1490: Bros Before Titans

As I mentioned yesterday, I’ve been playing a bunch of Atelier Rorona this weekend, but tonight I decided to play through something a few people have been bugging me to try: Brothers: A Tale of Two Sons. And it proved to be the perfect antidote to the endless Titanfall chatter there’s been on social media all weekend.

For those unfamiliar, Brothers, as I shall refer to it hereafter, is a game about the titular brothers going on a quest to find the cure for their sick father. It sells itself as a “single-player cooperative game” and that’s not actually a bad description in mechanical terms — using both thumbsticks on a controller, you control both brothers, and use the triggers to make each of them interact with things. Big Brother is stronger, taller and older; Little Brother is more agile, smaller and more childish. Most of the game’s puzzles revolve around working out which brother is the most appropriate one to use in a situation, and whether or not they need to work together, which they usually do.

But mechanics are probably the least interesting thing about Brothers. Where the game really shines is in telling a compact, emotional story whose characters are introduced, undergo some serious, well-paced growth and bring the story to a fitting conclusion… all without saying a word. Or not a word in English, anyway; I’m not entirely sure if the language the characters speak in the game is real or just a Simlish-style made up language, but it doesn’t matter — the meaning is got across through a combination of context, body language, facial expressions plus other presentational elements such as music. The game packs a seriously powerful emotional punch by slowly building up these characters and giving you a chance to get to know them before throwing them into harrowing situations that will tax the emotional constitution of even the most hard-hearted soul.

I cried three times over the course of the game, but as we’ve probably established in a number of posts over the last 1,490 days, I am somewhat susceptible to this sort of thing, not to mention a lot more willing to allow my emotions to leak out through my eyes if something affects me strongly. I’m not actually sure if game makers have genuinely got better at emotional storytelling over the past years, whether I’ve become more susceptible to emotional manipulation, or something in between. It doesn’t really matter too much, I suppose; the fact that a game like Brothers can have a legitimately emotional impact is something that’s worth celebrating and praising in itself — it doesn’t necessarily need to be compared to anything else.

I’m being deliberately vague about details of the plot here because I believe that if you’re reading this and have access to some sort of gaming device on which you can play Brothers, you should definitely give it a go. It’s a short game — it took me just under 3 hours to get all the way through — and not a particularly challenging one either, but it’s not about challenging the player (in mechanical terms, anyway — it’s definitely emotionally challenging). Rather, it’s about telling an interesting, compelling story in a somewhat unconventional and interactive way. It’s the kind of story that might work as an animated movie, but which has a whole lot more power added to it by virtue of the fact that you’re the one in control.

Grab a copy for PC here. And if you’re planning on playing it, I recommend not reading up on it at all beforehand. It’s an experience best had with beginner’s mind, and one best had in a single sitting. So set aside a few hours, grab a controller, turn out the lights and enjoy a fantastic story.


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