
The lengthier text and dialogue for each event is shortened or skipped after the first time you see it, allowing duplicated paths to be played swiftly and without constantly seeing the same extended details. The brothers remember what they have experienced and will comment accordingly on subsequent trips, complaining about characters’ past actions or warning each other about what is undoubtedly coming up next. While this constant cycle of replaying plot points may sound tedious, Brain&Brain have made it a rewarding part of the adventure by actively acknowledging repeated events. On another run-in, we were able to swim to the surface, despite the same main event occurring both times. Even if you run into the exact same events on subsequent voyages, you might have slightly different experiences: for instance, during a run-in with a pod of seals on one trip, our brothers ended up sinking to the ocean floor. On each voyage out you will only be able to live through four events, but the game has more than ten different encounters available and multiple ways to play out each one. Returning to sea and exploring other options is a crucial part of the game and the only way to experience everything Burly Men at Sea has to offer. Once you encounter all four events, the brothers will return home and begin their adventures again, if you choose to do so.


How you approach this event will lead to a different third point, and so on. You can wait and see where the whale will take you or try to find a way out of his belly each choice will lead to a different second event. The two events between these plot points will vary depending on the choices you make. The brothers will encounter four major events in their travels, always starting with the whale and ending with another recurring creature. There is no fail state, and even seemingly disastrous choices (like becoming lunch) will simply send them down a different path. You’ll often have the power to help or hinder them, choosing whether you save them from the jaws of a toothy beast or allowing them to be chomped instead. Sometimes you’ll affect the world around them, like sending a bird fluttering away or lighting a dark cavern so they can find their way out. Most of your interaction with the world is through pulling back the curtain of the current scene and showing the Beards which direction to go. Although you don’t have direct control over the brothers-Brave, Hasty, and Steady Beard respectively-you do guide them on the paths they will travel. What happens next is up to you, the player-storyteller. The bearded heroes set out from the island in search of the “adventurous deeds and heroic feats” promised by the mapmaker and are promptly swallowed by a whale. Curious and thirsty for adventure, the brothers seek out the owner of the map, who claims there is more to its empty waters than may appear. The map’s strangeness is borne of its seeming uselessness: it plots only the location of their own island and nothing else. That story follows the Brothers Beard, three robust fishermen who discover a strange map in their nets one morning. It is a game that rewards both storytellers and storylisteners, as you are both: the guiding hand that keeps the tale going and the delighted reader who is surprised by the turn your story has taken.

Its progress is not from solving puzzles but in adding to your ever-growing collection of tall tales about your endless adventures. It features none of these devices, feeling much more like a choose your own adventure storybook than a classic point-and-click game. While Doggins could easily be called a point-and-click adventure thanks to its item collection, inventory management, and puzzle-solving, Burly Men at Sea does not fit so easily into the genre mold. Players who felt Doggins’ adventure ended too abruptly will be pleased to know Burly Men has a lot more meat on its bones, but it’s still focused on short bites of something very special. This love of the fantastical is revisited in Burly Men at Sea’s oceanic voyages inside the belly of a whale past a talking mountain and even to the very bottom of the watery depths, where mystical talking sea creatures reside. Their first, Doggins, was a short but sweet hop into a terrier’s dreams of space flight, time travel, and villainous squirrel shindigs. Some interactions and options are a bit unclear.īurly Men at Sea is the second “quiet adventure” from two-person development house Brain&Brain. Would have liked more variety in the first and final events of each playthrough.
