It’s the End of Games Twitter As We Know It
And I feel fine. This is fine.
It’s already been four years since Superbrothers: Sword & Sworcery EP (S:S&S EP) released a Nintendo Switch port of their psychedelic, self-aware yet paradoxically sincere mobile game. It’s also been four years since Capy Games decided to pull its Twitter feature and denounced Twitter as a “vat of toxic waste”. Previously the feature allowed players to Tweet any of the game’s dialogue, which was written according to Twitter’s initial limitations of 140 characters or less to promote ease of use. S:S&S EP made it clear that social media was part of the game’s artistic statement back in its initial launch year of 2011.
During the prelude to the game’s opening section, Session I, a narrator known as The Archetype tells the player “Our research indicates that social support networks will play a significant positive role in the outcome of S:S&S EP.” As someone who didn’t have much of a chance to play this indie classic until the year of Twitter’s inexorable decline, this line (and iterations of it throughout the game’s four sessions) is very bittersweet to read.
S:S&S EP is known primarily for an effortless and pervasive atmosphere established by Jim Guthrie’s evocative soundtrack and Craig D. Adams’ nostalgic pixel animations. But this indie cult hit is also known for its unabashed love of breaking the fourth wall and experimenting with offline elements that influence gameplay. From what I can gather (as someone coming criminally late to the party), the tweet function was mostly a way to get people talking about the game and its curious, sensual world influenced by a player’s touch (especially for those who played the first edition of the game on a mobile device). And when you get to the later sessions, you begin to realize that socializing helps you explore the game world better.
For instance, some players probably discovered from a friend that it’s true that you have to wait until there’s a full moon in real-life before you can access the dream sequence where the mystical yet terrifying Bright Moon Trigon piece resides. Or someone might let them know of other ways to get around real-time obstacles like finding the secret Moon Grotto or mucking about with their device’s calendar/time-zone. The goal was to inspire community discussion of a unique game project and what it meant to them. Twitter being the main hub of games’ discourse was important to this goal. And while the Twitter feature doesn’t make or break the game, it does comment on how the social media platform has often had an influential role in the games industry—for better or worse.

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