What happens when three visionaries get together and tease an awesome game? You get The Other Brothers, which is certainly has the look and style of a next-level iOS joint. On the other hand, you also get almost nothing in the Fine Details Department, and that's a monumental bummer considering the promise on display. I mean, just look at that.

The first post on the game's new blog describes The Other Brothers as "a pixelated family fun adventure [game] of running, jumping, collecting, racing against the clock ..." with a suitably mysterious twist. A Kotaku post has some more concept-y type of art if you'd like to see a lot more than what's on display in this post. We're on a mission to get a lot more details, so definitely stay tuned.

[Via Kotaku]

  • mr.damien

    Neeeeeed !

    • http://twitter.com/starksimon Stark

      ^This! Like NOW 😀

  • http://pulse.yahoo.com/_5FLRQI2X2LU3IHMCG7HEAEFD5I Cat Astrophy

    the skinny limbs remind me of Sword and Sworcery EP

  • Briker Ed

    I don't think I'll ever get tired of tasty pixel art. . . Can't wait to hear more about this.

    • Anonymous

      Same here - especially with the large palettes which makes a big difference from the vintage gaming days.

  • http://clickplow.com/ John

    Whats with all the pixelated games these days? I mean i like the style, it just seems every other game is being modeled after the 80s and 90s. Where were these guys 20 years ago? HAHA

    • http://www.jshamblin.com J.Shamblin

      Playing tetherball or foursquare?

    • http://www.facebook.com/brandon.blokzijl Brandon Blokzijl

      Waiting to be born?

    • http://twitter.com/frogatto Frogatto Developers

      Speaking as a developer, I don't do pixel-art because it's retro - I don't give a crap about nostalgia appeal.  I do pixel art because in and of itself, it's got an appealing look.  Pixel-art is really just a modern form of the classic art of mosaics, and like mosaic-art, it is and will remain something timeless.

      As an indie developer, it's one of several 2d styles that can give you truly polished, commercial-quality work without requiring some insane AAA team of 50 people.  Really high-end 3d stuff is out of our reach; you need a whole bunch of specialists to do it.  We don't have the money to hire employees - we can supply our own effort and truly be as good as one or two members of a real AAA team, but we can't match the output of 50 guys who are just as skilled and just as dedicated as we are.

      All we really have going for us is artistic and market freedom (respectively: the freedom to make our own choices of taste and style, but also the freedom to design game types that are "dangerous" because they aren't a guaranteed ROI - something no ossified publisher could responsibly give the go-ahead for).

  • Derek Traver

    One of the dudes is a moderator on the Unity developer forums, really nice guy.

  • Michael Liu

    Does this remind anyone else of Ghost Trick, besides me?

    • Anonymous

      ME ME ME

  • http://pulse.yahoo.com/_MPSV3SUCUE5G7XTLDVFR322Y34 tom tiki


    Christ, you sound like a 12 year old, man.

  • Anonymous

    Dammit, I keep seeing Mario everywhere... I need to get my eyes checked...