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I can’t say what everyone involved in this odd game expected from it, but I suspect it surpassed those expectations. Indeed, sometimes it feels like Sword & Sworcery is mainly about the music. This resulted in an end product where the music seems to be tightly synchronized with everything else in the game. Sometimes Guthrie would write a piece of music that would inspire the designers and the art. Adams would create some art that would inspire some music from Guthrie which informed the designers. From most accounts, the development process was quite different from what you would normally expect. It ended up taking almost twice as long as was originally anticipated, but the game finally released in March of 2011, just about two years after the fateful meeting of Adams and Vella. It didn’t take long for Vella and Adams to decide to work together, and Sword & Sworcery was officially on its way.įull-time development on the game started in October of 2009. An old co-worker of Adams was now working at Capy and had introduced Vella to his art. He attended the 2009 Game Developers Conference in San Francisco, hoping to find some help, and met Nathan Vella, the president of Capy Games. After a number of years, Adams was hoping to make a game using his distinctive pixel-art style and Guthrie’s music. It begins with a friendship forged in 2003 between an artist named Craig D.
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As such, the development history of Sword & Sworcery has been recounted in great detail in many other places, so I’ll stick to the quick version. The game achieved that rare sort of success in the mobile industry where it broke out of our little bubble and got a lot of attention from more general gaming sites. For example, the developers of Monument Valley ($3.99) have cited Sword & Sworcery as one of their inspirations. More than that, the game served as an example for countless mobile games to follow. With music being such a large part of the game, it’s no surprise that it was also a real booster for the game’s composer, Jim Guthrie, too. Initially released on iPad on March 24th, 2011, the game eventually made its way to iPhone and PC, earning high praise from critics and players alike and proving to be a genuine hit for developers Superbrothers and Capybara Games. In that spirit, we’re taking a look at Superbrothers: Sword & Sworcery EP ($3.99), the 2011 TouchArcade Game of the Year, in this month’s Classic Reload. If there’s a game you’d like to see featured here, don’t be shy! You can make suggestions in the comments below and I’ll consider them for a future installment.Īs I’ve mentioned before, my plan for the first several installments of this feature is to more or less go through all of TouchArcade’s previous Game of the Year winners before moving on to other things. It’s a chance to revisit old favorites, reflect on their overall place in the App Store’s library, or to take a deeper dive than our reviews typically allow for. Each month, we take a look at a game from the App Store’s past to see how it holds up in the here and now. Hello, gentle readers, and welcome to the Classic Reload, the monthly feature where we complete our woeful errands with a smile.