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Filed under: Gaming, iPhone, iPad, iOS

Sword and Sworcery LP coming out April 5, iPhone version in a few weeks

Sword & Sworcery is an unqualified hit for the iPad -- as I said when it released, we've been following this one for a while, and it's great to see such a solid indie effort recognized by critics and consumers alike. While the game is out for iPad, the property is far from over. A full LP based on the music of the game, written by musician Jim Guthrie, has been announced for release on April 5, next Tuesday. "The Ballad of the Space Babies" will be available as a vinyl record, or online as a digital download in iTunes or Bandcamp.

There's also an iPhone version of the game on the way -- I talked to Nathan Vella of Capy about it, and he told me that work continues apace. The plan all along has been to release it around a month after the iPad release, and Capy is still on that schedule, so we should see an iPhone version (optimized for the smaller platform, of course) about three weeks from now.

Filed under: Gaming, Developer, iPad, iOS

IndieCade 2010: Superbrothers' Sword and Sworcery EP preview

I first saw Superbrothers' Sword and Sworcery in person back at GDC earlier this year. This past weekend, developer Capy's Nathan Vella met up with me at the IndieCade festival in Culver City, California to show off the latest build of the game. It's much farther along in development these days. While the GDC demo was more of a working prototype, Vella said the title is basically content-complete, and the creators are just polishing out the kinks at this point.

What they've created is one heck of an experience. The concentrated story that I saw at GDC has grown into a gorgeous, expanded universe for your Superbrothers-style warrior to explore and interact with, and the game plays like an interactive piece of art, with mystery and magic around every turn. It's a game that's hard to categorize; there's not much text, and what's there is pretty incoherent, with phrases like "she knew whence we had come," and a quest for a book called the Megatome. When I asked Vella what genre he considered the game to be, he said it was "inspired by old-school adventure gaming, but we call it an exploration and experience."

The basic mechanic is this: touch. Almost everything you touch in the world reacts in some way -- if you touch plants or animals, they will shake or run and hide. You can drag to move your character, or double-tap to send him around the screens. The general theme is exploration -- find caves, meet people, and learn about the world you exist in.

Continue readingIndieCade 2010: Superbrothers' Sword and Sworcery EP preview

Filed under: Developer, iPhone

GDC 2010: Hands-on with Superbrothers' Sword and Sorcery

"Superbrothers" is the alias of Craig Adams, a Toronto-based artist who specializes in pixel-based artwork and cinema. He's a big fan of musician Jim Guthrie, and after the two met a while ago (and discovered they were actually fans of each other), he was inspired to create a few music videos of the songs that he heard. Then, a little while back, Adams ran into a few guys from Capy, a game developer (they've made some great puzzle titles like Clash of Heroes for the DS and Critter Crunch for PSN) also from Toronto, and he decided to team up with them to make his first game, and release it on the iPhone.

I got to play the game for the first time at GDC, and what I found was an interesting mix of art, music, and gameplay that shows just how amazing a platform like the iPhone can be, both for independent developers and for artists who just want to express themselves (or music they like) in an interactive format. Read on to find out what the game is like, and how it uses the iPhone's assets and Superbrothers' creativity to create a singular experience.

Continue readingGDC 2010: Hands-on with Superbrothers' Sword and Sorcery

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