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		<title>Josef Fares Talks Brothers: A Tale of Two Sons</title>
		<link>https://www.spawnfirst.com/articles/josef-fares-talks-brothers-tale-two-sons/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=josef-fares-talks-brothers-tale-two-sons</link>
		
		<dc:creator><![CDATA[Buddy Acker]]></dc:creator>
		<pubDate>Sat, 16 Nov 2013 09:25:29 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[a tale of two sons]]></category>
		<category><![CDATA[brothers]]></category>
		<category><![CDATA[Josef Fares]]></category>
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		<guid isPermaLink="false">http://www.spawnfirst.com/?post_type=it_articles&#038;p=10732</guid>

					<description><![CDATA[<p>There&#8217;s no other love like the love for a brother. There&#8217;s no other love like the love from a brother. &#8211; Astrid Alauda Brothers: A Tale of Two Sons  released earlier this year to nearly universal praise from critics and players alike. In my review I described it as &#8220;must-play.&#8221; I still stand by that sentiment. [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://www.spawnfirst.com/articles/josef-fares-talks-brothers-tale-two-sons/">Josef Fares Talks Brothers: A Tale of Two Sons</a> appeared first on <a rel="nofollow" href="https://www.spawnfirst.com">SpawnFirst</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote>
<h4>There&#8217;s no other love like the love for a brother. There&#8217;s no other love like the love from a brother. &#8211; Astrid Alauda</h4>
</blockquote>
<p dir="ltr"><em>Brothers: A Tale of Two Sons  </em>released earlier this year to nearly universal praise from critics and players alike. In <a href="https://www.spawnfirst.com/reviews/brothers-a-tale-of-two-sons-review/">my review</a> I described it as &#8220;must-play.&#8221; I still stand by that sentiment. It&#8217;s a special game, and it&#8217;s also a very unique one. I asked Josef Fares, the game&#8217;s director, a few questions pertaining to the development of <em>Brothers.</em></p>
<div class="divider"></div>
<p dir="ltr"><strong>What was the inspiration for <em>Brothers</em>? Were you guys just playing another game one day and something clicked, or did the idea stem from something more personal?</strong></p>
<p dir="ltr"><em>The thing is, my normal profession is as a filmmaker. It&#8217;s always been a dream of mine to make a game. It all started with the opportunity to work with a couple of students to make a prototype for the game. I actually came up with the idea for the game four years ago. At that time, I was just happy to put together a demo of it. Then we made multiple prototypes of it. But the inspiration is definitely top-down RPGs, especially ones from the Super Nintendo era like The Legend of Zelda,  Chrono Trigger,  Soul Blazer,  games like that. That&#8217;s the main reason it&#8217;s a top-down game, but it&#8217;s also to introduce something different, to tell a different story. I&#8217;m so fascinated by video games and the interactive part of them so it was important to me. What I&#8217;m proud of is that, in Brothers,  you actually grow as a character, but in an attractive way.</em></p>
<p>&nbsp;</p>
<div id="attachment_10810" style="width: 312px" class="wp-caption alignright"><a href="https://www.spawnfirst.com/wp-content/uploads/2013/11/JosefFares1.jpg"><img aria-describedby="caption-attachment-10810" class="wp-image-10810 " src="https://www.spawnfirst.com/wp-content/uploads/2013/11/JosefFares1.jpg" alt="JosefFares1" width="302" height="420" srcset="https://www.spawnfirst.com/wp-content/uploads/2013/11/JosefFares1.jpg 431w, https://www.spawnfirst.com/wp-content/uploads/2013/11/JosefFares1-215x300.jpg 215w, https://www.spawnfirst.com/wp-content/uploads/2013/11/JosefFares1-180x250.jpg 180w, https://www.spawnfirst.com/wp-content/uploads/2013/11/JosefFares1-360x501.jpg 360w" sizes="(max-width: 302px) 100vw, 302px" /></a></p>
<p id="caption-attachment-10810" class="wp-caption-text">Josef Fares</p>
</div>
<p dir="ltr"><em>Exactly. I felt that there is definitely a need, from a creative perspective, that there are a lot of things you can discover. Especially from independent students, I feel there is much more to come.</em></p>
<p dir="ltr"><strong><em>Brothers </em> is one of my favorite games of the year. Were you guys expecting such a positive response from critics and the community in general towards it?</strong></p>
<p dir="ltr"><em>If you&#8217;ve read interviews I&#8217;ve done before the game was released, I was so sure it would. I remember telling my publishers that if this game doesn&#8217;t become a success, you can cut off my hands [laughs]. Whenever people play it and experience it, they understand what&#8217;s cool about it. It&#8217;s kind of a game that will keep on going for a while. So yeah, I was sure of it. I don&#8217;t want to spoil it too much for anyone, but there&#8217;s something in the end that&#8217;s very important from a creative perspective; a confidence. I just hope people can see that. It&#8217;s always a surprise that it&#8217;s getting such a huge reception from the community.</em></p>
