First off this is not a review. I will wall off spoilers below, but this is a discussion of the complete game.
Brothers got a lot of good press and is showing up on top ten lists. It's very cheap on XBLA right now so I finally picked it up and played through it today while off from work.
Brothers has a lot going for it. The aesthetics are fantastic. I loved the music and while I wasn't impressed by the graphics in the beginning, as the game got more fantastic (as in based in fantasy) I became more impressed until by the end I felt it was one of the best games I've ever played from a graphical design perspective. The game also chooses not to explain its world at all, leaving it for you to explore and inhabit, and that is a choice many more games should make. The game goes further down this path by using a nonsense language, which helps for immersion but damages characterization.
In addition to these aesthetic choices, Brothers features very little combat, has an unusual (though not unique) control scheme, and gameplay primarily consists of traversal and puzzles. In a world of endless modern warfare and space marine shooters, Brothers stands out. Not having combat, in particular, is an excellent design decision that other traversal games could learn from. Brothers is a short, focused, experience without much padding, and is unlike almost anything else out there (though The Cave tried something similar)
So what's wrong with it?
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For one thing there's not much game there. The puzzles are generally extremely easy, not requiring much brainpower or dexterity, and the traversal tends towards the easy and obvious. Mechanics like the rope tying the brothers together are introduced and discarded rather than being built upon. Partially this is a function of length, but the game also just doesn't seem very interested in being a game. It wants to tell a story and show aesthetics. I get that. The level where you traverse the battlefield of the Giants is truly spectacular and is a world I would love to spend more time with. But without good gameplay, Brothers has to fall back on its aesthetics (very good) and its story...
About that story...
A lot of people have been saying they were deeply affected by the story, and I get that, but for me it has some serious problems. The simple tale of two boys going to get medicine for their father is a fine framing device, but there is almost no character development along the way. The younger brother has a hallucination, the older one a flashback, that's about it. The sights you see are spectacular, sure, but you are just tourists. No meaningful relationships or deepened characterizations. That makes sense given the nonsense language, but leads to my biggest issue with the story.
The older brother's death is unearned. The brothers free the spider woman from what appears to be an angry horde, they follow her, reasonably, and while the older brother starts to romance her, pulling away from his younger brother, and pushes them to enter the den, he has no reason to suspect what she really is. When he is then punished after the boss battle (and from a gameplay perspective it's kind of cheap to have her strike the mortal wound right after you defeat her, there's some ludonarrative dissonance there) it's unclear what he's being punished for. And yes, it can just be random, but that doesn't seem like the kind of story Brothers is trying to tell. If the story did more to flesh out who the older brother is as a person and let his attributes be his downfall it would be closer to the fairy tales its world draws inspiration from, and, in my opinion, more satisfying.
Without gameplay or story to drive the experience what's left then is a bunch of good elements and ideas put together into something adequate but not great, which is what Brothers is. Perhaps, somewhat ironically since most games are too long, it could have benefited from being a longer experience, giving the player more time to identify with the characters and doing a better job of characterization, with more interesting side stuff like the achievement tasks (a nice touch) and even an opportunity to develop the spider woman. I could easily have spent another 3-4 hours in that enchanting world. But without that, with what's there, I'm left with a few striking memories based on aesthetics, an appreciation for what the mechanics were trying to do, and not much more. Is that enough to make it a good game? Sure. I don't regret dropping $5 on it. Is it one of the best of the year? I don't think so.
There's just not enough substance.
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