Atraviesa un mítico y pequeño mundo, utiliza una espada para luchar y la espabrujería para resolver místicos misterios musicales.
Análisis de usuarios: Muy positivos (1,675 análisis) - El 81% de los 1,675 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 16 abr. 2012

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Comprar Superbrothers: Sword & Sworcery EP

Packs que incluyen este juego

Comprar Capy Games Bundle

Incluye 4 artículos: Critter Crunch, Might & Magic: Clash of Heroes, Super Time Force Ultra, Superbrothers: Sword & Sworcery EP

 

Críticas

“...una hermosa y fascinante aventura que parece a la vez arquetípica y única”.
9/10 – Gamespot

“...combina magistralmente música, arte, narración y jugabilidad en formas profundamente poéticas que no se ven muy a menudo”.
9/10 – IGN

“Es genuinamente hermoso, con momentos de belleza cruda y evocadora, agudo y extraño”.
Rock Paper Shotgun

Acerca de este juego

Superbrothers: Sword & Sworcery EP es una aventura de acción y exploración que pone un gran énfasis en el estilo audiovisual. Atraviesa un mítico y pequeño mundo, utiliza una espada para luchar y la espabrujería para resolver místicos misterios musicales. Coopera con tus amigos mediante Twitter, experimenta el mundo de un videojuego al que afectan las fases lunares y ayuda a un monje guerrero errante a completar su triste misión.

Superbrothers: Sword & Sworcery EP contiene una música original creada por el compositor Jim Guthrie digna de un álbum, además de arte y diseños de Superbrothers Inc, todo creado y programado por los genios de los videojuegos de Capy en Toronto, Canadá.

Las canciones se descargarán en tu carpeta Superbrothers: Sword and Sworcery EP dentro del directorio Steam:

...Steam\\steamapps\\common\\superbrothers sword & sworcery ep\\soundtrack

Características Principales:

  • Guía a un monje guerrero a lo largo de una tranquila aventura en una montaña salvaje de la edad del bronce, enfréntate de vez en cuando a duras batallas y resuelve místicos puzles musicales para ayudar a The Scythian a completar su triste misión
  • Un sueño delirante. Explora un mundo mito-poético fastuosamente decorado que se ve afectado por las fases lunares, concebido y creado por un representante de Superbrothers Inc
  • Una cañera banda sonora que no te cansarás de escuchar. Regala a tus oídos un trabajo musical digno de un álbum creado por el legendario compositor Jim Guthrie
  • Remasterizado y listo para el público. La nueva edición incluye píxeles afilados como cuchillas y un audio y música refinados. Es ideal para ser proyectado en un home cinema casero
  • Point & click. Esta nueva edición de S:S&S EP para ordenadores eléctricos ha sido fielmente recreada por los genios de los videojuegos de Capy y además admite los dos botones del ratón
  • ¿Quieres Tweetearlo? Si quieres, puedes cooperar con tus amigos mediante Twitter dejando pistas y otras fruslerías a medida que profundices en los misterios esotéricos de S:S&S:EP

Detalles de la banda sonora:

El legendariamente épico LP de Jim Guthrie, Sword & Sworcery - The Ballad of the Space Babies, es un histórico álbum conceptual de rock progresivo del renombrado compositor. Las composiciones de Jim han sido nombradas como "Mejor Música de Videojuegos de 2011" por Kotaku, mientras que Tim Schafer de Double Fine dijo: "La música es increíble. Quiero que Jim Guthrie componga mi vida."

Lista de temas:

  • Dark Flute 02:40
  • Lone Star 02:35
  • Doom Sock 02:35
  • The Prettiest Weed 02:19
  • The Cloud 03:50
  • Under A Tree 05:03
  • The Maelstrom 01:56
  • The Ballad Of The Space Babies 03:06
  • Unknowable Geometry 04:02
  • Bones McCoy 02:06
  • Ode To A Room 01:43
  • The Prettiest Remix 00:56
  • The Whirling Infinite 02:30
  • Little Furnace 03:25
  • Bonus Track Intro 00:01
  • Cabin Music (Bonus Track) 02:39
  • Battles 1(Bonus Track) 00:48
  • Battles 2 (Bonus Track) 00:35
  • Com64 (Bonus Track) 01:21
  • Mushrooms (Bonus Track) 02:15
  • Death To Everyone (Bonus Track) 01:13
  • Confronting The Wolf (Bonus Track) 01:20
  • Up A Mountain (Bonus Track) 01:28
  • Activating Trigons (Bonus Track) 01:23
  • How We Get Old (Bonus Track) 05:21
  • And We Got Older 04:47
  • Bonus Track Outro 00:02