<blockquote>
<h4>The idea is that you connect &#8220;Left Hand&#8221; to &#8220;Big Brother&#8221; and &#8220;Right Hand&#8221; to &#8220;Little Brother&#8221;. You understand why you control these brothers simultaneously when you play through the game.</h4>
</blockquote>
<p dir="ltr"><strong>The controls in <em>Brothers</em>  are very unorthodox. Was it ever intended to be a two-player game, or was the final control scheme planned from the start?</strong></p>
<p dir="ltr"><em>Definitely planned from the start. I can&#8217;t even tell you how many arguments I&#8217;ve had that it isn&#8217;t a co-op game. That would take away the whole foundation of the game. The idea is that you connect &#8220;Left Hand&#8221; to &#8220;Big Brother&#8221; and &#8220;Right Hand&#8221; to &#8220;Little Brother&#8221;. You understand why you control these brothers simultaneously when you play through the game. Everyone told me &#8216;Let&#8217;s make this a co-op game&#8217; and I can be quite persuasive. That could never happen; it wouldn&#8217;t be the same game.</em></p>
<p>&nbsp;</p>
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<p dir="ltr"><strong>So essentially the premise of the game is that you play two separate entities but it&#8217;s like one?</strong></p>
<p dir="ltr"><em>Right. The idea is that the controls are a part of the story. You physically are Left Hand: Big Brother, Right Hand: Little Brother. And even the brothers are designed from that philosophy. Trying to find a simultaneous gameplay idea that people find fun and interesting. You could say it&#8217;s a single-player co-op game.</em></p>
<p>&nbsp;</p>
<p dir="ltr" style="text-align: center;"><img class="aligncenter" src="https://i.imgur.com/ZjxOSGo.jpg" alt="" width="790" height="495" /></p>
<p>&nbsp;</p>
<p dir="ltr"><strong>What sort of design or development challenges did you guys face while making <em>Brothers</em>?</strong></p>
<p dir="ltr"><em>Firstly, I can say we were something of an uncharted place. There aren&#8217;t many games who have tried this control scheme before. Some have tried here and there, but none have taken it as far as this. Another thing is designing puzzles that are fun and challenging for the player. Not challenging in a hard way, but just fun and different. An example I like to use is like tying your shoes; when you do it alone, you feel comfortable. But with two people, it&#8217;s going to feel very odd and weird. The hardest thing was actually how to work with the camera. It sounds simple now when you play through the game because the camera is fluid, but that was the most challenging part to me. If you have a regular top-down game with two characters and they separate, you could split the screen but here we couldn&#8217;t. We had a code that worked in every gameplay situation to fix the camera. That must&#8217;ve been the hardest part. Also, since it was my first game, I was surprised at the amount of work that needed to be done. It was like, insane; I was really surprised.</em></p>
<blockquote>
<h4>I don&#8217;t think it&#8217;s depressing. Maybe it&#8217;s a little bit sad, but it isn&#8217;t depressing. In many ways, I find it encouraging. But that&#8217;s life; it&#8217;s like &#8216;You have to go on, you have to go on&#8217; and I think there&#8217;s a lot of hope in the game.</h4>
</blockquote>
<p dir="ltr"><strong>The Xbox Achievements in <em>Brothers </em> are kind of odd. Players can complete the entire game without getting a single Achievement. Why is that?</strong></p>
<p dir="ltr"><em>The idea was actually that I find achievements today quite boring, actually. It&#8217;s all about collecting this and doing this and I don&#8217;t like those achievements. For Brothers,  it&#8217;s supposed to be like small stories that you actually achieve something. These stories are part of the theme in the game. Of course it&#8217;s a lot of work to get the achievement but I think it&#8217;s worth it. And once you get them, you get a deeper understanding. People are really liking these achievements because they are different in many ways.</em></p>
<p>&nbsp;</p>
<p><center><iframe src="//www.youtube.com/embed/06Pi-RqzuPE" width="640" height="360" frameborder="0" allowfullscreen="allowfullscreen"></iframe></center>&nbsp;</p>
<p dir="ltr"><strong>Why did you guys decide to go with a depressing ending forÂ <em>Brothers</em>?</strong></p>
