Ohhhhh Brother
https://basementmtl.blogspot.com/2014/04/ohhhhh-brother.html
A couple of weeks back I managed to sit
down and play through Brothers: A Tale
of Two Sons. The game, which should be experienced by everyone I might add,
is singular and focused, and reminds me of why so many more ambitious titles
often feel lacklustre.
Briefly, the player assumes the roles of
two brothers, where the actions of one are controlled using the left analog
stick and L2 button / left trigger, while the actions of the other are
controlled using the right analog stick and R2 button / right trigger. The
entire experience involves navigating the environment, often through a
combination of platforming and puzzle-solving.
Most importantly, I felt very strongly
connected to each brother. Occasionally, you would be tasked with controlling
one brother while the other brother is inactive. These moments served to remind
me of the connection I began to feel with both brothers as an operational duo.
In other words the interface used to play the game to purposely connect the
player emotionally with the artistry grafted onto the underlying codes used to
give rise to the final product.
The entire point of this post is to point
this fact out. Not only is it rare for a video game to purposively exist, it’s
rarer still for one to draw me in using just a singular mechanic.
The last time I felt so utterly in awe by
this complimentarity was with Spec Ops: The Line. It too needed to exist in
video game format. By game’s end, I felt repulsed by the actions that I made
throughout the game, and distanced myself morally from the avatar I was
controlling. The result was a strange dissonance between what the developers
demanded I do and what I very unwillingly was forced to do. Choice became a
false dichotomy, and I became disgusted with the main character—even though by
virtue of me playing as him, I was the one at fault for these machinations to
begin with.
Before that was the original BioShock,
which served as a vehicle for discussing how little agency a player has in a
story-driven video game.
Unfortunately, both of these titles were
held back by occasional pacing issues, pedestrian combat, and a general feeling
that, despite best intentions of bridging game mechanics with an overarching
narrative, each of these games needed to be functional action experiences. In
other words, these larger titles managed to create emotional resonance but
failed to be consistently fun games.
Brothers did not falter in this manner.
Brothers did no falter at all; period.