Lately I’ve been talking a lot about innovation, where it comes from, and how it moves the gaming industry forward. It seems, to me at least, that much of what I consider innovation these days comes from the simplest designs. Perhaps it’s because, once you strip away all the things we associate with gaming but are not essential — beautiful graphics, full spectrum sound, and a 40” display — developers are left to ponder what constitutes a “game.” Furthermore, what draws a gamer in? How do you, on the most basic of levels, develop a character?

While you think on that, please take the time to watch the following videos. Watch them in order. They’re of a small upcoming iPhone/iTouch app due out this summer from a developer in Canada called Superbrothers. The game is temporarily titled Sword and Sworcery (yes, that is how they’re spelling it). Let’s just say, those that gave it a try walked away deep in thought.

Now, some may say that S&S is hardly of any importance while others may consider it hardly a game at all. I say what is a game but an interactive experience? Yes, S&S is linear and its presentation is simplistic with its 16 bit sound and 8 bit graphics, but hidden in an unremarkable layout is both style and substance.

The music and sound set the mood beautifully and the 2d art design was gorgeous. As far as substance goes, I may not know who the protagonist is or what his motivations are but his actions cause me to question his morals. Just watching these videos, I wondered if this beast the character chased was, in any way, malicious or just fought because he was backed into a corner. It fled every chance it had and even hid as a last ditch effort. Again, this is only after watching someone else play. Here’s a quote from blogger Blake Patterson over at TouchArcade.com who got to try S&S‘s demo, hands on.

I will tell you that, in playing the game for less than five minutes, my feeling was that this strange creature was not an enemy. When it came time to deliver the killing blow, I very much felt that it would be wrong to do so. In the interest of fully demonstrating the game, however, I went ahead and ened [sic] its life. I regretted having to do so and found that, for hours after I set the game down, I felt guilty for having slaughtered what may have been a peaceful and benevolent creature. The experience absolutely saddened me.

Here’s a link to Blake’s full article. I suggest all those who found the videos interesting take a look.

I gotta say, even watching the video, I had the same feeling. The beast clearly begged for its life in the end. Is the protagonist a villain? Is there some deeper reason for the bloodshed? It’s that level of emotional response from something so technically simply that says to me S&S will be an incredible experience. Once again, simple tools may yield a complex experience.

Of course, this is only a demo build of one small experience. Can the full game keep a gamer’s attention and maintain this level of emotional response? No one can say at this point but it’s definitely gotten my attention and I’m more than willing to pay to find out on its release.

For more information or just to follow development and news regarding Sword & Sworcery, head on over to Superbrothers Website.