I’m a little surprised, and disappointed that there wasn’t more discussion about this game. At the same time, I’m very conflicted with how I feel about it, and it doesn’t have anything to do with the representation of females.
It’s a very beautiful little game. The world-building is amazing. I love the environmental storytelling, and the way that the world slowly unfolds before you. The list of games I thought of while playing are varied, but it’s in amazingly good company: Journey, ICO, Shadow of the Colossus, Dark Souls.
Journey is the closest analog I could think of, as it has a number of similarities. But Brothers does it better. Five Stars. Better than Journey. That’s my review.
SPOILER-ISH REVIEW BELOW!
But as I mentioned, I’m conflicted. At the end of the day, the game is purely about the control gimmick. The story is a classic little adventure tale, nicely told and beautifully illustrated, but it all centers around the control gimmick. The entire point of the game is that moment, in the epilogue, when you press L2. That, really, is what the entire game is about: every moment of the game builds up to that. The mechanics of the game are otherwise somewhat un-interesting, and almost tedious at times. But the tedium is intentional, necessary even. The learned rote-ness of the game is all in service to that moment. Brothers contains that absolute minimum possible to make it’s point at the end. There’s no fat, no chaff.
And, to be honest, the gimmick is good. Great even. It’s every bit as good a gimmick as “Would You Kindly”. Maybe even better, because it doesn’t force you to hang around after it makes its point. It does the job, and then the game ends.
The story merges seamlessly with the rest of the game. Just as mechanically, the entire game is about that one moment, so is it narratively. It’s a braid. Everything supports everything else. Nothing is wasted. It accomplishes what it’s trying to do perfectly. And what it’s trying to do isn’t easy. Very few games can do it.
So, what’s the problem? I’m not sure. There are elements that are taken from the “action game 101” playbook. They’re there for a reason…but they’re still simply taken from the standard playbook. That bothers me. The story it tells is a beautiful little story…but I can’t help but feel it’s trying too hard in it’s presentation by the end. It’s like playing a recently dead celebrity in a biopic that’s also about civil rights. It’s trying too hard to get that Oscar. I can see the strings. That bothers me. And there’s the fact that the game is, at the end of the day, the gimmick. It’s a great gimmick. But it’s still a gimmick. It only really works once. That bothers me. The story that it tells is told beautifully, perfectly even. But at the end of the day, it’s a very small story. It makes you feel one thing very well, but only one thing. That bothers me.
Brothers is small, and unambitious, and brilliant and perfect. I think the problem is that only because the execution is so perfect, can I begin to see how small it really is. It tells you things about the characters, and then those things pay off later. Characters grow. This process is the entire point of the game. In a sense, it isn’t that Brothers is missing anything, but that it throws into sharp relief just how bad all other games are at storytelling.
It isn’t that I don’t feel like Brothers deserves 5 stars. It’s a best in class showing, Game of the Year material. But I feel like I should give it 4 stars, but that every other game should get -1 star simply because Brothers exists.