<p dir="ltr"><em>I don&#8217;t think it&#8217;s depressing. Maybe it&#8217;s a little bit sad, but it isn&#8217;t depressing. In many ways, I find it encouraging. But that&#8217;s life; it&#8217;s like &#8216;You have to go on, you have to go on&#8217;, and I think there&#8217;s a lot of hope in the game. So, for me, it&#8217;s not that depressing, actually. Of course, people are feeling sad and I&#8217;ve heard some people cried as well. But I&#8217;m happy that people are getting a reaction out of it and feeling something, which is great.</em></p>
<p>&nbsp;</p>
<p dir="ltr"><strong>So the intent was to tug at the heart strings with the ending?</strong></p>
<p><em>Yeah, of course. I wanted to try to tell a story that people felt emotionally connected to.</em></p>
<div class="divider"></div>
<p>I did feel emotionally connected to <em>Brothers. </em>I connected with it on a level I didn&#8217;t know was possible. It&#8217;s far from a perfect game, but sometimes imperfection yields great results. <em>Brothers </em>gets so many things right that so many other games get wrong. Pointing out its few flaws feels like nitpicking. It&#8217;s one of the best games of 2013. Be sure to <a href="http://marketplace.xbox.com/en-US/Product/Brothers/66acd000-77fe-1000-9115-d802584112a5">play it now</a> if you haven&#8217;t tried it out yet.</p>
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<div class="divider"></div>
<p>The post <a rel="nofollow" href="https://www.spawnfirst.com/articles/josef-fares-talks-brothers-tale-two-sons/">Josef Fares Talks Brothers: A Tale of Two Sons</a> appeared first on <a rel="nofollow" href="https://www.spawnfirst.com">SpawnFirst</a>.</p>
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		<title>Brothers: A Tale of Two Sons Review</title>
		<link>https://www.spawnfirst.com/reviews/brothers-a-tale-of-two-sons-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=brothers-a-tale-of-two-sons-review</link>
		
		<dc:creator><![CDATA[Buddy Acker]]></dc:creator>
		<pubDate>Fri, 16 Aug 2013 04:41:27 +0000</pubDate>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[505]]></category>
		<category><![CDATA[a tale of two sons]]></category>
		<category><![CDATA[brothers]]></category>
		<category><![CDATA[fable]]></category>
		<category><![CDATA[starbreeze]]></category>
		<category><![CDATA[the darkness]]></category>
		<guid isPermaLink="false">http://www.spawnfirst.com/?post_type=it_reviews&#038;p=5780</guid>

					<description><![CDATA[<p>I Am My Brother&#8217;s Keeper It&#8217;s been a few days since I completedÂ Brothers: A Tale of Two Sons.Â I&#8217;ve been playing several other games since then, but I keep getting distracted. My mind keeps drifting back toÂ Brothers.Â The beginning. The ending. It&#8217;s wonderful. I would describe the experience as akin to that ofÂ JourneyÂ orÂ Ico. &#160; Story/Concept Two brothers [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://www.spawnfirst.com/reviews/brothers-a-tale-of-two-sons-review/">Brothers: A Tale of Two Sons Review</a> appeared first on <a rel="nofollow" href="https://www.spawnfirst.com">SpawnFirst</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h4></h4>
<h4>I Am My Brother&#8217;s Keeper</h4>
<p>It&#8217;s been a few days since I completedÂ <em>Brothers: A Tale of Two Sons.Â </em>I&#8217;ve been playing several other games since then, but I keep getting distracted. My mind keeps drifting back toÂ <em>Brothers.Â </em>The beginning. The ending. It&#8217;s wonderful. I would describe the experience as akin to that ofÂ <em>JourneyÂ </em>orÂ <em>Ico.</em></p>
<p>&nbsp;</p>
<h4>Story/Concept</h4>
<p>Two brothers set out on a quest to retrieve a liquid called the &#8220;Water of Life&#8221; that will supposedly cure their father&#8217;s illness. That&#8217;s the setup, and it may lead some people to believe thatÂ <em>Brothers&#8217;Â </em>story is yet another predictable and forgettable one. But to those who actually make an attempt to forget it I say this: good luck. Starbreeze Studios (<em>The Darkness</em>) has crafted a tale of such haunting beauty, of such natural grace, that it&#8217;d be foolish of anyone to write it off as &#8220;just another game&#8221;.Â <em>BrothersÂ </em>is so much more than that. It&#8217;s one of those rare games in which the narrative and gameplay perfectly cohere to create a life-affirming adventure.</p>
<p>&nbsp;</p>
<p><img class="aligncenter" style="color: #333333; font-style: normal;" alt="" src="https://i2.cdnds.net/13/10/618x386/gaming-brothers-tale-of-two-sons-1.jpg" width="618" height="386" /></p>
<p>&nbsp;</p>
<h4>Gameplay</h4>
<p><em></em>InÂ <em>BrothersÂ </em>the older brother is controlled with the left analogue stick and left trigger and the younger brother is controlled with the right analogue stick and right trigger. Those are the controls. Controlling two characters in a single player game takes some getting used to, but once it clicks, it sticks.Â <em>BrothersÂ </em>is meant to be played alone. If a co-op option had been included in any form it would have transformedÂ <em>BrothersÂ </em>into a lesser game.</p>
