Below is an indie Xbox One exclusive

At Microsoft's E3 Xbox One press conference, indies were, in fact, given a brief moment in the spotlight. Capybara Games, who crafted Superbrothers: Sword & Sworcery EP and Might & Magic: Clash of Heroes, showed a trailer for Below, an artistic roguelike that takes Zelda-style gameplay and zooms it WAY the hell out. With stark visuals and a score composed by Jim Guthrie, it looks like it's got all the DNA of a memorable indie title.

The gameplay we saw featured an overhead view of a mysteriously empty island, and the tiny explorer who traversed across it. Our hero discovered an ancient temple--and as we all know, the only way to go is down. It was, quite frankly, tricky to see what exactly was going on, given that your protagonist takes up about 1/100th of the screen. But if anyone can pull off this kind of engrossing minimalism, it's Capybara (see: Superbrothers' visual style). The trailer posed a question: "What lies below?" We hope to find out when the game releases on Xbox One. For now, check out the trailer for Below below:




  • shawksta - June 10, 2013 12:32 p.m.

  • BladedFalcon - June 10, 2013 12:17 p.m.

    Honestly, this was one of the lest impressive titles of the conference, and not because it was an indie. Far from it, that's a good thing. No, it was because... YOU COULD BARELY SEE SHIT. Seriously, it's not just that it was zoomed out way too much... is that I saw no reason as to WHY it needed to be zoomed out like that.
  • Rub3z - June 10, 2013 2:29 p.m.

    I could see the shit quite clearly, and what shit I did see looked pretty good. Seriously, scale is something that isn't used or taken advantage of that much in games. It's exactly the kind of thing that makes boss fights in something like Shadow of the Colossus so memorable. The scale really helps to accentuate the atmosphere and purvey the question that's on your mind, presented in this trailer (what lies below?) through showing you, rather than telling you. Seriously, do you see the size of those spaces and doorways that elf dude walks through? If it were zoomed in to normal levels, the game's atmosphere and presentation wouldn't be able to take advantage of this scale that appeals to the visual senses. Also, sometimes enormously huge doorways aren't just there for enormously huge doorways' sake. The scale is absolutely screaming potential for monstrous boss battles. Can't wait to see if the game takes advantage of that.

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