Two Brothers

Two Brothers

released on Nov 11, 2013

Two Brothers

released on Nov 11, 2013

Two Brothers is an Action Adventure game that features a classic Gameboy aesthetic. You play the role of Roy and Bivare guarder, two scientists who are researching the origins of life. While researching, Roy is met with a terrible fate, and has a near death experience. While Roy is on the other side of death, he visits an afterlife filled with beautiful 16 bit colors. Now that he has experienced this visual glory, he becomes obsessed with bringing the colors from the afterlife in to his mono chromatic world.


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I recommend this game for when an update or remake/remaster fixes the engine issues it has.
Game could use a bit of polish but overall impresses for its time, showing genuinely interesting boss designs and inventive scenarios.
And man not to mention the Aesthetics, the style this game has is so unique and perfectly crafted to it's presentation.
To talk slightly about the story it's something akin to Drakengard meets Classic Zelda with the main characters being like Walter White?

Roy is a self absorbed asshole, who does asshole things "For the good of others".
And the world he lives in is filled with Fantasy world tropes that are "Just a bit fucked up"
This results in something that isn't wholly unique but is charming and interesting nonetheless.

(Fun fact: includes the FIRST appearance of Shovel Knight (Before his own game even))

I feel like I'm usually pretty patient, but man. This is easily one of the worst games I've ever played.

Lots of enthusiasm, very little understanding of what makes a game tick.

It's very excited about making you read lots of very poor, florid writing. Your wife gets referred to as your "loving wife" 12 times before she's killed in a scripted encounter 2 minutes into the game.

You switch resolutions by typing "1" through "9" on your keyboard, and any option you pick makes the window disappear permanently. You enable gamepad controls by hitting the "3" key on your keyboard in the options menu. Stepping into most walls gets you stuck or lets you clip through.

The map design is slapdash in a way a lot of amateur map design is, with wide open spaces and escher-like mashing up of verticality into flat spaces. In a Yume Nikki-like game this could work really well, but this game doesn't seem aware that its map design is weird, or that its "bad" properties could make it interesting.