<p>The controls are in place to serve the story. They flawlessly achieve that goal. Players can feel the struggle these brothers are going through during their journey. The controls also show how much these brothers depend on one another, as all brothers should. It took me quite some time to get used to holding down the correct trigger for each brother, but I loved every second of Starbreeze&#8217;s ingenious and original approach. Once the game was over I appreciated the mechanics even more so.</p>
<p>&nbsp;</p>
<p><img class="aligncenter" alt="" src="https://media.edge-online.com/wp-content/uploads/edgeonline/2013/08/Brothers-1.jpg" width="610" height="343" /></p>
<p>&nbsp;</p>
<p>The triggers perform every action inÂ <em>Brothers.Â </em>For example, the younger brother must sometimes drop a rope down to the older brother so he can reach a ledge. The brothers inÂ <em>BrothersÂ </em>commit no acts of violence up until a boss battle at the end of the game, and then it feels necessary.Â <em>BrothersÂ </em>mostly relies on puzzles, and hardly complex ones at that. The most complicated thing players will be doing inÂ <em>Brothers,Â </em>other than learning the controls, is turning a handle.</p>
<p>It&#8217;s the small stuff inÂ <em>BrothersÂ </em>that really matters. Helping a woman sweep her porch or goofing off and annoying her. Attempting to play a harp. Skipping rocks across water.Â <em>BrothersÂ </em>features many easy-to-miss moments like these that are well worth seeking out. Starbreeze has created a world of immeasurable wonder, and missing out on any part of it is a mistake.</p>
<p>&nbsp;</p>
<p style="text-align: center;"><img class="aligncenter" style="color: #333333; font-style: normal;" alt="" src="https://media1.gameinformer.com/imagefeed/screenshots/BrothersATaleofTwoSons/brothers-1120-01.jpg" width="603" height="376" /></p>
<p>&nbsp;</p>
<h4>Graphics &amp; Sound</h4>
<p><em>BrothersÂ </em>is a gorgeous game. The art style is reminiscent of <em>FableÂ </em>with some goofy-looking characters, but they all fit in the world.Â The storybook setting makes way for some breathtaking vistas. I encountered no framerate issues and maybe two bugs during my entire playthrough. The soundtrack is barely noticeable as it fades into the background noise, which is to say it suits the game pretty well.</p>
<p>No discernible dialogue exists in <em>Brothers</em>. The characters speak a gibberish language and there are no subtitles. Even so, the story gets told, and told beautifully. It relies on the players&#8217; interaction with the two brothers and its setting to get its point across. It proves that games nowadays don&#8217;t need a 2,000+ page script to do what they need to do.</p>
<p>&nbsp;</p>
<p><img class="aligncenter" alt="" src="https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash3/p480x480/946307_557170411005442_1397535575_n.jpg" width="614" height="346" /></p>
<p>&nbsp;</p>
<h4>Issues</h4>
<p>The puzzles inÂ <em>BrothersÂ </em>all come across as a little too easy. I wouldn&#8217;t have minded a bit more depth along the way. The game is short, clocking in at around three hours, which isn&#8217;t really a problem except for the fact that it costs $15 and offers no extra content. It wasn&#8217;t really an issue for me, but it will be for some people. Also, <em>Brothers</em>&#8216; storyÂ relies on the damsel-in-distress trope a little too heavily as it nears its ending. The damsel inÂ <em>BrothersÂ </em>is flirty and may as well have &#8220;idiot&#8221; written on her forehead, though the story does turn a lot more sinister soon afterwards.</p>
<p>&nbsp;</p>
<h4>SpawnFirst Recommendsâ€¦ <a href="http://marketplace.xbox.com/en-US/Product/Brothers/66acd000-77fe-1000-9115-d802584112a5"><img class="aligncenter" alt="Buy" src="https://www.spawnfirst.com/wp-content/uploads/2013/05/Buy1.png" width="335" height="170" /></a></h4>
<p>&nbsp;</p>
<p><em>Brothers: A Tale of Two SonsÂ </em>is absolutely one of the best games of 2013. It caused me to break down into tears and genuinelyÂ <em>sob</em>, which is a feat no other game this year has accomplished. It made me appreciate and love my brother more. When a game can accomplish stuff like that, it&#8217;s truly a special occasion.Â <em>BrothersÂ </em>is a must-play.</p>
<div class="divider"></div>
<p>The post <a rel="nofollow" href="https://www.spawnfirst.com/reviews/brothers-a-tale-of-two-sons-review/">Brothers: A Tale of Two Sons Review</a> appeared first on <a rel="nofollow" href="https://www.spawnfirst.com">SpawnFirst</a>.</p>
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