Superbrothers: Sword and Sworcery EP iPad Review

Review Posted by Andrew Podolsky, March 23rd, 2011

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Must Have - 4 out of 4

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Absolutely outstanding music and visual design; eerily atmospheric; tells a beautiful story; bursting with creativity; unique Twitter integration
Disappointing puzzles and combat; lots of backtracking; contains just one main environment
Sword and Sworcery has some of the most amazing visuals and music of any iPad game, but the gameplay leaves something to be desired.

"Mythopoetic" isn't a word that's tossed around a lot in videogames-- or anywhere outside of college philosophy courses, for that matter. This descriptor does apply to the game Superbrothers: Sword and Sworcery EP, provided that you're open-minded enough to delve into the collective gamer subconscious, and dazzled enough by the music and art to forgive some dull and repetitive gameplay.

Sword and Sworcery is a collaborative effort between three Toronto-based artists. Superbrothers provided the game's distinctive pixel-art look, which allows for fine details like the rustle of bushes or a grizzled boor's pink tongue, but through a blurry veil of colored squares. It's similar to the painting technique of pointilism, and it's used to incredible effect.

Touch, but don't look.

The soundtrack comes from another artist, Jim Guthrie, who even makes a cameo in the game at a few points. Sworcery's soundtrack is sweeping and trance-like, with recurring themes of danger and splendor. It's no wonder that this soundtrack is being released as a stand-alone record. Sworcery's music ranks up there with the best iOS soundtracks, like Zen Bound and Osmos.

With such stunning graphics and music, we're disappointed with the game itself, which was primarily Capy Games' part of the project. Sword and Sworcery is mostly an adventure game in the style of The Secret of Monkey Island, where you'll explore an environment, collect a few items, and talk to other characters. You'll also have to solve some puzzles, and rotate the device 90 degrees to engage in some reflex-based battles.

When good Triforces go bad.

This is where Sworcery's magic spell starts to dissipate. The first 20 minutes of Sworcery is breathtaking, as you begin to explore this strange new world on a mission to obtain a mystical tome. But the next two chapters require a lot of backtracking over the same environment, with only minor changes.

You'll solve environmental puzzles by using the "song of sworcery", and these puzzles can often be solved by randomly tapping and swiping on the screen. If there's a statement being made by the developers with these weak puzzles, we're not sure what it is. Some of the larger set-piece puzzles, however, are much more impressive.

Combat is another missed opportunity in Sworcery. You'll only face a handful of enemies, like a grizzled boor and a possessed statue, and the boss fights in the game are repeated three times. If you die during a boss fight, you'll have to watch the lengthy introduction again, but Sworcery makes it clear that it's not made for impatient, twitchy gamers.

Rockin' out.

Despite what we see as considerable flaws in the gameplay, Sworcery still manages to greatly succeed overall. It's bursting with creativity, like the fact that you can tweet every single line of dialogue in the game to befuddle your friends. Sworcery also includes the phases of the moon as a gameplay element, but these can be manipulated in-game to save you the trouble of exiting the app to change your time and date settings.

The story that Sworcery tells is striking and elegant, evoking some of our favorite classic games like Out of this World and Legend of Zelda: A Link to the Past. But unlike those games, Sword and Sworcery contains limited environments and gameplay variety. It's also a short game, and can be beaten in around two hours with little incentive to replay it.

Those two hours are rich and memorable, more so than a typical iPad game. Playing Sword and Sworcery is like watching a spectacularly weird animated indie film, and we want to recognize these kinds of creative leaps on the iOS platform. We recommend picking up Sword and Sworcery for the music and visuals alone, but sometimes the gameplay isn't up to the same "mythopoetic" standards.

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12 Comments

  1. Akira01 March 24th, 2011

    4, but ultra harsh review.
    I don't think Puzzles in games are "bad" at all...you say yourself :"Some of the larger set-piece puzzles, however, are much more impressive." So ?
    In fact i don't understand your ultra criticism about the gameplay...
    The combat phases are simple but well done...so what ?
    The game is playable, well done, with good Puzzles, good story...

    I dont' understand...when i read you the game is good for a "2", not a "4".

  2. Akira01 March 24th, 2011

    Of course, i have this game on my iPad, and y found it fantastic.
    90% of the iPAd production seems bad today in front of this masterpiece...

  3. TSP March 24th, 2011

    Doesn't sound so hot. I will pass on this, and how such a poor game could ever translate into a 4/4 I donīt understand. As a reviewer you donīt have to feel the need to please an audience or developer, just review the damn game properly. You usually do that Andrew, but this time you missed the mark. Gameplay is always more important than presentation, and you state that gameplay is kind of boring. 2 hours at $4.99 is also cause for concern when it comes to iOS games.

    1. krunkatron March 25th, 2011

      lol kid has no idea what hes missing

  4. Ender March 24th, 2011

    TSP, has any site had the balls to follow youur recommendations, infinity blade would be averaging less than almost perfect scores on metacritic.

    1. TSP March 24th, 2011

      @Ender.
      I try my best over at TouchGen, and I would not have given Infinity Blade a perfect score. In my mind IB is a 3.5 to 4 out of 5.
      I have studied game theory, and at times sites even review non-games calling them games. Auditorium is one example that rated as a game would receive a 1,5-2/5 score, and as an entertainment app a 4/5. STP rated it as a 4/4 game. Getting presentation confused with gameplay is far too easy. The questions are always: am I having fun? is the game providing me with a challenge? can I develop my skills to match the challenge? if there is no challenge, or I am having a boring time it is not a good game.

      1. ADPodolsky March 24th, 2011

        This comment has been moderated.

        1. Riku March 26th, 2011

          ^agreed

  5. aurorajorealis March 24th, 2011

    I'm still not sure how you finished the game in 2 hours - our best tester can maybe pull that off if he speed-runs it, and he knows all the secrets. It tends to take me more like 5 hours.

  6. John March 24th, 2011

    this is like canabalt on an acid trip!

  7. aros March 25th, 2011

    Only played a bit but it seems a great experience so far, really enjoying it

  8. Josh March 26th, 2011

    Loving it so far but... i can't figure out how to exit back to side A after getting all the trigons! Can someone help me out?

  9. Erk April 23rd, 2011

    Gameplay and presentation are different things that, in the case of most videogames, cannot be fully separated if you wish to acknowledge the game as a whole. Not everything about games revolve around your input; this is more pronounced in games like S:S&SEP. Reviewers who know this wouldn't rate it a 2/4 or so (unless they hated the presentation). Similar case: Shadow of the Colossus.

    Even then, the criticism is beyond valid, especially if you are not much of a puzzle gamer like myself.

    It was still a great experience, though.

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