Requisitos del sistema

Windows
Mac OS X
SteamOS + Linux

    Mínimo:

    • SO: Microsoft® Windows® XP / Vista / 7
    • Procesador: AMD Athlon 64 2800+ a 1.8 GHz y Intel Pentium IV a 2.8 GHz
    • Memoria: 1 GB de RAM
    • Gráficos: 128 MB de VRAM
    • DirectX®: 9.0
    • Disco Duro: 500 MB de espacio libre
    • Sonido: Compatible con DirectX 9.0

    Las gráficas ATI anteriores a las familias HD no están soportadas oficialmente, pero pueden ser compatibles en muchos casos (ejemplo: X300, X800, X1300, etc.).

    Recomendado:

    • SO: Microsoft® Windows® XP / Vista / 7
    • Memoria: 2 GB de RAM
    • Gráficos: 256 MB de VRAM
    • DirectX®: 9.0
    • Disco Duro: 1 GB de espacio libre
    • Sonido: Compatible con DirectX 9.0
    • SO: OS X versión Leopard 10.5.8 / Snow Leopard 10.6.3 o posterior
    • Procesador: Intel Core 2 Duo a 2.4 GHz
    • Memoria: 1 GB de RAM
    • Disco Duro: 500 MB de espacio libre
    • Gráficos: Gráfica con 128 MB de VRAM
    • OS: Ubuntu 10.10
    • Processor: 1.8ghz
    • Memory: 2GB RAM
    • Hard Disk Space: 1GB Free
    • Video Card: 256mb of video ram
Análisis útiles de usuarios
A 46 de 65 personas (71%) les ha sido útil este análisis
3 personas han encontrado divertido este análisis
4.6 h registradas
Publicado el 16 de septiembre de 2015
Nothing made sense, there was no story closure, no character progression, the game mechanics had no logic, no depth, there was virtually no interactivity so I might as well have watched a let's-play... Pretty graphics and soundtrack, but that's it.

With some games, even if the gameplay isn't stellar, a player can derive something from the feeling of being in control of the character that they can't get from watching a let's-play (The Stanley Parable is an excellent example of this), but that's not the case here. There's nothing.

The controls are point-and-click. You guide the character around on a leash and solve "puzzles," and by “puzzle” I mean "click arbitrary things on the screen in an arbitrary order." What sort of things? Click all the ducks, or click all the trees, or click all the bushes – in a specific, arbitrary order. It's just trial and error, with no rhyme or reason. If you think perhaps I'm exaggerating, I don't blame you, but I'm not. This game really is that mediocre.

Occasionally you'll have to fight something. Combat in this game is an extremely simple rhythm game. It's tricky-enough to be a little frustrating, and bare-bones-enough to be boring.

The world that you explore is simultaneously small and tedious. There are maybe three dozen locations. They're all pretty, and backed by a great soundtrack, but devoid of things to do. Around half of the locations are completely purposeless, and serve to do nothing more than take up your time as your character (slowly) walks through them on her way to the place you're trying to get to.

To be perfectly honest, I'm fine with games having decorative content that's just there to immerse you and give you a place to chill out. Trouble is, these locations actually GET IN THE WAY of gameplay. I don't want to spoil too much, but there's a sizable chunk of the game that you spend walking back and forth between two locations at opposite ends of the map, and I am completely baffled by that design decision.

Now we have to talk about the story and dialogue, and... Oh boy...

The game opens with a man who appears to be a shrink sitting in a plush chair. He breaks the fourth wall and speaks directly to the player as his patient. He refers to the game by name, describing it as a “therapy.” The game is broken up into four “therapy sessions.” If all of this sounds horribly pretentious, that's because it is. The therapist (referred to as “The Archetype”) even subtly hints that if you aren't enjoying the game, it's because you aren't approaching it with the right mindset.

