This is at the heart of the design choices, whether it's the relaxing music or the pacing. It's clear that the atmosphere of the game is central to its enjoyment. This is also how the brothers themselves would view it, so the distinction is not arbitrary. At its core, this is a puzzle game, but on the surface level it comes across as an adventure. Sometimes a barrier can actually be scaled, leading to a new area. There are no invisible walls, so barriers to restrict movement are things like fences or cliffs. You quickly get the sense that the two brothers genuinely need each other to progress.īrothers is very linear in nature, progressing forward from one place to another with each puzzle solved, but it does a good job of simulating actual world environments and even creating a sense of exploration. To be fair, many of the puzzles revolve around the "special abilities" of the brothers, but even these are grounded in reality (for example, only the older brother can swim, whilst the younger one can fit into smaller spaces). There are no power ups, no special items, double jumps, or anything that couldn't feasibly be possible in real life. Once the control scheme is mastered, one of the first things that becomes apparent is how realistic this is. It's a great example of how to make a game that emphasises experimentation and playing, rather than telling players what to do. There's no tutorial needed, and players are thrown straight into the world with a puzzle. the left analogue stick is controlling the character on the right hand side of the screen), but it is surprisingly quick to get used to. Controlling two characters with the two analogue sticks feels alien at first, particularly on the occasions where they cross over (i.e. The most obvious start point is the control scheme.
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