The creators of Jett and Sword & Swordy are performing a mysterious action game 2D

The creators of Jett and Sword & Swordy are performing a mysterious action game 2D

Jett: Far Shore and Sword & Swordy Superbrothers developers are creating a “new mysterious Pixel active Pixel game”, cooperating with an unnamed publisher. In what feels almost like a pillar from the previous Hipster experiments of developers, it is considered “finite satisfaction, immediately easy to read, entertain, humor and generally satisfy the audience.”

“Hipster” is a terrible weasel word, of course – a cousin “conceited”, often used to close any game, suppose, there are more than three syllables in the title, or do not mind immediately with killing, or done by someone without a crew. So, let me be more specific, to the point of being attracted: Sword & Swwecery is an electronic album that can be played with a Zelda-Ih parable surrounding it in which you defeat the gold triangles in the forest. Still nothing like it. Kieron Gillen (RPS in Hoa Binh) did a lovely, leisurely article in 2012, summarizing it as “a game trying to keep the miraculous feeling, and while destroying it with the excellent, tiredness in the world’s world.” I really like this paragraph from that work:

Its unclear is a mask. It was the most sincere game, Unironic that I have played for many years. If its princess is in another castle, its princess is really in another castle. It includes it with irony classes, but it is based on a sincere belief that this means something. It can go through as embarrassed about what it is, except it is more shy. As in, what it is saying is too important to get direct and vulgar access. You have to joke about it, because if you are serious, it will be broken.

For Jett: The remote bank is a space shooting game but attractive, creative and sometimes poetic. Jeremy Peel summarized it as “miraculous and disappointing equality, a sexy adventure that felt great under the thumb, but a person with an innovative system was restrained by rigid storytelling.” I myself really like the peculiarities of the cultural trick of the inter -planet colonial vision, but little attention to all the collisions repeated on the cliffs.

Superbrothers also contributed to audio shapes, a rolling platform from sad games in which levels are synchronized with the background music. I didn’t play that, but the emphasis on music was a work with other creations of Superbrothers.

This takes us to a new game. They secretly revealed it in the form of posting. Obviously it was due to “shifting from samples to production prenatal in ~ October” and “Development is expected to take a few years until the end of 2026, in early 2027”. Currently, they are looking for an intermediary technical designer with Unity experience and a game expert “to help us spank the mechanical, level, fighting and game of our game.” Both roles are from afar, but “being a Canadian is a reward (due to easier papers)”.

My misunderstanding about Jett, although I am always ready for a new Superbrothers project. Of course, I was a little worried about the “wide audience” conversation but maybe I was pampering myself and too, returning to the bad assumption that “wide audience” =/= “Smart”. Besides, “Videogame Pixel Action” is a good combination of words. End with my favorite melody from Jim Guthrie’s Sword & Swordy background music.

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