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Time Extend

Revisiting the concept album dreaming it’s a Zelda game

- BY EDWIN EVANS-THIRLWELL

On Superbroth­ers: Sword & Sworcery EP, the concept album dreaming it’s a Zelda game

To play Sword and Sworcery is to wrestle with its myth. Not just the myth that unfolds within it – the tale of a nameless Scythian, whose search for an old forbidden tome unleashes a vaporous evil that can only be banished by gathering the pieces of a triangular artefact, the Trigon Trifecta – but the myth the game surrounds itself with, its theatrical and combative sense of its place within the evolution of an artform.

Witness the declaratio­ns of intent offered by its credits screen – a blend of stridency and spaced-out self-deprecatio­n redolent of a 20th-century poetry manifesto – which labour to situate Sworcery’s innovative, music-led design against its adoration for canon-toppers like Zelda. The game is, variously, “a brave experiment in inputoutpu­t cinema, whatever that is supposed to be”, “a crude videogame haiku about life, love and death”, “a fevered Famicom dream”, “a treatment for soul sickness”, “a choice cut of myth and dreams” for a “broad, literate audience”, and “a nifty little thing that I don’t really understand that I think everyone should play on their touchtroni­c machinery or PC”.

Far from aiming simply to entertain, Sword & Sworcery styles itself as a cultural interventi­on. Originally released alongside the iPad in 2011, it sets out to recalibrat­e expectatio­ns of a medium (one of the original trailers is, in fact, titled Audience Calibratio­n Procedure) then bubbling with enthusiasm for the commercial and artistic opportunit­ies of mobiles and touchscree­ns. It’s also an attempt to link to the past.

The credits reel cites a BoingBoing essay written by creator and former Koei artist Craig D Adams, which reads like something Ernest Cline might have penned after an afternoon playing Galaga and one too many Mountain Dews. Titled Less Talk More Rock, it rather reductivel­y denounces the exposition-heaviness of so-called design-by-committee modern games while exhorting developers to follow in the strides of a cabal of pioneers who all “speak videogame fluently”, such as Eric Chahi and Shigeru Miyamoto.

All this may sound perfectly obnoxious and, well, it often is. The trick to much of Sword & Sworcery’s gnomic writing is that it was written for Twitter, where meandering edginess has a way of going viral. The original versions of the game let you tweet the script, which is broken into 140-character nuggets, as you play – a sly marketing gambit that earned it a few extra headlines at launch. But if Sword & Sworcery is peddling its own myth, that’s ultimately because it is as much in love with the process of myth-making as the gaming landscapes evoked by its sumptuous pixel art backdrops: the eroded alien planet of Chahi’s Another World, the forests and hollow-eyed monoliths of the early Zeldas. It’s a lucid dream, an interrogat­ion of legend as a concept in the digital age, in which a quest for a book becomes an excavation of software itself as a sworcerous artefact.

One way it goes about this is by channellin­g David Lynch’s Twin Peaks, another fiction that knows it’s fiction, celebrated for its deconstruc­tive handling of tropes from soap opera, horror and detective thrillers. The game’s story episodes are bookended by a lobby screen that recalls Twin Peaks’ extradimen­sional Red Room, where a dapper and cigar-wielding Archetype offers commentary on the Scythian’s fate, framing the whole saga as a cathartic social experiment.

Another crucial gambit is the game’s secondpers­on narration – it addresses the player as a player, sharing insights on features like the presence of an adversary you can choose to spare, which turns the story into an off-colour dialogue with the artistic choices that comprise it.

The game’s exploratio­n of how networking platforms might support the writing of a fable, meanwhile, sees it recreating Twitter within its own mythology as the Megatome, a book that contains feeds (complete with time codes) for each character’s thoughts, including those of the protagonis­t and the dog that pops up occasional­ly to guide your steps.

Elsewhere, it integrates the hardware running the game into the performanc­e of a ritual. One of the puzzles sees you waiting for the Moon, whose movements are calculated in realtime from your computer clock, to enter a certain phase. You can

hasten this within the game by visiting an enchanted grotto, or you can quit and change your time and date settings to trick it. Sword & Sworcery styles this ‘cheating’ – the Scythian encounters the ghost of a character who died of shame after trying it – but the Steam version also presents you with an achievemen­t for doing so. Rather than taking its own dreamworld literally, the game regards its own supporting technology as a component of the fantasy; to tinker with that technology is, accordingl­y, to become something of a sworcerer yourself. The other major secret to Sword & Sworcery is that it’s not really a game but a piece of music, broken up not into chapters but ‘sessions’, its main menu a spinning phonograph record of the wistful main theme (place a finger or cursor on it and you can halt the track).

The project began life prior to Capybara’s involvemen­t as a collaborat­ion between Adams and Jim Guthrie, the composer who would later score Indie Game: The Movie. If Adams’ manifesto on how games are “choked” by exposition is clumsy, Sword & Sworcery itself makes a strong case for how diverse elements from different genres – hidden-object puzzles, boss battles, lock-and-key quests – may be unified not by narrative or text, but through music.

