superbrothers’ deft use of pixel art with Jim Guthrie’s music? Sign me up.
Superbrothers really understands the idea of videogames as an experience and as interactive art, as evidenced by an essay on BoingBoing I revisit frequently: Less Talk, More Rock.
It’s a thoughtful piece about how to communicate ideas and emotions effectively in games by eliminating the “disruptive talk” — the exposition, the hand-holding, and the noise. I think it’s a solid philosophy for all creative work.
0 Comments on Audience Calibration Procedure (by Superbrothers: Sword &... as of 1/1/1900
Toronto pixel artist Superbrothers has once again teamed up with musician Jim Guthrie, this time for an epic upcoming animated iPhone game called Sword and Sworcery.
It’s still unreleased, so we will all have to wait impatiently until we can get our hands on it.
Edit:
Not five minutes after posting this, I came upon a link to Less Talk, More Rock, a fantastic visual essay by Superbrothers on the language of video games. More than this, it is a look at how to improve any creative process or method of storytelling — stop talking, start rocking. (via Tony Cliff on Twitter)
In a sublime match of subject, style, and music, pixel artist Superbrothers presents an animated timeline of the computer. Be sure to watch it full screen; whereas some online videos suffer from a bad case of the pixels, Dot Matrix Revolution is obviously immune.
Epic Cool!
Great work my friend!
I think this demo video alone makes up for the long wait! thanks for sharing!