After quite a delayed release, I bought this game for iPhone earlier this year thanks to a long publicity campaign involving the eerie Audience Calibration procedure and the slightly less convoluted Walk In The Woods which got me immediately hooked on the game’s distinct visual style.
Sworcery was created by a man called Craig D Adams, who refers to himself as Superbrothers, “An ambiguously pluralized & irritatingly cryptic audiovisual art & design organization located in Toronto.” Adams started his career as an illustrator in the early 2000s. He developed his pixel-art style to be used as still images before moving on to animation. He describes his art style as a 21st century interpretation of the archetypical old school videogame adventure, so it seems natural that he progressed from stills to motion to a fully interactive experience.
During the very early stages of developing Sworcery, Adams stated that he was creating something “special.” Needless to say the game is very experimental, Adams described what he was doing as “A brave experiment in Input Output Cinema.” There is presently no set definition of this genre which he dubbed, personally I think the only way to know what it means is to experience it for yourself.

The game is introduced by a character known as the archetype who acts as your guide through the game and speak directly to you as a player. Once you sort of understand what is going on, the scene jumps to the world of Sword & Sworcery and you take control of a woman known only as The Scythian (shown above.) From here, most of the objectives are achieved by walking through forest landscapes and interacting with the limited inhabitants of the Caucasus. The whole thing is very slow paced and gives you a lot of opportunities to take enjoy the scenery and listen to the music, which the developers seem to have put a lot of emphasis on. The game doesn’t take long to complete, depending on how much time you spend strolling around and jumping from the real world and the confusingly similar Dream World, where everything is not as it seems…
Sworcery Achieved the IGF Mobile 2010 “Achievement in Art” award and can definitely be classed as a work of art as well as a game or interactive experience. This is achieved through the visual style, the unique dialogue style and the beautiful music provided Jim Guthrie.
Praise/Reviews/Explanations of S:S&S EP
IGN
Destructoid
Area 5
Sword & Sworcery.com
Capybara Games