The game’s twilight forests and sheer, screen-dwarfing ruins are to some extent just cover artworks for its glorious soundtrack­s, a scruffy alchemy of guitar, drums, piano and electronic effects created using an original PlayStatio­n. Its puzzles aren’t so much puzzles as opportunit­ies to jam with Guthrie, who actually appears within the game to stage a concert.

While scouring the mountainsi­de for the sprites who expose pieces of the Trigon Trifecta, for example, you’ll pluck torrents of water and press on tree trunks to create melodies, luring your quarry out into the open. Struggles for control of each Trigon piece, meanwhile, take the form of gorgeously wrought rhythm-matching operas in which you bat energy balls back and forth to a drumbeat.

All this still feels very novel, but as with the game’s shrines and magic artefacts, one of the chief inspiratio­ns is the venerable Zelda series, with its fondness for instrument­s as tools and use of musical phrases to mark the completion of a puzzle. Rather than solving puzzles to trigger these phrases, Sword & Sworcery generally asks you to recreate the phrase in order to solve the puzzle (it also gives you a little leeway with compositio­n, allowing you to bend the tune out of shape). It’s a lovely reversal and an apposite tactic for a game releasing on iOS, a platform that owes its rise to music. Sword & Sworcery’s masterstro­ke as an album dreaming it’s a Zelda game, however, is how it re-imagines the dual-world mechanic made famous by Link To The Past. This is represente­d not as passing through a portal or casting a spell, but by flipping the

WITH ITS METAFICTIO­NAL STRUCTURE AND TWITCHY GRANDIOSIT­Y, SWORD & SWORCERY CAN BE HARD TO LOVE

record over to expose eldritch ‘B-side’ environmen­ts and additional tracks.

With its metafictio­nal structure, off-key hipster jokes and twitchy grandiosit­y, Sword & Sworcery can be hard to love even at its most intriguing, but there are times where it manages a certain poignancy. While on one level a parody of the mute lead in thrall to the finger of an unseen god, the Scythian is a curious figure – her sword arm dangling below her waist before she strikes, her legs arching on tip-toes when she walks.

The game is also notable for delicate character animations, such as hair whipping sideways when you dodge a strike, or the way the Scythian’s elbows move when she pulls off her boots. These elements have stood the test of time; the same can’t be said for certain light and particle effects, which float against the pixels like smudges on a lens.

Sword & Sworcery was the game that launched Capybara, a seasoned creator of licensed titles like Might & Magic: Clash Of Heroes. Both its gleeful self-referentia­lity and morbidity can be traced to 2014’s Super Time Force, a temporally disordered scrolling action game in which you fight alongside the displaced spectres of prior playthroug­hs. But it’s the long-awaited Below, once pegged for release in mid-2016, that comes closest to the status of a spiritual successor, with a lone adventurer exploring a misty subterrane­an necropolis and a score composed by Guthrie. Like Sword & Sworcery, Below looks to pay homage to the classics while distancing itself from them.

Capybara president and co-founder Nathan Vella has described it as a “Roguelike-like”, inasmuch as it aims for the feel but not the precise execution of the ’80s and ’90s dungeon crawlers it evokes. But Vella has also described Below as a “super-video-gamey videogame”, inspired by the success of the Souls series rather than any grand designs for the medium at large – a game less concerned with how it plugs into the culture and history of its artform, disincline­d to mythologis­e its own contributi­on, or explore the relationsh­ip between its fable and the supporting technology. The results, as and when they see daylight, may prove less obnoxious than Sworcery – if nothing else, we’ve yet to see any jokes about internet memes – but they might also be less enchanting.

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 ??  ?? The game invokes what its creators term the “mythopoeti­c psychocosm­ology” of fantasy authors such as Robert E. Howard. It explores how dreams and legends give the universe a heartbeat
The game invokes what its creators term the “mythopoeti­c psychocosm­ology” of fantasy authors such as Robert E. Howard. It explores how dreams and legends give the universe a heartbeat
 ??  ?? One effect of the game’s Lynchian framing is to remind you of the debt Zelda, too, owes to Twin Peaks – Link’s Awakening’s enchanted island (carefully set apart from the rest of Hyrule) is another intelligen­t homage
One effect of the game’s Lynchian framing is to remind you of the debt Zelda, too, owes to Twin Peaks – Link’s Awakening’s enchanted island (carefully set apart from the rest of Hyrule) is another intelligen­t homage
 ??  ?? The game refers to you as an unseen god, not merely possessing and leading the protagonis­t but altering the terrain by, for example, dragging the slopes of a valley together
The game refers to you as an unseen god, not merely possessing and leading the protagonis­t but altering the terrain by, for example, dragging the slopes of a valley together
 ??  ?? Sword&Sworcery had sold a very respectabl­e 1.5 million copies by July 2013. Among the games influenced by it is the sublime MonumentVa­lley
Sword&Sworcery had sold a very respectabl­e 1.5 million copies by July 2013. Among the games influenced by it is the sublime MonumentVa­lley

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