The Archetype persists throughout the game, constantly giving you “hints” (more like outright telling you what to do next) and breaking the fourth wall. There is almost no opportunity afforded to the player to suspend disbelief.

Most of the game takes place in a fairly classic fantasy setting, with swords, shields, monsters, ghosts and spellbooks. But the characters, inexplicably, talk like modern-day stoners. That's the most accurate description I can give. Even the dog. No, really, even the dog. It's not funny or clever at all. At first it's quirky, but the novelty wears off as you meet more characters, and discover that every single one talks in the same way. It's like reading a fanfiction that's trying for self-depricating humor and falling short. None of the characters speak seriously, and it makes it that much harder to get immersed in the game.

Anyway, that was my experience playing Sword and Sworcery. I finished the game, and I kind of regret it.
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A 30 de 41 personas (73%) les ha sido útil este análisis
5.3 h registradas
Publicado el 23 de septiembre de 2015
40%-50% of the gameplay is slowly backtracking through the same areas over and over again, it's really very tedious and the game's biggest fault. The retro look is fun, the music is great, the puzzles are ok but the realization that you now have to spend 10 minutes backtracking to point A and back is just no fun. There is also the feeling the game is being cryptic for some hipster indie appeal rather game content reasons and the constant "tweet this!" prompts just add to this feeling, like the devs are reaching for cult status. It's not a bad game but I can't say I recommend it.
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A 9 de 10 personas (90%) les ha sido útil este análisis
6.5 h registradas
Publicado el 22 de enero
Superbrothers: Sword & Sworcery EP is a kind of game that you may hate before you love it.

You play as a girl (that looks like a random pile of pixels) that explores a tiny mysterious world, fights deadly monsters and tries to make sense of it all.

It is a point and click adventure with several fighting sequences. Sometimes it gets very confusing. In-game hints are often not helpful. You end up wondering around without knowing what to do. The fact that some in-game events only happen during certain real life moon phases (the game checks the date every time you play) is not making things easier.

Use the guide or watch walkthrough videos if you get stuck. Judging by achievement stats less than 10% actually manage to finish the game even though it is just a couple of hours long. Things start making much more sense on the second playthrough if you ever get to that point.

This game is beautiful. It is funny. It is confusing. It is scary. It is sad. It is weird. Very very weird.
A review won’t do it justice. You have to experience it. And music... music is amazing.

Rating: A piece of indie gaming art / 10.
¿Te ha sido útil este análisis? No Divertido
A 13 de 19 personas (68%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
7.1 h registradas
Publicado el 19 de agosto de 2015
Superbrothers: Sword & Sworcery is easily one of the most unusual, nonsensical, gorgeous games I've ever played. As I write this, I'm still not entirely sure how to describe what exactly it was I experienced.

The general gameplay consists of you searching beautiful low poly. highly detailed environments for strange creatures known as 'sylvan sprites' by clicking multiple points in the environment. The game gives very little direction as to what parts of the environment you should be clicking and the direction that the game does decide to give you is delivered via nonsensical, highly confusing messages through in game twitter like updates from the few characters.
While I presume these messages were meant to contain hints, half the time I couldn't decipher what was random nonsense and what was the game's way of trying to point me in a particular direction. This resulted in me randomly clicking my way through most of the puzzles, which worked out fine except on a handful of occasions.

While the gameplay leaves a lot to be desired, it's everything else that makes this game worth experiencing. The writing, while cryptic and often times silly, sets a very laid back tone as you quest to save this musically infused world.
The charming art design combined with the beautifully composed music gives this game a sense of style like no other and I often found myself in awe of the relationship between the two.

The story isn't partiuclarly deep or complex but the quirky and episodic nature in which it unfolds makes this a game worth seeing through to the end.
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A 5 de 6 personas (83%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
12.0 h registradas
Publicado el 22 de agosto de 2015
Beautiful game, inspired by the works of Shigeru Miyamoto, Jordan Mechner, Eric Chahi, and Fumito Ueda, with music by Jim Guthrie. If you like indie games, don't miss this. If you like videogames, don't miss this. A love letter to adventure games of old, it's light, easy to get into, with an aesthetic and a temperment that's certain to evoke a response. Cosmic friends forever.
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